// // Copyright (c) 2008-2014 the Urho3D project. // // 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 "Precompiled.h" #include "../UI/CheckBox.h" #include "../Core/Context.h" #include "../Core/CoreEvents.h" #include "../UI/Cursor.h" #include "../UI/DropDownList.h" #include "../UI/FileSelector.h" #include "../UI/Font.h" #include "../Graphics/Graphics.h" #include "../Graphics/GraphicsEvents.h" #include "../Input/Input.h" #include "../Input/InputEvents.h" #include "../UI/LineEdit.h" #include "../UI/ListView.h" #include "../IO/Log.h" #include "../Math/Matrix3x4.h" #include "../UI/MessageBox.h" #include "../Core/Profiler.h" #include "../Resource/ResourceCache.h" #include "../UI/ScrollBar.h" #include "../Graphics/Shader.h" #include "../Graphics/ShaderVariation.h" #include "../UI/Slider.h" #include "../Container/Sort.h" #include "../UI/Sprite.h" #include "../UI/Text.h" #include "../UI/Text3D.h" #include "../Graphics/Texture2D.h" #include "../UI/ToolTip.h" #include "../UI/UI.h" #include "../UI/UIEvents.h" #include "../Graphics/VertexBuffer.h" #include "../UI/Window.h" #include "../UI/View3D.h" #include #include "../DebugNew.h" #define TOUCHID_MASK(id) (1 << id) namespace Atomic { StringHash VAR_ORIGIN("Origin"); const StringHash VAR_ORIGINAL_PARENT("OriginalParent"); const StringHash VAR_ORIGINAL_CHILD_INDEX("OriginalChildIndex"); const StringHash VAR_PARENT_CHANGED("ParentChanged"); const float DEFAULT_DOUBLECLICK_INTERVAL = 0.5f; const float DEFAULT_DRAGBEGIN_INTERVAL = 0.5f; const float DEFAULT_TOOLTIP_DELAY = 0.5f; const int DEFAULT_DRAGBEGIN_DISTANCE = 5; const int DEFAULT_FONT_TEXTURE_MAX_SIZE = 2048; const char* UI_CATEGORY = "UI"; UI::UI(Context* context) : Object(context), rootElement_(new UIElement(context)), rootModalElement_(new UIElement(context)), doubleClickInterval_(DEFAULT_DOUBLECLICK_INTERVAL), dragBeginInterval_(DEFAULT_DRAGBEGIN_INTERVAL), defaultToolTipDelay_(DEFAULT_TOOLTIP_DELAY), dragBeginDistance_(DEFAULT_DRAGBEGIN_DISTANCE), mouseButtons_(0), lastMouseButtons_(0), qualifiers_(0), maxFontTextureSize_(DEFAULT_FONT_TEXTURE_MAX_SIZE), dragElementsCount_(0), dragConfirmedCount_(0), initialized_(false), usingTouchInput_(false), #ifdef WIN32 nonFocusedMouseWheel_(false), // Default MS Windows behaviour #else nonFocusedMouseWheel_(true), // Default Mac OS X and Linux behaviour #endif useSystemClipboard_(false), #if defined(ANDROID) || defined(IOS) useScreenKeyboard_(true), #else useScreenKeyboard_(false), #endif useMutableGlyphs_(false), forceAutoHint_(false), nonModalBatchSize_(0) { rootElement_->SetTraversalMode(TM_DEPTH_FIRST); rootModalElement_->SetTraversalMode(TM_DEPTH_FIRST); // Register UI library object factories RegisterUILibrary(context_); SubscribeToEvent(E_SCREENMODE, HANDLER(UI, HandleScreenMode)); SubscribeToEvent(E_MOUSEBUTTONDOWN, HANDLER(UI, HandleMouseButtonDown)); SubscribeToEvent(E_MOUSEBUTTONUP, HANDLER(UI, HandleMouseButtonUp)); SubscribeToEvent(E_MOUSEMOVE, HANDLER(UI, HandleMouseMove)); SubscribeToEvent(E_MOUSEWHEEL, HANDLER(UI, HandleMouseWheel)); SubscribeToEvent(E_TOUCHBEGIN, HANDLER(UI, HandleTouchBegin)); SubscribeToEvent(E_TOUCHEND, HANDLER(UI, HandleTouchEnd)); SubscribeToEvent(E_TOUCHMOVE, HANDLER(UI, HandleTouchMove)); SubscribeToEvent(E_KEYDOWN, HANDLER(UI, HandleKeyDown)); SubscribeToEvent(E_TEXTINPUT, HANDLER(UI, HandleTextInput)); SubscribeToEvent(E_DROPFILE, HANDLER(UI, HandleDropFile)); // Try to initialize right now, but skip if screen mode is not yet set Initialize(); } UI::~UI() { } void