guiCanvas.h 16 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 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 "console/simBase.h"
  26. #endif
  27. #ifndef _GUICONTROL_H_
  28. #include "gui/core/guiControl.h"
  29. #endif
  30. #ifndef _PLATFORMINPUT_H_
  31. #include "platform/platformInput.h"
  32. #endif
  33. #include "component/interfaces/IProcessInput.h"
  34. #include "windowManager/platformWindowMgr.h"
  35. #include "gfx/gfxFence.h"
  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, public IProcessInput
  74. {
  75. protected:
  76. typedef GuiControl Parent;
  77. /// @name Rendering
  78. /// @{
  79. RectI mOldUpdateRects[2];
  80. RectI mCurUpdateRect;
  81. U32 mLastRenderMs;
  82. /// @}
  83. /// @name Cursor Properties
  84. /// @{
  85. bool mCursorEnabled;
  86. bool mShowCursor;
  87. bool mRenderFront;
  88. Point2F mCursorPt; ///< Current cursor position in local coordinates.
  89. Point2I mLastCursorPt;
  90. GuiCursor *mDefaultCursor;
  91. GuiCursor *mLastCursor;
  92. bool mLastCursorEnabled;
  93. bool mForceMouseToGUI;
  94. bool mClampTorqueCursor;
  95. bool mAlwaysHandleMouseButtons;
  96. bool mDisplayWindow;
  97. /// @}
  98. /// @name Mouse Input
  99. /// @{
  100. SimObjectPtr<GuiControl> mMouseCapturedControl; ///< All mouse events will go to this ctrl only
  101. SimObjectPtr<GuiControl> mMouseControl; ///< the control the mouse was last seen in unless some other one captured it
  102. bool mMouseControlClicked; ///< whether the current ctrl has been clicked - used by helpctrl
  103. U32 mPrevMouseTime; ///< this determines how long the mouse has been in the same control
  104. bool mMouseButtonDown; ///< Flag to determine if the button is depressed
  105. bool mMouseRightButtonDown; ///< bool to determine if the right button is depressed
  106. bool mMouseMiddleButtonDown; ///< Middle button flag
  107. GuiEvent mLastEvent;
  108. U8 mLastMouseClickCount;
  109. S32 mLastMouseDownTime;
  110. bool mLeftMouseLast;
  111. bool mMiddleMouseLast;
  112. bool mRightMouseLast;
  113. Point2F mMouseDownPoint;
  114. /// Processes keyboard input events. Helper method for processInputEvent
  115. ///
  116. /// \param inputEvent Information on the input even to be processed.
  117. /// \return True if the event was handled or false if it was not.
  118. virtual bool processKeyboardEvent(InputEventInfo &inputEvent);
  119. /// Processes mouse input events. Helper method for processInputEvent
  120. ///
  121. /// \param inputEvent Information on the input even to be processed.
  122. /// \return True if the event was handled or false if it was not.
  123. virtual bool processMouseEvent(InputEventInfo &inputEvent);
  124. /// Processes gamepad input events. Helper method for processInputEvent
  125. ///
  126. /// \param inputEvent Information on the input even to be processed.
  127. /// \return True if the event was handled or false if it was not.
  128. virtual bool processGamepadEvent(InputEventInfo &inputEvent);
  129. virtual void findMouseControl(const GuiEvent &event);
  130. virtual void refreshMouseControl();
  131. /// @}
  132. /// @name Keyboard Input
  133. /// @{
  134. /// Accelerator key map
  135. struct AccKeyMap
  136. {
  137. GuiControl *ctrl;
  138. U32 index;
  139. U32 keyCode;
  140. U32 modifier;
  141. };
  142. Vector <AccKeyMap> mAcceleratorMap;
  143. //for tooltip rendering
  144. U32 mHoverControlStart;
  145. GuiControl* mHoverControl;
  146. Point2I mHoverPosition;
  147. bool mHoverPositionSet;
  148. U32 mHoverLeftControlTime;
  149. /// @}
  150. // Internal event handling callbacks for use with PlatformWindow.
  151. void handleResize (WindowId did, S32 width, S32 height);
  152. void handleAppEvent (WindowId did, S32 event);
  153. void handlePaintEvent (WindowId did);
  154. PlatformWindow *mPlatformWindow;
  155. GFXFence **mFences;
  156. S32 mNextFenceIdx;
  157. S32 mNumFences;
  158. static bool setProtectedNumFences( void *object, const char *index, const char *data );
  159. virtual void setupFences();
  160. void checkLockMouseMove( const GuiEvent& event );
  161. GuiControl *mMenuBarCtrl;
  162. public:
  163. DECLARE_CONOBJECT(GuiCanvas);
  164. DECLARE_CATEGORY( "Gui Core" );
  165. GuiCanvas();
  166. virtual ~GuiCanvas();
  167. virtual bool onAdd();
  168. virtual void onRemove();
  169. void setMenuBar(SimObject *obj);
  170. static void initPersistFields();
  171. /// @name Rendering methods
  172. ///
  173. /// @{
  174. /// Repaints the dirty regions of the canvas
  175. /// @param preRenderOnly If set to true, only the onPreRender methods of all the GuiControls will be called
  176. /// @param bufferSwap If set to true, it will swap buffers at the end. This is to support canvas-subclassing.
