guiCanvas.h 17 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. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  23. // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
  24. // Copyright (C) 2015 Faust Logic, Inc.
  25. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  26. #ifndef _GUICANVAS_H_
  27. #define _GUICANVAS_H_
  28. #ifndef _SIMBASE_H_
  29. #include "console/simBase.h"
  30. #endif
  31. #ifndef _GUICONTROL_H_
  32. #include "gui/core/guiControl.h"
  33. #endif
  34. #ifndef _PLATFORMINPUT_H_
  35. #include "platform/platformInput.h"
  36. #endif
  37. #ifndef _SIGNAL_H_
  38. #include "core/util/tSignal.h"
  39. #endif
  40. #include "platform/input/IProcessInput.h"
  41. #include "windowManager/platformWindowMgr.h"
  42. #include "gfx/gfxFence.h"
  43. /// A canvas on which rendering occurs.
  44. ///
  45. ///
  46. /// @section GuiCanvas_contents What a GUICanvas Can Contain...
  47. ///
  48. /// @subsection GuiCanvas_content_contentcontrol Content Control
  49. /// A content control is the top level GuiControl for a screen. This GuiControl
  50. /// will be the parent control for all other GuiControls on that particular
  51. /// screen.
  52. ///
  53. /// @subsection GuiCanvas_content_dialogs Dialogs
  54. ///
  55. /// A dialog is essentially another screen, only it gets overlaid on top of the
  56. /// current content control, and all input goes to the dialog. This is most akin
  57. /// to the "Open File" dialog box found in most operating systems. When you
  58. /// choose to open a file, and the "Open File" dialog pops up, you can no longer
  59. /// send input to the application, and must complete or cancel the open file
  60. /// request. Torque keeps track of layers of dialogs. The dialog with the highest
  61. /// layer is on top and will get all the input, unless the dialog is
  62. /// modeless, which is a profile option.
  63. ///
  64. /// @see GuiControlProfile
  65. ///
  66. /// @section GuiCanvas_dirty Dirty Rectangles
  67. ///
  68. /// The GuiCanvas is based on dirty regions.
  69. ///
  70. /// Every frame the canvas paints only the areas of the canvas that are 'dirty'
  71. /// or need updating. In most cases, this only is the area under the mouse cursor.
  72. /// This is why if you look in guiCanvas.cc the call to glClear is commented out.
  73. /// If you want a really good idea of what exactly dirty regions are and how they
  74. /// work, un-comment that glClear line in the renderFrame method of guiCanvas.cc
  75. ///
  76. /// What you will see is a black screen, except in the dirty regions, where the
  77. /// screen will be painted normally. If you are making an animated GuiControl
  78. /// you need to add your control to the dirty areas of the canvas.
  79. ///
  80. class guiCanvas;
  81. typedef Signal<void(GuiCanvas* canvas)> CanvasSizeChangeSignal;
  82. class GuiCanvas : public GuiControl, public IProcessInput
  83. {
  84. protected:
  85. typedef GuiControl Parent;
  86. /// @name Rendering
  87. /// @{
  88. RectI mOldUpdateRects[2];
  89. RectI mCurUpdateRect;
  90. U32 mLastRenderMs;
  91. /// @}
  92. /// @name Cursor Properties
  93. /// @{
  94. bool mCursorEnabled;
  95. bool mShowCursor;
  96. bool mRenderFront;
  97. Point2F mCursorPt; ///< Current cursor position in local coordinates.
  98. Point2I mLastCursorPt;
  99. GuiCursor *mDefaultCursor;
  100. GuiCursor *mLastCursor;
  101. bool mLastCursorEnabled;
  102. bool mForceMouseToGUI;
  103. bool mClampTorqueCursor;
  104. bool mAlwaysHandleMouseButtons;
  105. bool mDisplayWindow;
  106. /// @}
  107. /// @name Mouse Input
  108. /// @{
  109. SimObjectPtr<GuiControl> mMouseCapturedControl; ///< All mouse events will go to this ctrl only
  110. SimObjectPtr<GuiControl> mMouseControl; ///< the control the mouse was last seen in unless some other one captured it
  111. bool mMouseControlClicked; ///< whether the current ctrl has been clicked - used by helpctrl
  112. U32 mPrevMouseTime; ///< this determines how long the mouse has been in the same control
  113. bool mMouseButtonDown; ///< Flag to determine if the button is depressed
  114. bool mMouseRightButtonDown; ///< bool to determine if the right button is depressed
  115. bool mMouseMiddleButtonDown; ///< Middle button flag
  116. GuiEvent mLastEvent;
  117. U8 mLastMouseClickCount;
  118. S32 mLastMouseDownTime;
  119. bool mLeftMouseLast;
  120. bool mMiddleMouseLast;
  121. bool mRightMouseLast;
  122. Point2F mMouseDownPoint;
  123. /// Processes keyboard input events. Helper method for processInputEvent
  124. ///
  125. /// \param inputEvent Information on the input even to be processed.
