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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 "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 sure
- it 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 tinker
- in 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 way
- too solve the main problem, that GuiCanvas cannot process more than one mouse action for more than one
- gui 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() : mMouseOver(false),
- mIsDecoy(true),
- mDecoyReference(NULL),
- mMouseOverDecoy(false)
- {
- }
- 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 *tempControl = parent->findHitControl(localPoint);
- //the decoy control has the responsibility of keeping track of the decoyed controls status
- if(mMouseOverDecoy == false && mDecoyReference != NULL &&
- !mDecoyReference->isDeleted() && !mDecoyReference->isRemoved())
- {
- tempControl->onMouseEnter(event);
- mMouseOverDecoy = true;
- }
- else if(tempControl != mDecoyReference && mDecoyReference != NULL &&
- !mDecoyReference->isDeleted() && !mDecoyReference->isRemoved())
- {
- 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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