| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239 | //-----------------------------------------------------------------------------// Copyright (c) 2012 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.//-----------------------------------------------------------------------------#include "platform/platform.h"#include "gui/controls/guiDecoyCtrl.h"#include "gui/buttons/guiButtonBaseCtrl.h"#include "console/consoleTypes.h"#include "console/engineAPI.h"#include "gfx/primBuilder.h"//-----------------------------------------------------------------------------// GuiDecoyCtrl//-----------------------------------------------------------------------------/*So far this control has been designed in mind solely for button controls. I'm pretty sureit can be used for other things, but to do anything more in depth; it has to be extended.Make sure you know a little about how guiCanvas hands out signals to gui controls before you tinkerin this class.Been thinking about this class a little more. I tried pretty hard to protect this class into being guiControl like agnostic. But I ended up adding a check specifically for buttons in the onMouseUp function. Its been protected with a dynamic_cast and a NULL check; but in the end, the only waytoo solve the main problem, that GuiCanvas cannot process more than one mouse action for more than onegui control at a time, is for it to get a rewrite.*/IMPLEMENT_CONOBJECT(GuiDecoyCtrl);ConsoleDocClass( GuiDecoyCtrl,				"@brief Designed soley for buttons, primarily used in editor.\n\n"				"Currently editor use only, no real application without extension.\n\n "				"@internal");GuiDecoyCtrl::GuiDecoyCtrl() : mIsDecoy(true),							   mMouseOver(false),							   mDecoyReference(NULL){}GuiDecoyCtrl::~GuiDecoyCtrl(){}void GuiDecoyCtrl::initPersistFields(){   addField("isDecoy",       TypeBool,         Offset(mIsDecoy, GuiDecoyCtrl), "Sets this control to decoy mode");   Parent::initPersistFields();}void GuiDecoyCtrl::onMouseUp(const GuiEvent &event){	mouseUnlock();	setUpdate();  	//this code is pretty hacky. right now there is no way that guiCanvas will allow sending more than    //one signal to one gui control at a time. 	if(mIsDecoy == true)	{		mVisible = false;		GuiControl *parent = getParent();		Point2I localPoint = parent->globalToLocalCoord(event.mousePoint);		GuiControl *tempControl = parent->findHitControl(localPoint);		//the decoy control has the responsibility of keeping track of the decoyed controls status		if( mDecoyReference != NULL && tempControl == mDecoyReference)			tempControl->onMouseUp(event);		else if(mDecoyReference != NULL && tempControl != mDecoyReference)		{			//as explained earlier, this control was written in the mindset for buttons.			//nothing bad should ever happen if not a button due to the checks in this function though.			GuiButtonBaseCtrl *unCastCtrl = NULL;			unCastCtrl = dynamic_cast<GuiButtonBaseCtrl *>( mDecoyReference );			if(unCastCtrl != NULL)				unCastCtrl->resetState();		}		mVisible = true;	}}void GuiDecoyCtrl::onMouseDown(const GuiEvent &event){	if ( !mVisible || !mAwake )      return;		mouseLock();	if(mIsDecoy == true)	{		mVisible = false;		GuiControl *parent = getParent();		Point2I localPoint = parent->globalToLocalCoord(event.mousePoint);		GuiControl *tempControl = parent->findHitControl(localPoint);		tempControl->onMouseDown(event);		mVisible = true;	}	   execConsoleCallback();   setUpdate();}void GuiDecoyCtrl::onMouseMove(const GuiEvent &event){   //if this control is a dead end, make sure the event stops here   if ( !mVisible || !mAwake )      return;   //pass the event to the parent   GuiControl *parent = getParent();   if ( parent )      parent->onMouseMove( event );   Point2I localPoint = parent->globalToLocalCoord(event.mousePoint);   //also pretty hacky. since guiCanvas, *NOT* GuiControl, distributes the calls for onMouseEnter   //and onMouseLeave, we simulate those calls here through a series of checks.   if(mIsDecoy == true)   {	    mVisible = false;		GuiControl *parent = getParent();		GuiControl *tempControl = parent->findHitControl(localPoint);		//the decoy control has the responsibility of keeping track of the decoyed controls status		if(mMouseOverDecoy == false && mDecoyReference != NULL)		{			tempControl->onMouseEnter(event);			mMouseOverDecoy = true;		}		else if(tempControl != mDecoyReference && mDecoyReference != NULL)		{			mDecoyReference->onMouseLeave(event);			mMouseOverDecoy = false;		}				mDecoyReference = tempControl;		mVisible = true;   }}void GuiDecoyCtrl::onMouseDragged(const GuiEvent &event){}void GuiDecoyCtrl::onMouseEnter(const GuiEvent &event){   if ( !mVisible || !mAwake )      return;   setUpdate();   Con::executef( this , "onMouseEnter" );   mMouseOver = true;}void GuiDecoyCtrl::onMouseLeave(const GuiEvent &event){   if ( !mVisible || !mAwake )      return;   setUpdate();   Con::executef( this , "onMouseLeave" );   mMouseOver = false;}bool GuiDecoyCtrl::onMouseWheelUp( const GuiEvent &event ){   //if this control is a dead end, make sure the event stops here   if ( !mVisible || !mAwake )      return true;   //pass the event to the parent   GuiControl *parent = getParent();   if ( parent )      return parent->onMouseWheelUp( event );   else      return false;}bool GuiDecoyCtrl::onMouseWheelDown( const GuiEvent &event ){   //if this control is a dead end, make sure the event stops here   if ( !mVisible || !mAwake )      return true;   //pass the event to the parent   GuiControl *parent = getParent();   if ( parent )      return parent->onMouseWheelDown( event );   else      return false;}void GuiDecoyCtrl::onRightMouseDown(const GuiEvent &){}void GuiDecoyCtrl::onRightMouseUp(const GuiEvent &){}void GuiDecoyCtrl::onRightMouseDragged(const GuiEvent &){}void GuiDecoyCtrl::onMiddleMouseDown(const GuiEvent &){}void GuiDecoyCtrl::onMiddleMouseUp(const GuiEvent &){}void GuiDecoyCtrl::onMiddleMouseDragged(const GuiEvent &){}
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