UI::SetCursor(Cursor* cursor) { // Remove old cursor (if any) and set new if (cursor_) { rootElement_->RemoveChild(cursor_); cursor_.Reset(); } if (cursor) { rootElement_->AddChild(cursor); cursor_ = cursor; IntVector2 pos = cursor_->GetPosition(); const IntVector2& rootSize = rootElement_->GetSize(); pos.x_ = Clamp(pos.x_, 0, rootSize.x_ - 1); pos.y_ = Clamp(pos.y_, 0, rootSize.y_ - 1); cursor_->SetPosition(pos); } } void UI::SetFocusElement(UIElement* element, bool byKey) { using namespace FocusChanged; UIElement* originalElement = element; if (element) { // Return if already has focus if (focusElement_ == element) return; // Only allow child elements of the modal element to receive focus if (HasModalElement()) { UIElement* topLevel = element->GetParent(); while (topLevel && topLevel->GetParent() != rootElement_) topLevel = topLevel->GetParent(); if (topLevel) // If parented to non-modal root then ignore return; } // Search for an element in the hierarchy that can alter focus. If none found, exit element = GetFocusableElement(element); if (!element) return; } // Remove focus from the old element if (focusElement_) { UIElement* oldFocusElement = focusElement_; focusElement_.Reset(); VariantMap& focusEventData = GetEventDataMap(); focusEventData[Defocused::P_ELEMENT] = oldFocusElement; oldFocusElement->SendEvent(E_DEFOCUSED, focusEventData); } // Then set focus to the new if (element && element->GetFocusMode() >= FM_FOCUSABLE) { focusElement_ = element; VariantMap& focusEventData = GetEventDataMap(); focusEventData[Focused::P_ELEMENT] = element; focusEventData[Focused::P_BYKEY] = byKey; element->SendEvent(E_FOCUSED, focusEventData); } VariantMap& eventData = GetEventDataMap(); eventData[P_CLICKEDELEMENT] = originalElement; eventData[P_ELEMENT] = element; SendEvent(E_FOCUSCHANGED, eventData); } bool UI::SetModalElement(UIElement* modalElement, bool enable) { if (!modalElement) return false; // Currently only allow modal window if (modalElement->GetType() != Window::GetTypeStatic()) return false; assert(rootModalElement_); UIElement* currParent = modalElement->GetParent(); if (enable) { // Make sure it is not already the child of the root modal element if (currParent == rootModalElement_) return false; // Adopt modal root as parent modalElement->SetVar(VAR_ORIGINAL_PARENT, currParent); modalElement->SetVar(VAR_ORIGINAL_CHILD_INDEX, currParent ? currParent->FindChild(modalElement) : M_MAX_UNSIGNED); modalElement->SetParent(rootModalElement_); // If it is a popup element, bring along its top-level parent UIElement* originElement = static_cast(modalElement->GetVar(VAR_ORIGIN).GetPtr()); if (originElement) { UIElement* element = originElement; while (element && element->GetParent() != rootElement_) element = element->GetParent(); if (element) { originElement->SetVar(VAR_PARENT_CHANGED, element); UIElement* oriParent = element->GetParent(); element->SetVar(VAR_ORIGINAL_PARENT, oriParent); element->SetVar(VAR_ORIGINAL_CHILD_INDEX, oriParent ? oriParent->FindChild(element) : M_MAX_UNSIGNED); element->SetParent(rootModalElement_); } } return true; } else { // Only the modal element can disable itself if (currParent != rootModalElement_) return false; // Revert back to original parent modalElement->SetParent(static_cast(modalElement->GetVar(VAR_ORIGINAL_PARENT).GetPtr()), modalElement->GetVar(VAR_ORIGINAL_CHILD_INDEX).GetUInt()); VariantMap& vars = const_cast(modalElement->GetVars()); vars.Erase(VAR_ORIGINAL_PARENT); vars.Erase(VAR_ORIGINAL_CHILD_INDEX); // If it is a popup element, revert back