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- //-----------------------------------------------------------------------------
- // Copyright (c) 2013 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifndef _GUICANVAS_H_
- #define _GUICANVAS_H_
- #ifndef _SIMBASE_H_
- #include "sim/simBase.h"
- #endif
- #ifndef _EVENT_H_
- #include "platform/event.h"
- #endif
- #ifndef _GUICONTROL_H_
- #include "gui/guiControl.h"
- #endif
- #ifndef _PLATFORMINPUT_H_
- #include "platform/platformInput.h"
- #endif
- /// A canvas on which rendering occurs.
- ///
- ///
- /// @section GuiCanvas_contents What a GUICanvas Can Contain...
- ///
- /// @subsection GuiCanvas_content_contentcontrol Content Control
- /// A content control is the top level GuiControl for a screen. This GuiControl
- /// will be the parent control for all other GuiControls on that particular
- /// screen.
- ///
- /// @subsection GuiCanvas_content_dialogs Dialogs
- ///
- /// A dialog is essentially another screen, only it gets overlaid on top of the
- /// current content control, and all input goes to the dialog. This is most akin
- /// to the "Open File" dialog box found in most operating systems. When you
- /// choose to open a file, and the "Open File" dialog pops up, you can no longer
- /// send input to the application, and must complete or cancel the open file
- /// request. Torque keeps track of layers of dialogs. The dialog with the highest
- /// layer is on top and will get all the input, unless the dialog is
- /// modeless, which is a profile option.
- ///
- /// @see GuiControlProfile
- ///
- /// @section GuiCanvas_dirty Dirty Rectangles
- ///
- /// The GuiCanvas is based on dirty regions.
- ///
- /// Every frame the canvas paints only the areas of the canvas that are 'dirty'
- /// or need updating. In most cases, this only is the area under the mouse cursor.
- /// This is why if you look in guiCanvas.cc the call to glClear is commented out.
- /// If you want a really good idea of what exactly dirty regions are and how they
- /// work, un-comment that glClear line in the renderFrame method of guiCanvas.cc
- ///
- /// What you will see is a black screen, except in the dirty regions, where the
- /// screen will be painted normally. If you are making an animated GuiControl
- /// you need to add your control to the dirty areas of the canvas.
- ///
- class GuiCanvas : public GuiControl
- {
- protected:
- typedef GuiControl Parent;
- typedef SimObject Grandparent;
- /// Background color.
- ColorF mBackgroundColor;
- bool mUseBackgroundColor;
- /// @name Rendering
- /// @{
- ///
- RectI mOldUpdateRects[2];
- RectI mCurUpdateRect;
- F32 rLastFrameTime;
- /// @}
- /// @name Cursor Properties
- /// @{
- F32 mPixelsPerMickey; ///< This is the scale factor which relates
- /// mouse movement in pixels (one unit of
- /// mouse movement is a mickey) to units in
- /// the GUI.
- bool cursorON;
- bool mShowCursor;
- bool mRenderFront;
- Point2F cursorPt;
- Point2I lastCursorPt;
- GuiCursor *defaultCursor;
- GuiCursor *lastCursor;
- bool lastCursorON;
- bool mUseNativeCursor;
- /// @}
- /// @name Mouse Input
- /// @{
- SimObjectPtr<GuiControl> mMouseCapturedControl; ///< All mouse events will go to this ctrl only
- SimObjectPtr<GuiControl> mMouseControl; ///< the control the mouse was last seen in unless some other one captured it
- bool mMouseControlClicked; ///< whether the current ctrl has been clicked - used by helpctrl
- U32 mPrevMouseTime; ///< this determines how long the mouse has been in the same control
- U32 mNextMouseTime; ///< used for onMouseRepeat()
- U32 mInitialMouseDelay; ///< also used for onMouseRepeat()
- bool mMouseButtonDown; ///< Flag to determine if the button is depressed
- bool mMouseRightButtonDown; ///< bool to determine if the right button is depressed
- bool mMouseMiddleButtonDown; ///< Middle button flag
- GuiEvent mLastEvent;
- U8 mLastMouseClickCount;
- S32 mLastMouseDownTime;
- bool mLeftMouseLast;
- bool mMiddleMouseLast;
- bool mRightMouseLast;
- Point2F mMouseDownPoint;
- S32 mDoubleClickWidth;
- S32 mDoubleClickHeight;
- S32 mDoubleClickTime;
- Point2F mPrevMouseMovePosition; ///< Holds the previous position of the mouse the last time a mouse move event was processed.
- S32 mTouchDetectionSize; ///< Changes in the x or y position of the mouse greater than this value will could be touch events.
- bool mPotentialTouchEvent; ///< True if the mouse made a jump that looks like a touch event.
- U8 mPotentialMouseEventCount; ///< Counts how many small mouse movements have occured in a row that to determine if touch has been abandoned.