  126. /// \return True if the event was handled or false if it was not.
  127. virtual bool processKeyboardEvent(InputEventInfo &inputEvent);
  128. /// Processes mouse input events. Helper method for processInputEvent
  129. ///
  130. /// \param inputEvent Information on the input even to be processed.
  131. /// \return True if the event was handled or false if it was not.
  132. virtual bool processMouseEvent(InputEventInfo &inputEvent);
  133. /// Processes gamepad input events. Helper method for processInputEvent
  134. ///
  135. /// \param inputEvent Information on the input even to be processed.
  136. /// \return True if the event was handled or false if it was not.
  137. virtual bool processGamepadEvent(InputEventInfo &inputEvent);
  138. virtual void findMouseControl(const GuiEvent &event);
  139. virtual void refreshMouseControl();
  140. /// @}
  141. /// @name Keyboard Input
  142. /// @{
  143. /// Accelerator key map
  144. struct AccKeyMap
  145. {
  146. GuiControl *ctrl;
  147. U32 index;
  148. U32 keyCode;
  149. U32 modifier;
  150. };
  151. Vector <AccKeyMap> mAcceleratorMap;
  152. //for tooltip rendering
  153. U32 mHoverControlStart;
  154. GuiControl* mHoverControl;
  155. Point2I mHoverPosition;
  156. bool mHoverPositionSet;
  157. U32 mHoverLeftControlTime;
  158. /// @}
  159. // Internal event handling callbacks for use with PlatformWindow.
  160. void handleResize (WindowId did, S32 width, S32 height);
  161. void handleAppEvent (WindowId did, S32 event);
  162. void handlePaintEvent (WindowId did);
  163. PlatformWindow *mPlatformWindow;
  164. GFXFence **mFences;
  165. S32 mNextFenceIdx;
  166. S32 mNumFences;
  167. static bool setProtectedNumFences( void *object, const char *index, const char *data );
  168. virtual void setupFences();
  169. void checkLockMouseMove( const GuiEvent& event );
  170. //Signal used to let others know this canvas has changed size.
  171. static CanvasSizeChangeSignal smCanvasSizeChangeSignal;
  172. GuiControl *mMenuBarCtrl;
  173. GuiControl* mMenuBackground;
  174. public:
  175. DECLARE_CONOBJECT(GuiCanvas);
  176. DECLARE_CATEGORY( "Gui Core" );
  177. GuiCanvas();
  178. virtual ~GuiCanvas();
  179. virtual bool onAdd();
  180. virtual void onRemove();
  181. void setMenuBar(SimObject *obj);
  182. SimObject* getMenuBar() { return mMenuBarCtrl; }
  183. static void initPersistFields();
  184. static CanvasSizeChangeSignal& getCanvasSizeChangeSignal() { return smCanvasSizeChangeSignal; }
  185. /// @name Rendering methods
  186. ///
  187. /// @{
  188. /// Repaints the dirty regions of the canvas
  189. /// @param preRenderOnly If set to true, only the onPreRender methods of all the GuiControls will be called
  190. /// @param bufferSwap If set to true, it will swap buffers at the end. This is to support canvas-subclassing.
  191. virtual void renderFrame(bool preRenderOnly, bool bufferSwap = true);
  192. /// Repaints the canvas by calling the platform window display event.
  193. virtual void paint();
  194. /// Repaints the canvas skipping rendering if the target time
  195. /// has not yet elapsed.
  196. /// @param elapsedMS The time since the last frame.
  197. virtual void repaint(U32 elapsedMS);
  198. /// This signal is triggered at the beginning and end of each render frame
  199. ///
  200. /// @param beginFrame true at the beginning of the frame, false at the end
  201. ///
  202. typedef Signal <void ( bool beginFrame )> GuiCanvasFrameSignal;
  203. static GuiCanvasFrameSignal& getGuiCanvasFrameSignal();
  204. /// Adds a dirty area to the canvas so it will be updated on the next frame
  205. /// @param pos Screen-coordinates of the upper-left hand corner of the dirty area
  206. /// @param ext Width/height of the dirty area
  207. virtual void addUpdateRegion(Point2I pos, Point2I ext);
  208. /// Resets the update regions so that the next call to renderFrame will
  209. /// repaint the whole canvas
  210. virtual void resetUpdateRegions();
  211. /// Resizes the content control to match the canvas size.