its top-level parent UIElement* originElement = static_cast(modalElement->GetVar(VAR_ORIGIN).GetPtr()); if (originElement) { UIElement* element = static_cast(originElement->GetVar(VAR_PARENT_CHANGED).GetPtr()); if (element) { const_cast(originElement->GetVars()).Erase(VAR_PARENT_CHANGED); element->SetParent(static_cast(element->GetVar(VAR_ORIGINAL_PARENT).GetPtr()), element->GetVar(VAR_ORIGINAL_CHILD_INDEX).GetUInt()); vars = const_cast(element->GetVars()); vars.Erase(VAR_ORIGINAL_PARENT); vars.Erase(VAR_ORIGINAL_CHILD_INDEX); } } return true; } } void UI::Clear() { rootElement_->RemoveAllChildren(); rootModalElement_->RemoveAllChildren(); if (cursor_) rootElement_->AddChild(cursor_); } void UI::Update(float timeStep) { assert(rootElement_ && rootModalElement_); PROFILE(UpdateUI); // Expire hovers for (HashMap, bool>::Iterator i = hoveredElements_.Begin(); i != hoveredElements_.End(); ++i) i->second_ = false; Input* input = GetSubsystem(); bool mouseGrabbed = input->IsMouseGrabbed(); IntVector2 cursorPos; bool cursorVisible; GetCursorPositionAndVisible(cursorPos, cursorVisible); // Drag begin based on time if (dragElementsCount_ > 0 && !mouseGrabbed) { for (HashMap, UI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End(); ) { WeakPtr dragElement = i->first_; UI::DragData* dragData = i->second_; if (!dragElement) { i = dragElementErase(i); continue; } if (!dragData->dragBeginPending) { ++i; continue; } if (dragData->dragBeginTimer.GetMSec(false) >= (unsigned)(dragBeginInterval_ * 1000)) { dragData->dragBeginPending = false; IntVector2 beginSendPos = dragData->dragBeginSumPos / dragData->numDragButtons; dragConfirmedCount_ ++; if (!usingTouchInput_) dragElement->OnDragBegin(dragElement->ScreenToElement(beginSendPos), beginSendPos, dragData->dragButtons, qualifiers_,cursor_); else dragElement->OnDragBegin(dragElement->ScreenToElement(beginSendPos), beginSendPos, dragData->dragButtons, 0, 0); SendDragOrHoverEvent(E_DRAGBEGIN, dragElement, beginSendPos, IntVector2::ZERO, dragData); } ++i; } } // Mouse hover if (!mouseGrabbed && !input->GetTouchEmulation()) { if (!usingTouchInput_ && cursorVisible) ProcessHover(cursorPos, mouseButtons_, qualifiers_, cursor_); } // Touch hover unsigned numTouches = input->GetNumTouches(); for (unsigned i = 0; i < numTouches; ++i) { TouchState* touch = input->GetTouch(i); ProcessHover(touch->position_, TOUCHID_MASK(touch->touchID_), 0, 0); } // End hovers that expired without refreshing for (HashMap, bool>::Iterator i = hoveredElements_.Begin(); i != hoveredElements_.End();) { if (i->first_.Expired() || !i->second_) { UIElement* element = i->first_; if (element) { using namespace HoverEnd; VariantMap& eventData = GetEventDataMap(); eventData[P_ELEMENT] = element; element->SendEvent(E_HOVEREND, eventData); } i = hoveredElements_.Erase(i); } else ++i; } Update(timeStep, rootElement_); Update(timeStep, rootModalElement_); } void UI::RenderUpdate() { assert(rootElement_ && rootModalElement_ && graphics_); PROFILE(GetUIBatches); uiRendered_ = false; // If the OS cursor is visible, do not render the UI's own cursor bool osCursorVisible = GetSubsystem()->IsMouseVisible(); // Get rendering batches from the non-modal UI elements batches_.Clear(); vertexData_.Clear(); const IntVector2& rootSize = rootElement_->GetSize(); IntRect currentScissor = IntRect(0, 0, rootSize.x_, rootSize.y_); GetBatches(rootElement_, currentScissor); // Save the batch size of the non-modal batches for later use nonModalBatchSize_ = batches_.Size(); // Get rendering