- bool mHideCursorBecauseOfTouch; ///< Touch event has been detected. Hide the cursor.
- virtual void findMouseControl(const GuiEvent &event);
- bool DoesControlStackContainControl(GuiControl* stack, const GuiControl* ctrl);
- virtual void refreshMouseControl();
- /// @}
- /// @name Keyboard Input
- /// @{
- GuiControl *keyboardControl; ///< All keyboard events will go to this ctrl first
- U32 nextKeyTime;
- /// Accelerator key map
- struct AccKeyMap
- {
- GuiControl *ctrl;
- U32 index;
- U32 keyCode;
- U32 modifier;
- inline bool IsKeyCodeEqual(U32 testCode)
- {
- return (testCode == keyCode ||
- (keyCode == KEY_ALT && (testCode == KEY_RALT || testCode == KEY_LALT)) ||
- (keyCode == KEY_SHIFT && (testCode == KEY_RSHIFT || testCode == KEY_LSHIFT)) ||
- (keyCode == KEY_CONTROL && (testCode == KEY_RCONTROL || testCode == KEY_LCONTROL)) ||
- (keyCode == KEY_MAC_OPT && (testCode == KEY_MAC_ROPT || testCode == KEY_MAC_LOPT)));
- }
- };
- Vector <AccKeyMap> mAcceleratorMap;
- //for tooltip rendering
- U32 hoverControlStart;
- GuiControl* hoverControl;
- Point2I hoverPosition;
- bool hoverPositionSet;
- U32 hoverLeftControlTime;
- /// @}
- public:
- DECLARE_CONOBJECT(GuiCanvas);
- GuiCanvas();
- virtual ~GuiCanvas();
- static void initPersistFields();
- /// Background color.
- inline void setBackgroundColor( const ColorF& backgroundColor ) { mBackgroundColor = backgroundColor; }
- inline const ColorF& getBackgroundColor( void ) const { return mBackgroundColor; }
- inline void setUseBackgroundColor( const bool useBackgroundColor ) { mUseBackgroundColor = useBackgroundColor; }
- inline bool getUseBackgroundColor( void ) const { return mUseBackgroundColor; }
- /// @name Rendering methods
- ///
- /// @{
- /// Repaints the dirty regions of the canvas
- /// @param preRenderOnly If set to true, only the onPreRender methods of all the GuiControls will be called
- /// @param bufferSwap If set to true, it will swap buffers at the end. This is to support canvas-subclassing.
- virtual void renderFrame(bool preRenderOnly, bool bufferSwap = true);
- /// Repaints the entire canvas by calling resetUpdateRegions() and then renderFrame()
- virtual void paint();
- /// Adds a dirty area to the canvas so it will be updated on the next frame
- /// @param pos Screen-coordinates of the upper-left hand corner of the dirty area
- /// @param ext Width/height of the dirty area
- virtual void addUpdateRegion(Point2I pos, Point2I ext);
- /// Resets the update regions so that the next call to renderFrame will
- /// repaint the whole canvas
- virtual void resetUpdateRegions();
- /// Resizes the content control to match the canvas size.
- void maintainSizing();
- /// This builds a rectangle which encompasses all of the dirty regions to be
- /// repainted
- /// @param updateUnion (out) Rectangle which surrounds all dirty areas
- virtual void buildUpdateUnion(RectI *updateUnion);
- /// This will swap the buffers at the end of renderFrame. It was added for canvas
- /// sub-classes in case they wanted to do some custom code before the buffer
- /// flip occured.
- virtual void swapBuffers();
- /// @}
- /// @name Canvas Content Management
- /// @{
- /// This sets the content control to something different
- /// @param gui New content control
- virtual void setContentControl(GuiControl *gui);
- /// Returns the content control
- virtual GuiControl *getContentControl();
- /// Adds a dialog control onto the stack of dialogs
- /// @param gui Dialog to add
- /// @param layer Layer to put dialog on
- virtual void pushDialogControl(GuiControl *gui, S32 layer = 0);
- /// Removes a specific layer of dialogs
- /// @param layer Layer to pop off from
- virtual void popDialogControl(S32 layer = 0);
- /// Removes a specific dialog control
- /// @param gui Dialog to remove from the dialog stack
- virtual void popDialogControl(GuiControl *gui);
- ///@}
- /// This turns on/off front-buffer rendering
- /// @param front True if all rendering should be done to the front buffer
- virtual void setRenderFront(bool front) { mRenderFront = front; }
- /// @name Cursor commands
- /// A cursor can be on, but not be shown. If a cursor is not on, than it does not
- /// process input.
- /// @{
- /// Sets the cursor for the canvas.
- /// @param cursor New cursor to use.
- virtual void setCursor(GuiCursor *cursor);
- virtual bool getUseNativeCursor(void);
- virtual void useNativeCursor(bool useNative);
- /// Returns true if the cursor is on.
