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- //-----------------------------------------------------------------------------
- // 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 "gui/containers/guiDragAndDropCtrl.h"
- #include "gui/core/guiCanvas.h"
- #include "console/engineAPI.h"
- IMPLEMENT_CONOBJECT( GuiDragAndDropControl );
- ConsoleDocClass( GuiDragAndDropControl,
- "@brief A container control that can be used to implement drag&drop behavior.\n\n"
-
- "GuiDragAndDropControl is a special control that can be used to allow drag&drop behavior to be implemented where "
- "GuiControls may be dragged across the canvas and the dropped on other GuiControls.\n\n"
-
- "To start a drag operation, construct a GuiDragAndDropControl and add the control that should be drag&dropped "
- "as a child to it. Note that this must be a single child control. To drag multiple controls, wrap them in a new "
- "GuiControl object as a temporary container.\n\n"
-
- "Then, to initiate the drag, add the GuiDragAndDropControl to the canvas and call startDragging(). You can optionally "
- "supply an offset to better position the GuiDragAndDropControl on the mouse cursor.\n\n"
-
- "As the GuiDragAndDropControl is then moved across the canvas, it will call the onControlDragEnter(), onControlDragExit(), "
- "onControlDragged(), and finally onControlDropped() callbacks on the visible topmost controls that it moves across. "
- "onControlDropped() is called when the mouse button is released and the drag operation thus finished.\n\n"
-
- "@tsexample\n"
- "// The following example implements drag&drop behavior for GuiSwatchButtonCtrl so that\n"
- "// one color swatch may be dragged over the other to quickly copy its color.\n"
- "//\n"
- "// This code is taken from the stock scripts.\n"
- "\n"
- "//---------------------------------------------------------------------------------------------\n"
- "\n"
- "// With this method, we start the operation when the mouse is click-dragged away from a color swatch.\n"
- "function GuiSwatchButtonCtrl::onMouseDragged( %this )\n"
- "{\n"
- " // First we construct a new temporary swatch button that becomes the payload for our\n"
- " // drag operation and give it the properties of the swatch button we want to copy.\n"
- "\n"
- " %payload = new GuiSwatchButtonCtrl();\n"
- " %payload.assignFieldsFrom( %this );\n"
- " %payload.position = \"0 0\";\n"
- " %payload.dragSourceControl = %this; // Remember where the drag originated from so that we don't copy a color swatch onto itself.\n"
- "\n"
- " // Calculate the offset of the GuiDragAndDropControl from the mouse cursor. Here we center\n"
- " // it on the cursor.\n"
- "\n"
- " %xOffset = getWord( %payload.extent, 0 ) / 2;\n"
- " %yOffset = getWord( %payload.extent, 1 ) / 2;\n"
- "\n"
- " // Compute the initial position of the GuiDragAndDrop control on the cavas based on the current\n"
- " // mouse cursor position.\n"
- "\n"
- " %cursorpos = Canvas.getCursorPos();\n"
- " %xPos = getWord( %cursorpos, 0 ) - %xOffset;\n"
- " %yPos = getWord( %cursorpos, 1 ) - %yOffset;\n"
- "\n"
- " // Create the drag control.\n"
- "\n"
- " %ctrl = new GuiDragAndDropControl()\n"
- " {\n"
- " canSaveDynamicFields = \"0\";\n"
- " Profile = \"GuiSolidDefaultProfile\";\n"
- " HorizSizing = \"right\";\n"
- " VertSizing = \"bottom\";\n"
- " Position = %xPos SPC %yPos;\n"
- " extent = %payload.extent;\n"
- " MinExtent = \"4 4\";\n"
- " canSave = \"1\";\n"
- " Visible = \"1\";\n"
- " hovertime = \"1000\";\n"
- "\n"
- " // Let the GuiDragAndDropControl delete itself on mouse-up. When the drag is aborted,\n"
- " // this not only deletes the drag control but also our payload.\n"
- " deleteOnMouseUp = true;\n"
- "\n"
- " // To differentiate drags, use the namespace hierarchy to classify them.\n"
- " // This will allow a color swatch drag to tell itself apart from a file drag, for example.\n"
- " class = \"GuiDragAndDropControlType_ColorSwatch\";\n"
- " };\n"
- "\n"
- " // Add the temporary color swatch to the drag control as the payload.\n"
- " %ctrl.add( %payload );\n"
- "\n"
- " // Start drag by adding the drag control to the canvas and then calling startDragging().\n"
- "\n"
- " Canvas.getContent().add( %ctrl );\n"
- " %ctrl.startDragging( %xOffset, %yOffset );\n"
- "}\n"
- "\n"
- "//---------------------------------------------------------------------------------------------\n"
- "\n"
- "// This method receives the drop when the mouse button is released over a color swatch control\n"
- "// during a drag operation.\n"
- "function GuiSwatchButtonCtrl::onControlDropped( %this, %payload, %position )\n"
- "{\n"
- " // Make sure this is a color swatch drag operation.\n"
- " if( !%payload.parentGroup.isInNamespaceHierarchy( \"GuiDragAndDropControlType_ColorSwatch\" ) )\n"
- " return;\n"
- "\n"
- " // If dropped on same button whence we came from,\n"
- " // do nothing.\n"
- "\n"
- " if( %payload.dragSourceControl == %this )\n"
- " return;\n"
- "\n"
- " // If a swatch button control is dropped onto this control,\n"
- " // copy it's color.\n"
- "\n"
- " if( %payload.isMemberOfClass( \"GuiSwatchButtonCtrl\" ) )\n"
- " {\n"
- " // If the swatch button is part of a color-type inspector field,\n"
- " // remember the inspector field so we can later set the color\n"