batches from the modal UI elements GetBatches(rootModalElement_, currentScissor); // Get batches from the cursor (and its possible children) last to draw it on top of everything if (cursor_ && cursor_->IsVisible() && !osCursorVisible) { currentScissor = IntRect(0, 0, rootSize.x_, rootSize.y_); cursor_->GetBatches(batches_, vertexData_, currentScissor); GetBatches(cursor_, currentScissor); } } void UI::Render(bool resetRenderTargets) { // Perform the default render only if not rendered yet if (resetRenderTargets && uiRendered_) return; PROFILE(RenderUI); // If the OS cursor is visible, apply its shape now if changed bool osCursorVisible = GetSubsystem()->IsMouseVisible(); if (cursor_ && osCursorVisible) cursor_->ApplyOSCursorShape(); SetVertexData(vertexBuffer_, vertexData_); SetVertexData(debugVertexBuffer_, debugVertexData_); // Render non-modal batches Render(resetRenderTargets, vertexBuffer_, batches_, 0, nonModalBatchSize_); // Render debug draw Render(resetRenderTargets, debugVertexBuffer_, debugDrawBatches_, 0, debugDrawBatches_.Size()); // Render modal batches Render(resetRenderTargets, vertexBuffer_, batches_, nonModalBatchSize_, batches_.Size()); // Clear the debug draw batches and data debugDrawBatches_.Clear(); debugVertexData_.Clear(); uiRendered_ = true; } void UI::DebugDraw(UIElement* element) { if (element) { const IntVector2& rootSize = rootElement_->GetSize(); element->GetDebugDrawBatches(debugDrawBatches_, debugVertexData_, IntRect(0, 0, rootSize.x_, rootSize.y_)); } } SharedPtr UI::LoadLayout(Deserializer& source, XMLFile* styleFile) { SharedPtr xml(new XMLFile(context_)); if (!xml->Load(source)) return SharedPtr(); else return LoadLayout(xml, styleFile); } SharedPtr UI::LoadLayout(XMLFile* file, XMLFile* styleFile) { PROFILE(LoadUILayout); SharedPtr root; if (!file) { LOGERROR("Null UI layout XML file"); return root; } LOGDEBUG("Loading UI layout " + file->GetName()); XMLElement rootElem = file->GetRoot("element"); if (!rootElem) { LOGERROR("No root UI element in " + file->GetName()); return root; } String typeName = rootElem.GetAttribute("type"); if (typeName.Empty()) typeName = "UIElement"; root = DynamicCast(context_->CreateObject(typeName)); if (!root) { LOGERROR("Could not create unknown UI element " + typeName); return root; } // Use default style file of the root element if it has one if (!styleFile) styleFile = rootElement_->GetDefaultStyle(false); // Set it as default for later use by children elements if (styleFile) root->SetDefaultStyle(styleFile); root->LoadXML(rootElem, styleFile); return root; } bool UI::SaveLayout(Serializer& dest, UIElement* element) { PROFILE(SaveUILayout); return element && element->SaveXML(dest); } void UI::SetClipboardText(const String& text) { clipBoard_ = text; if (useSystemClipboard_) SDL_SetClipboardText(text.CString()); } void UI::SetDoubleClickInterval(float interval) { doubleClickInterval_ = Max(interval, 0.0f); } void UI::SetDragBeginInterval(float interval) { dragBeginInterval_ = Max(interval, 0.0f); } void UI::SetDragBeginDistance(int pixels) { dragBeginDistance_ = Max(pixels, 0); } void UI::SetDefaultToolTipDelay(float delay) { defaultToolTipDelay_ = Max(delay, 0.0f); } void UI::SetMaxFontTextureSize(int size) { if (IsPowerOfTwo(size) && size >= FONT_TEXTURE_MIN_SIZE) { if (size != maxFontTextureSize_) { maxFontTextureSize_ = size; ReleaseFontFaces(); } } } void UI::SetNonFocusedMouseWheel(bool nonFocusedMouseWheel) { nonFocusedMouseWheel_ = nonFocusedMouseWheel; } void UI::SetUseSystemClipboard(bool