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guiCanvas.h 15 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _GUICANVAS_H_
  23. #define _GUICANVAS_H_
  24. #ifndef _SIMBASE_H_
  25. #include "sim/simBase.h"
  26. #endif
  27. #ifndef _EVENT_H_
  28. #include "platform/event.h"
  29. #endif
  30. #ifndef _GUICONTROL_H_
  31. #include "gui/guiControl.h"
  32. #endif
  33. #ifndef _PLATFORMINPUT_H_
  34. #include "platform/platformInput.h"
  35. #endif
  36. /// A canvas on which rendering occurs.
  37. ///
  38. ///
  39. /// @section GuiCanvas_contents What a GUICanvas Can Contain...
  40. ///
  41. /// @subsection GuiCanvas_content_contentcontrol Content Control
  42. /// A content control is the top level GuiControl for a screen. This GuiControl
  43. /// will be the parent control for all other GuiControls on that particular
  44. /// screen.
  45. ///
  46. /// @subsection GuiCanvas_content_dialogs Dialogs
  47. ///
  48. /// A dialog is essentially another screen, only it gets overlaid on top of the
  49. /// current content control, and all input goes to the dialog. This is most akin
  50. /// to the "Open File" dialog box found in most operating systems. When you
  51. /// choose to open a file, and the "Open File" dialog pops up, you can no longer
  52. /// send input to the application, and must complete or cancel the open file
  53. /// request. Torque keeps track of layers of dialogs. The dialog with the highest
  54. /// layer is on top and will get all the input, unless the dialog is
  55. /// modeless, which is a profile option.
  56. ///
  57. /// @see GuiControlProfile
  58. ///
  59. /// @section GuiCanvas_dirty Dirty Rectangles
  60. ///
  61. /// The GuiCanvas is based on dirty regions.
  62. ///
  63. /// Every frame the canvas paints only the areas of the canvas that are 'dirty'
  64. /// or need updating. In most cases, this only is the area under the mouse cursor.
  65. /// This is why if you look in guiCanvas.cc the call to glClear is commented out.
  66. /// If you want a really good idea of what exactly dirty regions are and how they
  67. /// work, un-comment that glClear line in the renderFrame method of guiCanvas.cc
  68. ///
  69. /// What you will see is a black screen, except in the dirty regions, where the
  70. /// screen will be painted normally. If you are making an animated GuiControl
  71. /// you need to add your control to the dirty areas of the canvas.
  72. ///
  73. class GuiCanvas : public GuiControl
  74. {
  75. protected:
  76. typedef GuiControl Parent;
  77. typedef SimObject Grandparent;
  78. /// Background color.
  79. ColorF mBackgroundColor;
  80. bool mUseBackgroundColor;
  81. /// @name Rendering
  82. /// @{
  83. ///
  84. RectI mOldUpdateRects[2];
  85. RectI mCurUpdateRect;
  86. F32 rLastFrameTime;
  87. /// @}
  88. /// @name Cursor Properties
  89. /// @{
  90. F32 mPixelsPerMickey; ///< This is the scale factor which relates
  91. /// mouse movement in pixels (one unit of
  92. /// mouse movement is a mickey) to units in
  93. /// the GUI.
  94. bool cursorON;
  95. bool mShowCursor;
  96. bool mRenderFront;
  97. Point2F cursorPt;
  98. Point2I lastCursorPt;
  99. GuiCursor *defaultCursor;
  100. GuiCursor *lastCursor;
  101. bool lastCursorON;
  102. /// @}
  103. /// @name Mouse Input
  104. /// @{
  105. SimObjectPtr<GuiControl> mMouseCapturedControl; ///< All mouse events will go to this ctrl only
  106. SimObjectPtr<GuiControl> mMouseControl; ///< the control the mouse was last seen in unless some other one captured it
  107. bool mMouseControlClicked; ///< whether the current ctrl has been clicked - used by helpctrl
  108. U32 mPrevMouseTime; ///< this determines how long the mouse has been in the same control
  109. U32 mNextMouseTime; ///< used for onMouseRepeat()
  110. U32 mInitialMouseDelay; ///< also used for onMouseRepeat()
  111. bool mMouseButtonDown; ///< Flag to determine if the button is depressed
  112. bool mMouseRightButtonDown; ///< bool to determine if the right button is depressed
  113. bool mMouseMiddleButtonDown; ///< Middle button flag
  114. GuiEvent mLastEvent;
  115. U8 mLastMouseClickCount;
  116. S32 mLastMouseDownTime;
  117. bool mLeftMouseLast;
  118. bool mMiddleMouseLast;
  119. bool mRightMouseLast;
  120. Point2F mMouseDownPoint;
  121. S32 mDoubleClickWidth;
  122. S32 mDoubleClickHeight;
  123. S32 mDoubleClickTime;
  124. virtual void findMouseControl(const GuiEvent &event);
  125. virtual void refreshMouseControl();
  126. /// @}
  127. /// @name Keyboard Input
  128. /// @{
  129. GuiControl *keyboardControl; ///< All keyboard events will go to this ctrl first
  130. U32 nextKeyTime;
  131. /// Accelerator key map
  132. struct AccKeyMap
  133. {
  134. GuiControl *ctrl;
  135. U32 index;
  136. U32 keyCode;
  137. U32 modifier;
  138. };
  139. Vector <AccKeyMap> mAcceleratorMap;
  140. //for tooltip rendering
  141. U32 hoverControlStart;
  142. GuiControl* hoverControl;
  143. Point2I hoverPosition;
  144. bool hoverPositionSet;
  145. U32 hoverLeftControlTime;
  146. /// @}
  147. public:
  148. DECLARE_CONOBJECT(GuiCanvas);
  149. GuiCanvas();
  150. virtual ~GuiCanvas();
  151. static void initPersistFields();
  152. /// Background color.