  212. void maintainSizing();
  213. /// This builds a rectangle which encompasses all of the dirty regions to be
  214. /// repainted
  215. /// @param updateUnion (out) Rectangle which surrounds all dirty areas
  216. virtual void buildUpdateUnion(RectI *updateUnion);
  217. /// This will swap the buffers at the end of renderFrame. It was added for canvas
  218. /// sub-classes in case they wanted to do some custom code before the buffer
  219. /// flip occured.
  220. virtual void swapBuffers();
  221. /// @}
  222. /// @name Canvas Content Management
  223. /// @{
  224. /// This returns the PlatformWindow owned by this Canvas
  225. virtual PlatformWindow *getPlatformWindow()
  226. {
  227. return mPlatformWindow;
  228. }
  229. /// This sets the content control to something different
  230. /// @param gui New content control
  231. virtual void setContentControl(GuiControl *gui);
  232. /// Returns the content control
  233. virtual GuiControl *getContentControl();
  234. /// Adds a dialog control onto the stack of dialogs
  235. /// @param gui Dialog to add
  236. /// @param layer Layer to put dialog on
  237. /// @param center Center dialog on canvas.
  238. virtual void pushDialogControl(GuiControl *gui, S32 layer = 0, bool center = false);
  239. /// Removes a specific layer of dialogs
  240. /// @param layer Layer to pop off from
  241. virtual void popDialogControl(S32 layer = 0);
  242. /// Removes a specific dialog control
  243. /// @param gui Dialog to remove from the dialog stack
  244. virtual void popDialogControl(GuiControl *gui);
  245. ///@}
  246. /// This turns on/off front-buffer rendering
  247. /// @param front True if all rendering should be done to the front buffer
  248. virtual void setRenderFront(bool front) { mRenderFront = front; }
  249. /// @name Cursor commands
  250. /// A cursor can be on, but not be shown. If a cursor is not on, than it does not
  251. /// process input.
  252. /// @{
  253. /// Sets the cursor for the canvas.
  254. /// @param cursor New cursor to use.
  255. virtual void setCursor(GuiCursor *cursor);
  256. S32 mCursorChanged;
  257. /// Returns true if the cursor is on.
  258. virtual bool isCursorON() { return mCursorEnabled; }
  259. /// Sets if mouse events should be passed to the GUI even if the cursor is off.
  260. /// @param onOff True if events should be passed to the GUI if the cursor is off
  261. virtual void setForceMouseToGUI(bool onOff);
  262. /// Sets if the Torque cursor should be clamped to the window.
  263. /// @param onOff True if the Torque cursor should be clamped against the window
  264. virtual void setClampTorqueCursor(bool onOff);
  265. /// Returns if the Torque cursor is clamped to the window
  266. virtual bool getClampTorqueCursor() { return mClampTorqueCursor; }
  267. /// Turns the cursor on or off.
  268. /// @param onOff True if the cursor should be on.
  269. virtual void setCursorON(bool onOff);
  270. /// Sets the position of the cursor
  271. /// @param pt Point, in screenspace for the cursor
  272. virtual void setCursorPos(const Point2I &pt);
  273. /// Returns the point, in screenspace, at which the cursor is located.
  274. virtual Point2I getCursorPos();
  275. /// Returns the point, in local coordinates, at which the cursor is located
  276. virtual Point2I getCursorPosLocal() { return Point2I(S32(mCursorPt.x), S32(mCursorPt.y)); }
  277. /// Enable/disable rendering of the cursor.
  278. /// @param state True if we should render cursor
  279. virtual void showCursor(bool state);
  280. /// Returns true if the cursor is being rendered.
  281. virtual bool isCursorShown();
  282. void cursorClick(S32 buttonId, bool isDown);
  283. void cursorNudge(F32 x, F32 y);
  284. /// @}
  285. ///used by the tooltip resource
  286. Point2I getCursorExtent() { return mDefaultCursor->getExtent(); }
  287. /// @name Input Processing
  288. /// @{
  289. /// Processes an input event
  290. /// @see InputEvent
  291. /// @param event Input event to process
  292. virtual bool processInputEvent(InputEventInfo &inputEvent);
  293. /// @}
  294. /// @name Mouse Methods
  295. /// @{
  296. /// When a control gets the mouse lock this means that that control gets
  297. /// ALL mouse input and no other control receives any input.