enable) { useSystemClipboard_ = enable; } void UI::SetUseScreenKeyboard(bool enable) { useScreenKeyboard_ = enable; } void UI::SetUseMutableGlyphs(bool enable) { if (enable != useMutableGlyphs_) { useMutableGlyphs_ = enable; ReleaseFontFaces(); } } void UI::SetForceAutoHint(bool enable) { if (enable != forceAutoHint_) { forceAutoHint_ = enable; ReleaseFontFaces(); } } IntVector2 UI::GetCursorPosition() const { return cursor_ ? cursor_->GetPosition() : GetSubsystem()->GetMousePosition(); } UIElement* UI::GetElementAt(const IntVector2& position, bool enabledOnly) { UIElement* result = 0; GetElementAt(result, HasModalElement() ? rootModalElement_ : rootElement_, position, enabledOnly); return result; } UIElement* UI::GetElementAt(int x, int y, bool enabledOnly) { return GetElementAt(IntVector2(x, y), enabledOnly); } UIElement* UI::GetFrontElement() const { const Vector >& rootChildren = rootElement_->GetChildren(); int maxPriority = M_MIN_INT; UIElement* front = 0; for (unsigned i = 0; i < rootChildren.Size(); ++i) { // Do not take into account input-disabled elements, hidden elements or those that are always in the front if (!rootChildren[i]->IsEnabled() || !rootChildren[i]->IsVisible() || !rootChildren[i]->GetBringToBack()) continue; int priority = rootChildren[i]->GetPriority(); if (priority > maxPriority) { maxPriority = priority; front = rootChildren[i]; } } return front; } const Vector UI::GetDragElements() { // Do not return the element until drag begin event has actually been posted if (!dragElementsConfirmed_.Empty()) return dragElementsConfirmed_; for (HashMap, UI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End(); ) { WeakPtr dragElement = i->first_; UI::DragData* dragData = i->second_; if (!dragElement) { i = dragElementErase(i); continue; } if (!dragData->dragBeginPending) dragElementsConfirmed_.Push(dragElement); ++i; } return dragElementsConfirmed_; } UIElement* UI::GetDragElement(unsigned index) { GetDragElements(); if (index >= dragElementsConfirmed_.Size()) return (UIElement*)0; return dragElementsConfirmed_[index]; } const String& UI::GetClipboardText() const { if (useSystemClipboard_) { char* text = SDL_GetClipboardText(); clipBoard_ = String(text); if (text) SDL_free(text); } return clipBoard_; } bool UI::HasModalElement() const { return rootModalElement_->GetNumChildren() > 0; } void UI::Initialize() { Graphics* graphics = GetSubsystem(); if (!graphics || !graphics->IsInitialized()) return; PROFILE(InitUI); graphics_ = graphics; rootElement_->SetSize(graphics->GetWidth(), graphics->GetHeight()); rootModalElement_->SetSize(rootElement_->GetSize()); vertexBuffer_ = new VertexBuffer(context_); debugVertexBuffer_ = new VertexBuffer(context_); initialized_ = true; SubscribeToEvent(E_BEGINFRAME, HANDLER(UI, HandleBeginFrame)); SubscribeToEvent(E_POSTUPDATE, HANDLER(UI, HandlePostUpdate)); SubscribeToEvent(E_RENDERUPDATE, HANDLER(UI, HandleRenderUpdate)); LOGINFO("Initialized user interface"); } void UI::Update(float timeStep, UIElement* element) { // Keep a weak pointer to the element in case it destroys itself on update WeakPtr elementWeak(element); element->Update(timeStep); if (elementWeak.Expired()) return; const Vector >& children = element->GetChildren(); // Update of an element may modify its child vector. Use just index-based iteration to be safe for (unsigned i = 0; i < children.Size(); ++i) Update(timeStep, children[i]); } void UI::SetVertexData(VertexBuffer* dest, const PODVector& vertexData) { if (vertexData.Empty()) return; // Update