  153. inline void setBackgroundColor( const ColorF& backgroundColor ) { mBackgroundColor = backgroundColor; }
  154. inline const ColorF& getBackgroundColor( void ) const { return mBackgroundColor; }
  155. inline void setUseBackgroundColor( const bool useBackgroundColor ) { mUseBackgroundColor = useBackgroundColor; }
  156. inline bool getUseBackgroundColor( void ) const { return mUseBackgroundColor; }
  157. /// @name Rendering methods
  158. ///
  159. /// @{
  160. /// Repaints the dirty regions of the canvas
  161. /// @param preRenderOnly If set to true, only the onPreRender methods of all the GuiControls will be called
  162. /// @param bufferSwap If set to true, it will swap buffers at the end. This is to support canvas-subclassing.
  163. virtual void renderFrame(bool preRenderOnly, bool bufferSwap = true);
  164. /// Repaints the entire canvas by calling resetUpdateRegions() and then renderFrame()
  165. virtual void paint();
  166. /// Adds a dirty area to the canvas so it will be updated on the next frame
  167. /// @param pos Screen-coordinates of the upper-left hand corner of the dirty area
  168. /// @param ext Width/height of the dirty area
  169. virtual void addUpdateRegion(Point2I pos, Point2I ext);
  170. /// Resets the update regions so that the next call to renderFrame will
  171. /// repaint the whole canvas
  172. virtual void resetUpdateRegions();
  173. /// Resizes the content control to match the canvas size.
  174. void maintainSizing();
  175. /// This builds a rectangle which encompasses all of the dirty regions to be
  176. /// repainted
  177. /// @param updateUnion (out) Rectangle which surrounds all dirty areas
  178. virtual void buildUpdateUnion(RectI *updateUnion);
  179. /// This will swap the buffers at the end of renderFrame. It was added for canvas
  180. /// sub-classes in case they wanted to do some custom code before the buffer
  181. /// flip occured.
  182. virtual void swapBuffers();
  183. /// @}
  184. /// @name Canvas Content Management
  185. /// @{
  186. /// This sets the content control to something different
  187. /// @param gui New content control
  188. virtual void setContentControl(GuiControl *gui);
  189. /// Returns the content control
  190. virtual GuiControl *getContentControl();
  191. /// Adds a dialog control onto the stack of dialogs
  192. /// @param gui Dialog to add
  193. /// @param layer Layer to put dialog on
  194. virtual void pushDialogControl(GuiControl *gui, S32 layer = 0);
  195. /// Removes a specific layer of dialogs
  196. /// @param layer Layer to pop off from
  197. virtual void popDialogControl(S32 layer = 0);
  198. /// Removes a specific dialog control
  199. /// @param gui Dialog to remove from the dialog stack
  200. virtual void popDialogControl(GuiControl *gui);
  201. ///@}
  202. /// This turns on/off front-buffer rendering
  203. /// @param front True if all rendering should be done to the front buffer
  204. virtual void setRenderFront(bool front) { mRenderFront = front; }
  205. /// @name Cursor commands
  206. /// A cursor can be on, but not be shown. If a cursor is not on, than it does not
  207. /// process input.
  208. /// @{
  209. /// Sets the cursor for the canvas.
  210. /// @param cursor New cursor to use.
  211. virtual void setCursor(GuiCursor *cursor);
  212. /// Returns true if the cursor is on.
  213. virtual bool isCursorON() {return cursorON; }
  214. /// Sets the time allowed between clicks to be considered a double click.
  215. void setDoubleClickTime(S32 time) { mDoubleClickTime = time; };
  216. /// Sets the amount of movement allowed that won't cancel a double click.
  217. void setDoubleClickWidth(S32 width) { mDoubleClickWidth = width; };
  218. void setDoubleClickHeight(S32 height) { mDoubleClickHeight = height; };
  219. /// Turns the cursor on or off.
  220. /// @param onOff True if the cursor should be on.