- virtual bool isCursorON() {return cursorON; }
- /// Sets the time allowed between clicks to be considered a double click.
- void setDoubleClickTime(S32 time) { mDoubleClickTime = time; };
- /// Sets the amount of movement allowed that won't cancel a double click.
- void setDoubleClickWidth(S32 width) { mDoubleClickWidth = width; };
- void setDoubleClickHeight(S32 height) { mDoubleClickHeight = height; };
- /// Turns the cursor on or off.
- /// @param onOff True if the cursor should be on.
- virtual void setCursorON(bool onOff);
- /// Sets the position of the cursor
- /// @param pt Point, in screenspace for the cursor
- virtual void setCursorPos(const Point2I &pt);
- /// Returns the point, in screenspace, at which the cursor is located.
- virtual Point2I getCursorPos() { return Point2I(S32(cursorPt.x), S32(cursorPt.y)); }
- /// Enable/disable rendering of the cursor.
- /// @param state True if we should render cursor
- virtual void showCursor(bool state) { mShowCursor = state; }
- /// Returns true if the cursor is being rendered.
- virtual bool isCursorShown() { return(mShowCursor); }
- /// @}
- ///used by the tooltip resource
- Point2I getCursorExtent() { return defaultCursor->getExtent(); }
-
- /// @name Input Processing
- /// @{
- /// Processes an input event
- /// @see InputEvent
- /// @param event Input event to process
- virtual bool processInputEvent(const InputEvent *event);
- /// Processes a mouse movement event
- /// @see MouseMoveEvent
- /// @param event Mouse move event to process
- virtual void processMouseMoveEvent(const MouseMoveEvent *event);
- virtual void processScreenTouchEvent(const ScreenTouchEvent *event);
- /// @}
- /// @name Mouse Methods
- /// @{
- /// When a control gets the mouse lock this means that that control gets
- /// ALL mouse input and no other control recieves any input.
- /// @param lockingControl Control to lock mouse to
- virtual void mouseLock(GuiControl *lockingControl);
- /// Unlocks the mouse from a control
- /// @param lockingControl Control to unlock from
- virtual void mouseUnlock(GuiControl *lockingControl);
- /// Returns the control which the mouse is over
- virtual GuiControl* getMouseControl() { return mMouseControl; }
- /// Returns the control which the mouse is locked to if any
- virtual GuiControl* getMouseLockedControl() { return mMouseCapturedControl; }
- /// Returns true if the left mouse button is down
- virtual bool mouseButtonDown(void) { return mMouseButtonDown; }
- /// Returns true if the right mouse button is down
- virtual bool mouseRightButtonDown(void) { return mMouseRightButtonDown; }
- virtual void checkLockMouseMove(const GuiEvent &event);
- /// @}
- /// @name Mouse input methods
- /// These events process the events before passing them down to the
- /// controls they effect. This allows for things such as the input
- /// locking and such.
- ///
- /// Each of these methods corosponds to the action in it's method name
- /// and processes the GuiEvent passd as a parameter
- /// @{
- virtual void rootMouseUp(const GuiEvent &event);
- virtual void rootMouseDown(const GuiEvent &event);
- virtual void rootMouseMove(const GuiEvent &event);
- virtual void rootMouseDragged(const GuiEvent &event);
- virtual void rootScreenTouchUp(const GuiEvent &event);
- virtual void rootScreenTouchDown(const GuiEvent &event);
- virtual void rootScreenTouchMove(const GuiEvent &event);
- virtual void rootRightMouseDown(const GuiEvent &event);
- virtual void rootRightMouseUp(const GuiEvent &event);
- virtual void rootRightMouseDragged(const GuiEvent &event);
- virtual void rootMiddleMouseDown(const GuiEvent &event);
- virtual void rootMiddleMouseUp(const GuiEvent &event);
- virtual void rootMiddleMouseDragged(const GuiEvent &event);
- virtual void rootMouseWheelUp(const GuiEvent &event);
- virtual void rootMouseWheelDown(const GuiEvent &event);
- /// @}
- /// @name Keyboard input methods
- /// First responders
- ///
- /// A first responder is a the GuiControl which responds first to input events
- /// before passing them off for further processing.
- /// @{
- /// Moves the first responder to the next tabable controle
- virtual bool tabNext(void);
- /// Moves the first responder to the previous tabable control
- virtual bool tabPrev(void);
- /// Setups a keyboard accelerator which maps to a GuiControl.
- ///
- /// @param ctrl GuiControl to map to.
- /// @param index
- /// @param keyCode Key code.
- /// @param modifier Shift, ctrl, etc.
- virtual void addAcceleratorKey(GuiControl *ctrl, U32 index, U32 keyCode, U32 modifier);
- /// Sets the first responder.
- /// @param firstResponder Control to designate as first responder
- virtual void setFirstResponder(GuiControl *firstResponder);
- /// @}
- };
- extern GuiCanvas *Canvas;
- #endif
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