- " // through it.\n"
- "\n"
- " if( %this.parentGroup.isMemberOfClass( \"GuiInspectorTypeColorI\" ) )\n"
- " %this.parentGroup.apply( ColorFloatToInt( %payload.color ) );\n"
- " else if( %this.parentGroup.isMemberOfClass( \"GuiInspectorTypeColorF\" ) )\n"
- " %this.parentGroup.apply( %payload.color );\n"
- " else\n"
- " %this.setColor( %payload.color );\n"
- " }\n"
- "}\n"
- "@endtsexample\n\n"
-
- "@see GuiControl::onControlDragEnter\n"
- "@see GuiControl::onControlDragExit\n"
- "@see GuiControl::onControlDragged\n"
- "@see GuiControl::onControlDropped\n\n"
-
- "@ingroup GuiUtil"
- );
- IMPLEMENT_CALLBACK(GuiDragAndDropControl, onControlDragCancelled, void, (), (),
- "Called when the we cancel out of the drag and drop action.\n"
- "@see GuiDragAndDropControl::onControlDragCancelled");
- //-----------------------------------------------------------------------------
- GuiDragAndDropControl::GuiDragAndDropControl() : mDeleteOnMouseUp(true), mUseWholeCanvas(false)
- {
- }
- void GuiDragAndDropControl::initPersistFields()
- {
- addField( "deleteOnMouseUp", TypeBool, Offset( mDeleteOnMouseUp, GuiDragAndDropControl ),
- "If true, the control deletes itself when the left mouse button is released.\n\n"
- "If at this point, the drag&drop control still contains its payload, it will be deleted along with the control." );
- addField("useWholeCanvas", TypeBool, Offset(mUseWholeCanvas, GuiDragAndDropControl),
- "If true, the control can be tested against ANY control active on the canvas instead of just the direct parent.\n\n");
-
- Parent::initPersistFields();
- }
- //-----------------------------------------------------------------------------
- void GuiDragAndDropControl::startDragging( Point2I offset )
- {
- GuiCanvas* canvas = getRoot();
- if( !canvas )
- {
- Con::errorf( "GuiDragAndDropControl::startDragging - GuiDragAndDropControl wasn't added to the gui before the drag started." );
- if( mDeleteOnMouseUp )
- deleteObject();
- return;
- }
-
- if( canvas->getMouseLockedControl() )
- {
- GuiEvent event;
- canvas->getMouseLockedControl()->onMouseLeave(event);
- canvas->mouseUnlock( canvas->getMouseLockedControl() );
- }
- canvas->mouseLock(this);
- canvas->setFirstResponder(this);
- mOffset = offset;
- mLastTarget=NULL;
- }
- //-----------------------------------------------------------------------------
- void GuiDragAndDropControl::onMouseDown( const GuiEvent& event )
- {
- startDragging( event.mousePoint - getPosition() );
- }
- //-----------------------------------------------------------------------------
- void GuiDragAndDropControl::onMouseDragged( const GuiEvent& event )
- {
- setPosition( event.mousePoint - mOffset );
-
- // Allow the control under the drag to react to a potential drop
- GuiControl* enterTarget = findDragTarget( event.mousePoint, "onControlDragEnter" );
- if( mLastTarget != enterTarget )
- {
- if( mLastTarget )
- mLastTarget->onControlDragExit_callback( dynamic_cast< GuiControl* >( at( 0 ) ), getDropPoint() );
- if( enterTarget )
- enterTarget->onControlDragEnter_callback( dynamic_cast< GuiControl* >( at( 0 ) ), getDropPoint() );
- mLastTarget = enterTarget;
- }
- GuiControl* dragTarget = findDragTarget( event.mousePoint, "onControlDragged" );
- if( dragTarget )
- dragTarget->onControlDragged_callback( dynamic_cast< GuiControl* >( at( 0 ) ), getDropPoint() );
- }
- //-----------------------------------------------------------------------------
- void GuiDragAndDropControl::onMouseUp(const GuiEvent& event)
- {
- mouseUnlock();
- GuiControl* target = findDragTarget( event.mousePoint, "onControlDropped" );
- if (target)
- target->onControlDropped_callback(dynamic_cast<GuiControl*>(at(0)), getDropPoint());
- else
- onControlDragCancelled_callback();
- if( mDeleteOnMouseUp )
- deleteObject();
- }
- //-----------------------------------------------------------------------------
- GuiControl* GuiDragAndDropControl::findDragTarget( Point2I mousePoint, const char* method )
- {
- // If there are any children and we have a parent.
- GuiControl* parent = getParent();
- if (mUseWholeCanvas)
- {
- parent->setVisible(false);
- parent = getRoot();
- }
- if (size() && parent)
- {
- mVisible = false;
- GuiControl* dropControl = parent->findHitControl(mousePoint);
- mVisible = true;
- while( dropControl )
- {
- if (dropControl->isMethod(method))
- return dropControl;
- else
- dropControl = dropControl->getParent();
- }
- }
- if(mUseWholeCanvas)
- parent->setVisible(true);
- return NULL;
- }
- //=============================================================================
- // Console Methods.
- //=============================================================================
- // MARK: ---- Console Methods ----
- //-----------------------------------------------------------------------------
- DefineEngineMethod( GuiDragAndDropControl, startDragging, void, ( S32 x, S32 y ), ( 0, 0 ),
- "Start the drag operation.\n\n"
- "@param x X coordinate for the mouse pointer offset which the drag control should position itself.\n"
- "@param y Y coordinate for the mouse pointer offset which the drag control should position itself.")
- {
- object->startDragging( Point2I( x, y ) );
- }
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