  221. virtual void setCursorON(bool onOff);
  222. /// Sets the position of the cursor
  223. /// @param pt Point, in screenspace for the cursor
  224. virtual void setCursorPos(const Point2I &pt);
  225. /// Returns the point, in screenspace, at which the cursor is located.
  226. virtual Point2I getCursorPos() { return Point2I(S32(cursorPt.x), S32(cursorPt.y)); }
  227. /// Enable/disable rendering of the cursor.
  228. /// @param state True if we should render cursor
  229. virtual void showCursor(bool state) { mShowCursor = state; Input::setCursorState(state); }
  230. /// Returns true if the cursor is being rendered.
  231. virtual bool isCursorShown() { return(mShowCursor); }
  232. /// @}
  233. ///used by the tooltip resource
  234. Point2I getCursorExtent() { return defaultCursor->getExtent(); }
  235. /// @name Input Processing
  236. /// @{
  237. /// Processes an input event
  238. /// @see InputEvent
  239. /// @param event Input event to process
  240. virtual bool processInputEvent(const InputEvent *event);
  241. /// Processes a mouse movement event
  242. /// @see MouseMoveEvent
  243. /// @param event Mouse move event to process
  244. virtual void processMouseMoveEvent(const MouseMoveEvent *event);
  245. virtual void processScreenTouchEvent(const ScreenTouchEvent *event);
  246. /// @}
  247. /// @name Mouse Methods
  248. /// @{
  249. /// When a control gets the mouse lock this means that that control gets
  250. /// ALL mouse input and no other control recieves any input.
  251. /// @param lockingControl Control to lock mouse to
  252. virtual void mouseLock(GuiControl *lockingControl);
  253. /// Unlocks the mouse from a control
  254. /// @param lockingControl Control to unlock from
  255. virtual void mouseUnlock(GuiControl *lockingControl);
  256. /// Returns the control which the mouse is over
  257. virtual GuiControl* getMouseControl() { return mMouseControl; }
  258. /// Returns the control which the mouse is locked to if any
  259. virtual GuiControl* getMouseLockedControl() { return mMouseCapturedControl; }
  260. /// Returns true if the left mouse button is down
  261. virtual bool mouseButtonDown(void) { return mMouseButtonDown; }
  262. /// Returns true if the right mouse button is down
  263. virtual bool mouseRightButtonDown(void) { return mMouseRightButtonDown; }
  264. virtual void checkLockMouseMove(const GuiEvent &event);
  265. /// @}
  266. /// @name Mouse input methods
  267. /// These events process the events before passing them down to the
  268. /// controls they effect. This allows for things such as the input
  269. /// locking and such.
  270. ///
  271. /// Each of these methods corosponds to the action in it's method name
  272. /// and processes the GuiEvent passd as a parameter
  273. /// @{
  274. virtual void rootMouseUp(const GuiEvent &event);
  275. virtual void rootMouseDown(const GuiEvent &event);
  276. virtual void rootMouseMove(const GuiEvent &event);
  277. virtual void rootMouseDragged(const GuiEvent &event);
  278. virtual void rootScreenTouchUp(const GuiEvent &event);
  279. virtual void rootScreenTouchDown(const GuiEvent &event);
  280. virtual void rootScreenTouchMove(const GuiEvent &event);
  281. virtual void rootRightMouseDown(const GuiEvent &event);
  282. virtual void rootRightMouseUp(const GuiEvent &event);
  283. virtual void rootRightMouseDragged(const GuiEvent &event);
  284. virtual void rootMiddleMouseDown(const GuiEvent &event);
  285. virtual void rootMiddleMouseUp(const GuiEvent &event);
  286. virtual void rootMiddleMouseDragged(const GuiEvent &event);
  287. virtual void rootMouseWheelUp(const GuiEvent &event);
  288. virtual void rootMouseWheelDown(const GuiEvent &event);
  289. /// @}
  290. /// @name Keyboard input methods
  291. /// First responders
  292. ///
  293. /// A first responder is a the GuiControl which responds first to input events
  294. /// before passing them off for further processing.
  295. /// @{
  296. /// Moves the first responder to the next tabable controle
  297. virtual bool tabNext(void);
  298. /// Moves the first responder to the previous tabable control
  299. virtual bool tabPrev(void);
  300. /// Setups a keyboard accelerator which maps to a GuiControl.
  301. ///
  302. /// @param ctrl GuiControl to map to.
  303. /// @param index
  304. /// @param keyCode Key code.
  305. /// @param modifier Shift, ctrl, etc.
  306. virtual void addAcceleratorKey(GuiControl *ctrl, U32 index, U32 keyCode, U32 modifier);
  307. /// Sets the first responder.
  308. /// @param firstResponder Control to designate as first responder
  309. virtual void setFirstResponder(GuiControl *firstResponder);
  310. /// @}
  311. };
  312. extern GuiCanvas *Canvas;
  313. #endif