  177. virtual void renderFrame(bool preRenderOnly, bool bufferSwap = true);
  178. /// Repaints the canvas by calling the platform window display event.
  179. virtual void paint();
  180. /// Repaints the canvas skipping rendering if the target time
  181. /// has not yet elapsed.
  182. /// @param elapsedMS The time since the last frame.
  183. virtual void repaint(U32 elapsedMS);
  184. /// This signal is triggered at the beginning and end of each render frame
  185. ///
  186. /// @param beginFrame true at the beginning of the frame, false at the end
  187. ///
  188. typedef Signal <void ( bool beginFrame )> GuiCanvasFrameSignal;
  189. static GuiCanvasFrameSignal& getGuiCanvasFrameSignal();
  190. /// Adds a dirty area to the canvas so it will be updated on the next frame
  191. /// @param pos Screen-coordinates of the upper-left hand corner of the dirty area
  192. /// @param ext Width/height of the dirty area
  193. virtual void addUpdateRegion(Point2I pos, Point2I ext);
  194. /// Resets the update regions so that the next call to renderFrame will
  195. /// repaint the whole canvas
  196. virtual void resetUpdateRegions();
  197. /// Resizes the content control to match the canvas size.
  198. void maintainSizing();
  199. /// This builds a rectangle which encompasses all of the dirty regions to be
  200. /// repainted
  201. /// @param updateUnion (out) Rectangle which surrounds all dirty areas
  202. virtual void buildUpdateUnion(RectI *updateUnion);
  203. /// This will swap the buffers at the end of renderFrame. It was added for canvas
  204. /// sub-classes in case they wanted to do some custom code before the buffer
  205. /// flip occured.
  206. virtual void swapBuffers();
  207. /// @}
  208. /// @name Canvas Content Management
  209. /// @{
  210. /// This returns the PlatformWindow owned by this Canvas
  211. virtual PlatformWindow *getPlatformWindow()
  212. {
  213. return mPlatformWindow;
  214. }
  215. /// This sets the content control to something different
  216. /// @param gui New content control
  217. virtual void setContentControl(GuiControl *gui);
  218. /// Returns the content control
  219. virtual GuiControl *getContentControl();
  220. /// Adds a dialog control onto the stack of dialogs
  221. /// @param gui Dialog to add
  222. /// @param layer Layer to put dialog on
  223. /// @param center Center dialog on canvas.
  224. virtual void pushDialogControl(GuiControl *gui, S32 layer = 0, bool center = false);
  225. /// Removes a specific layer of dialogs
  226. /// @param layer Layer to pop off from
  227. virtual void popDialogControl(S32 layer = 0);
  228. /// Removes a specific dialog control
  229. /// @param gui Dialog to remove from the dialog stack
  230. virtual void popDialogControl(GuiControl *gui);
  231. ///@}
  232. /// This turns on/off front-buffer rendering
  233. /// @param front True if all rendering should be done to the front buffer
  234. virtual void setRenderFront(bool front) { mRenderFront = front; }
  235. /// @name Cursor commands
  236. /// A cursor can be on, but not be shown. If a cursor is not on, than it does not
  237. /// process input.
  238. /// @{
  239. /// Sets the cursor for the canvas.
  240. /// @param cursor New cursor to use.
  241. virtual void setCursor(GuiCursor *cursor);
  242. S32 mCursorChanged;
  243. /// Returns true if the cursor is on.
  244. virtual bool isCursorON() { return mCursorEnabled; }
  245. /// Sets if mouse events should be passed to the GUI even if the cursor is off.
  246. /// @param onOff True if events should be passed to the GUI if the cursor is off
  247. virtual void setForceMouseToGUI(bool onOff);
  248. /// Sets if the Torque cursor should be clamped to the window.
  249. /// @param onOff True if the Torque cursor should be clamped against the window
  250. virtual void setClampTorqueCursor(bool onOff);
  251. /// Returns if the Torque cursor is clamped to the window
  252. virtual bool getClampTorqueCursor() { return mClampTorqueCursor; }
  253. /// Turns the cursor on or off.
  254. /// @param onOff True if the cursor should be on.
  255. virtual void setCursorON(bool onOff);
  256. /// Sets the position of the cursor
  257. /// @param pt Point, in screenspace for the cursor
  258. virtual void setCursorPos(const Point2I &pt);
  259. /// Returns the point, in screenspace, at which the cursor is located.