  298. /// @param lockingControl Control to lock mouse to
  299. virtual void mouseLock(GuiControl *lockingControl);
  300. /// Unlocks the mouse from a control
  301. /// @param lockingControl Control to unlock from
  302. virtual void mouseUnlock(GuiControl *lockingControl);
  303. /// Returns the control which the mouse is over
  304. virtual GuiControl* getMouseControl() { return mMouseControl; }
  305. /// Returns the control which the mouse is locked to if any
  306. virtual GuiControl* getMouseLockedControl() { return mMouseCapturedControl; }
  307. /// Returns true if the left mouse button is down
  308. virtual bool mouseButtonDown(void) { return mMouseButtonDown; }
  309. /// Returns true if the right mouse button is down
  310. virtual bool mouseRightButtonDown(void) { return mMouseRightButtonDown; }
  311. /// @}
  312. /// @name Mouse input methods
  313. /// These events process the events before passing them down to the
  314. /// controls they effect. This allows for things such as the input
  315. /// locking and such.
  316. ///
  317. /// Each of these methods corresponds to the action in it's method name
  318. /// and processes the GuiEvent passed as a parameter
  319. /// @{
  320. virtual void rootMouseUp(const GuiEvent &event);
  321. virtual void rootMouseDown(const GuiEvent &event);
  322. virtual void rootMouseMove(const GuiEvent &event);
  323. virtual void rootMouseDragged(const GuiEvent &event);
  324. virtual void rootRightMouseDown(const GuiEvent &event);
  325. virtual void rootRightMouseUp(const GuiEvent &event);
  326. virtual void rootRightMouseDragged(const GuiEvent &event);
  327. virtual void rootMiddleMouseDown(const GuiEvent &event);
  328. virtual void rootMiddleMouseUp(const GuiEvent &event);
  329. virtual void rootMiddleMouseDragged(const GuiEvent &event);
  330. virtual bool rootMouseWheelUp(const GuiEvent &event);
  331. virtual bool rootMouseWheelDown(const GuiEvent &event);
  332. /// @}
  333. /// @name Keyboard input methods
  334. /// First responders
  335. ///
  336. /// A first responder is a the GuiControl which responds first to input events
  337. /// before passing them off for further processing.
  338. /// @{
  339. /// Moves the first responder to the next tabable controle
  340. virtual bool tabNext(void);
  341. /// Moves the first responder to the previous tabable control
  342. virtual bool tabPrev(void);
  343. /// Setups a keyboard accelerator which maps to a GuiControl.
  344. ///
  345. /// @param ctrl GuiControl to map to.
  346. /// @param index
  347. /// @param keyCode Key code.
  348. /// @param modifier Shift, ctrl, etc.
  349. virtual void addAcceleratorKey(GuiControl *ctrl, U32 index, U32 keyCode, U32 modifier);
  350. /// Sets the first responder.
  351. /// @param firstResponder Control to designate as first responder
  352. virtual void setFirstResponder(GuiControl *firstResponder);
  353. /// This is used to toggle processing of native OS accelerators, not
  354. /// to be confused with the Torque accelerator key system, to keep them
  355. /// from swallowing up keystrokes. Both GuiTextEditCtrl and GuiTextPadCtrl
  356. /// use this method.
  357. virtual void setNativeAcceleratorsEnabled( bool enabled );
  358. /// @}
  359. ///
  360. virtual Point2I getWindowSize();
  361. virtual void enableKeyboardTranslation();
  362. virtual void disableKeyboardTranslation();
  363. virtual void setWindowTitle(const char *newTitle);
  364. private:
  365. static const U32 MAX_GAMEPADS = 4; ///< The maximum number of supported gamepads
  366. protected:
  367. bool mConsumeLastInputEvent;
  368. public:
  369. void clearMouseRightButtonDown(void) { mMouseRightButtonDown = false; }
  370. void clearMouseButtonDown(void) { mMouseButtonDown = false; }
  371. void setConsumeLastInputEvent(bool flag) { mConsumeLastInputEvent = flag; }
  372. bool getLastCursorPoint(Point2I& pt) const { pt = mLastCursorPt; return mLastCursorEnabled; }
  373. };
  374. #endif