  260. virtual Point2I getCursorPos();
  261. /// Enable/disable rendering of the cursor.
  262. /// @param state True if we should render cursor
  263. virtual void showCursor(bool state);
  264. /// Returns true if the cursor is being rendered.
  265. virtual bool isCursorShown();
  266. void cursorClick(S32 buttonId, bool isDown);
  267. void cursorNudge(F32 x, F32 y);
  268. /// @}
  269. ///used by the tooltip resource
  270. Point2I getCursorExtent() { return mDefaultCursor->getExtent(); }
  271. /// @name Input Processing
  272. /// @{
  273. /// Processes an input event
  274. /// @see InputEvent
  275. /// @param event Input event to process
  276. virtual bool processInputEvent(InputEventInfo &inputEvent);
  277. /// @}
  278. /// @name Mouse Methods
  279. /// @{
  280. /// When a control gets the mouse lock this means that that control gets
  281. /// ALL mouse input and no other control receives any input.
  282. /// @param lockingControl Control to lock mouse to
  283. virtual void mouseLock(GuiControl *lockingControl);
  284. /// Unlocks the mouse from a control
  285. /// @param lockingControl Control to unlock from
  286. virtual void mouseUnlock(GuiControl *lockingControl);
  287. /// Returns the control which the mouse is over
  288. virtual GuiControl* getMouseControl() { return mMouseControl; }
  289. /// Returns the control which the mouse is locked to if any
  290. virtual GuiControl* getMouseLockedControl() { return mMouseCapturedControl; }
  291. /// Returns true if the left mouse button is down
  292. virtual bool mouseButtonDown(void) { return mMouseButtonDown; }
  293. /// Returns true if the right mouse button is down
  294. virtual bool mouseRightButtonDown(void) { return mMouseRightButtonDown; }
  295. /// @}
  296. /// @name Mouse input methods
  297. /// These events process the events before passing them down to the
  298. /// controls they effect. This allows for things such as the input
  299. /// locking and such.
  300. ///
  301. /// Each of these methods corresponds to the action in it's method name
  302. /// and processes the GuiEvent passed as a parameter
  303. /// @{
  304. virtual void rootMouseUp(const GuiEvent &event);
  305. virtual void rootMouseDown(const GuiEvent &event);
  306. virtual void rootMouseMove(const GuiEvent &event);
  307. virtual void rootMouseDragged(const GuiEvent &event);
  308. virtual void rootRightMouseDown(const GuiEvent &event);
  309. virtual void rootRightMouseUp(const GuiEvent &event);
  310. virtual void rootRightMouseDragged(const GuiEvent &event);
  311. virtual void rootMiddleMouseDown(const GuiEvent &event);
  312. virtual void rootMiddleMouseUp(const GuiEvent &event);
  313. virtual void rootMiddleMouseDragged(const GuiEvent &event);
  314. virtual bool rootMouseWheelUp(const GuiEvent &event);
  315. virtual bool rootMouseWheelDown(const GuiEvent &event);
  316. /// @}
  317. /// @name Keyboard input methods
  318. /// First responders
  319. ///
  320. /// A first responder is a the GuiControl which responds first to input events
  321. /// before passing them off for further processing.
  322. /// @{
  323. /// Moves the first responder to the next tabable controle
  324. virtual bool tabNext(void);
  325. /// Moves the first responder to the previous tabable control
  326. virtual bool tabPrev(void);
  327. /// Setups a keyboard accelerator which maps to a GuiControl.
  328. ///
  329. /// @param ctrl GuiControl to map to.
  330. /// @param index
  331. /// @param keyCode Key code.
  332. /// @param modifier Shift, ctrl, etc.
  333. virtual void addAcceleratorKey(GuiControl *ctrl, U32 index, U32 keyCode, U32 modifier);
  334. /// Sets the first responder.
  335. /// @param firstResponder Control to designate as first responder
  336. virtual void setFirstResponder(GuiControl *firstResponder);
  337. /// This is used to toggle processing of native OS accelerators, not
  338. /// to be confused with the Torque accelerator key system, to keep them
  339. /// from swallowing up keystrokes. Both GuiTextEditCtrl and GuiTextPadCtrl
  340. /// use this method.
  341. virtual void setNativeAcceleratorsEnabled( bool enabled );
  342. /// @}
  343. ///
  344. virtual Point2I getWindowSize();
  345. virtual void enableKeyboardTranslation();
  346. virtual void disableKeyboardTranslation();
  347. virtual void setWindowTitle(const char *newTitle);
  348. private:
  349. static const U32 MAX_GAMEPADS = 4; ///< The maximum number of supported gamepads
  350. };
  351. #endif