quad geometry into the vertex buffer // Resize the vertex buffer first if too small or much too large unsigned numVertices = vertexData.Size() / UI_VERTEX_SIZE; if (dest->GetVertexCount() < numVertices || dest->GetVertexCount() > numVertices * 2) dest->SetSize(numVertices, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1, true); dest->SetData(&vertexData[0]); } void UI::Render(bool resetRenderTargets, VertexBuffer* buffer, const PODVector& batches, unsigned batchStart, unsigned batchEnd) { // Engine does not render when window is closed or device is lost assert(graphics_ && graphics_->IsInitialized() && !graphics_->IsDeviceLost()); if (batches.Empty()) return; Vector2 invScreenSize(1.0f / (float)graphics_->GetWidth(), 1.0f / (float)graphics_->GetHeight()); Vector2 scale(2.0f * invScreenSize.x_, -2.0f * invScreenSize.y_); Vector2 offset(-1.0f, 1.0f); Matrix4 projection(Matrix4::IDENTITY); projection.m00_ = scale.x_; projection.m03_ = offset.x_; projection.m11_ = scale.y_; projection.m13_ = offset.y_; projection.m22_ = 1.0f; projection.m23_ = 0.0f; projection.m33_ = 1.0f; graphics_->ClearParameterSources(); graphics_->SetColorWrite(true); graphics_->SetCullMode(CULL_CCW); graphics_->SetDepthTest(CMP_ALWAYS); graphics_->SetDepthWrite(false); graphics_->SetDrawAntialiased(false); graphics_->SetFillMode(FILL_SOLID); graphics_->SetStencilTest(false); if (resetRenderTargets) graphics_->ResetRenderTargets(); graphics_->SetVertexBuffer(buffer); ShaderVariation* noTextureVS = graphics_->GetShader(VS, "Basic", "VERTEXCOLOR"); ShaderVariation* diffTextureVS = graphics_->GetShader(VS, "Basic", "DIFFMAP VERTEXCOLOR"); ShaderVariation* noTexturePS = graphics_->GetShader(PS, "Basic", "VERTEXCOLOR"); ShaderVariation* diffTexturePS = graphics_->GetShader(PS, "Basic", "DIFFMAP VERTEXCOLOR"); ShaderVariation* diffMaskTexturePS = graphics_->GetShader(PS, "Basic", "DIFFMAP ALPHAMASK VERTEXCOLOR"); ShaderVariation* alphaTexturePS = graphics_->GetShader(PS, "Basic", "ALPHAMAP VERTEXCOLOR"); unsigned alphaFormat = Graphics::GetAlphaFormat(); for (unsigned i = batchStart; i < batchEnd; ++i) { const UIBatch& batch = batches[i]; if (batch.vertexStart_ == batch.vertexEnd_) continue; ShaderVariation* ps; ShaderVariation* vs; if (!batch.texture_) { ps = noTexturePS; vs = noTextureVS; } else { // If texture contains only an alpha channel, use alpha shader (for fonts) vs = diffTextureVS; if (batch.texture_->GetFormat() == alphaFormat) ps = alphaTexturePS; else if (batch.blendMode_ != BLEND_ALPHA && batch.blendMode_ != BLEND_ADDALPHA && batch.blendMode_ != BLEND_PREMULALPHA) ps = diffMaskTexturePS; else ps = diffTexturePS; } graphics_->SetShaders(vs, ps); if (graphics_->NeedParameterUpdate(SP_OBJECTTRANSFORM, this)) graphics_->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY); if (graphics_->NeedParameterUpdate(SP_CAMERA, this)) graphics_->SetShaderParameter(VSP_VIEWPROJ, projection); if (graphics_->NeedParameterUpdate(SP_MATERIAL, this)) graphics_->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f)); graphics_->SetBlendMode(batch.blendMode_); graphics_->SetScissorTest(true, batch.scissor_); graphics_->SetTexture(0, batch.texture_); graphics_->Draw(TRIANGLE_LIST, batch.vertexStart_ / UI_VERTEX_SIZE, (batch.vertexEnd_ - batch.vertexStart_) / UI_VERTEX_SIZE); } } void UI::GetBatches(UIElement* element, IntRect currentScissor) { // Set clipping scissor for child elements. No need to draw if zero size element->AdjustScissor(currentScissor); if (currentScissor.left_ == currentScissor.right_ || currentScissor.top_ == currentScissor.bottom_) return; element->SortChildren(); const Vector >& children = element->GetChildren(); if (children.Empty()) return; // For non-root elements draw all children of same priority before recursing into their children: assumption is that they have // same renderstate Vector >::ConstIterator i = children.Begin(); if (element->GetTraversalMode() == TM_BREADTH_FIRST) { Vector >::ConstIterator j = i; while (i != children.End()) { int currentPriority = (*i)->GetPriority(); while (j != children.End() && (*j)->GetPriority() == currentPriority) { if ((*j)->IsWithinScissor(currentScissor) && (*j) != cursor_) (*j)->GetBatches(batches_, vertexData_, currentScissor); ++j; } // Now recurse into the children while (i != j) { if ((*i)->IsVisible() && (*i) != cursor_) GetBatches(*i, currentScissor); ++i; } } } // On the root level draw each element and its children immediately after to avoid artifacts else { while (i != children.End()) { if ((*i) != cursor_) { if ((*i)->IsWithinScissor(currentScissor)) (*i)->GetBatches(batches_, vertexData_, currentScissor); if ((*i)->IsVisible()) GetBatches(*i, currentScissor); } ++i; } } } void UI::GetElementAt(UIElement*& result, UIElement* current, const IntVector2& position, bool enabledOnly) { if (!current) return; current->SortChildren(); const Vector >& children = current->GetChildren(); LayoutMode parentLayoutMode = current->GetLayoutMode(); for (unsigned i = 0; i < children.Size(); ++i) { UIElement* element = children[i]; bool hasChildren = element->GetNumChildren() > 0; if (element != cursor_.Get() && element->IsVisible()) { if (element->IsInside(position, true)) { // Store the current result, then recurse into its children. Because children // are sorted from lowest to highest priority, the topmost match should remain if (element->IsEnabled() || !enabledOnly) result = element; if (hasChildren) GetElementAt(result, element, position, enabledOnly); // Layout optimization: if the element has no children, can break out after the first match else if (parentLayoutMode != LM_FREE) break; } else { if (hasChildren) { if (element->IsInsideCombined(position, true)) GetElementAt(result, element, position, enabledOnly); } // Layout optimization: if position is much beyond the visible screen, check how many elements we can skip, // or if we already passed all visible elements else if (parentLayoutMode != LM_FREE) { if (!i) { int screenPos = (parentLayoutMode == LM_HORIZONTAL) ? element->GetScreenPosition().x_ : element->GetScreenPosition().y_; int layoutMaxSize = current->GetLayoutMaxSize(); if (screenPos < 0 && layoutMaxSize > 0) { unsigned toSkip = -screenPos / layoutMaxSize; if (toSkip > 0) i += (toSkip - 1); } } else if (parentLayoutMode == LM_HORIZONTAL) { if (element->GetScreenPosition().x_ >= rootElement_->GetSize().x_) break; } else if (parentLayoutMode == LM_VERTICAL) { if (element->GetScreenPosition().y_ >= rootElement_->GetSize().y_) break; } } } } } } UIElement* UI::GetFocusableElement(UIElement* element) { while (element) { if (element->GetFocusMode() != FM_NOTFOCUSABLE) break; element = element->GetParent(); } return element; } void UI::GetCursorPositionAndVisible(IntVector2& pos, bool& visible) { // Prefer software cursor then OS-specific cursor if (cursor_ && cursor_->IsVisible()) { pos = cursor_->GetPosition(); visible = true; } else if (GetSubsystem()->GetMouseMode() == MM_RELATIVE) visible = true; else { Input* input = GetSubsystem(); pos = input->GetMousePosition(); visible = input->IsMouseVisible(); if (!visible && cursor_) pos = cursor_->GetPosition(); } } void UI::SetCursorShape(CursorShape shape) { if (cursor_) cursor_->SetShape(shape); } void UI::ReleaseFontFaces() { LOGDEBUG("Reloading font faces"); PODVector fonts; GetSubsystem()->GetResources(fonts); for (unsigned i = 0; i < fonts.Size(); ++i) fonts[i]->ReleaseFaces(); } void UI::ProcessHover(const IntVector2& cursorPos, int buttons, int qualifiers, Cursor* cursor) { WeakPtr element(GetElementAt(cursorPos)); for (HashMap, UI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End();) { WeakPtr dragElement = i->first_; UI::DragData* dragData = i->second_; if (!dragElement) { i = dragElementErase(i); continue; } bool dragSource = dragElement && (dragElement->GetDragDropMode() & DD_SOURCE) != 0; bool dragTarget = element && (element->GetDragDropMode() & DD_TARGET) != 0; bool dragDropTest = dragSource && dragTarget && element != dragElement; // If drag start event has not been posted yet, do not do drag handling here if (dragData->dragBeginPending) dragSource = dragTarget = dragDropTest = false; // Hover effect // If a drag is going on, transmit hover only to the element being dragged, unless it's a drop target if (element && element->IsEnabled()) { if (dragElement == element || dragDropTest) { element->OnHover(element->ScreenToElement(cursorPos), cursorPos, buttons, qualifiers, cursor); // Begin hover event if (!hoveredElements_.Contains(element)) { SendDragOrHoverEvent(E_HOVERBEGIN, element, cursorPos, IntVector2::ZERO, 0); // Exit if element is destroyed by the event handling if (!element) return; } hoveredElements_[element] = true; } } // Drag and drop test if (dragDropTest) { bool accept = element->OnDragDropTest(dragElement); if (accept) { using namespace DragDropTest; VariantMap& eventData = GetEventDataMap(); eventData[P_SOURCE] = dragElement.Get(); eventData[P_TARGET] = element.Get(); eventData[P_ACCEPT] = accept; SendEvent(E_DRAGDROPTEST, eventData); accept = eventData[P_ACCEPT].GetBool(); } if (cursor) cursor->SetShape(accept ? CS_ACCEPTDROP : CS_REJECTDROP); } else if (dragSource && cursor) cursor->SetShape(dragElement == element ? CS_ACCEPTDROP : CS_REJECTDROP); ++i; } // Hover effect // If no drag is going on, transmit hover event. if (element && element->IsEnabled()) { if (dragElementsCount_ == 0) { element->OnHover(element->ScreenToElement(cursorPos), cursorPos, buttons, qualifiers, cursor); // Begin hover event if (!hoveredElements_.Contains(element)) { SendDragOrHoverEvent(E_HOVERBEGIN, element, cursorPos, IntVector2::ZERO, 0); // Exit if element is destroyed by the event handling if (!element) return; } hoveredElements_[element] = true; } } } void UI::ProcessClickBegin(const IntVector2& cursorPos, int button, int buttons, int qualifiers, Cursor* cursor, bool cursorVisible) { if (cursorVisible) { WeakPtr element(GetElementAt(cursorPos)); bool newButton; if (usingTouchInput_) newButton = (button & buttons) == 0; else newButton = true; buttons |= button; if (element) SetFocusElement (element); // Focus change events may destroy the element, check again. if (element) { // Handle focusing & bringing to front element->BringToFront(); // Handle click element->OnClickBegin(element->ScreenToElement(cursorPos), cursorPos, button, buttons, qualifiers, cursor); SendClickEvent(E_UIMOUSECLICK, NULL, element, cursorPos, button, buttons, qualifiers); // Fire double click event if element matches and is in time if (doubleClickElement_ && element == doubleClickElement_ && clickTimer_.GetMSec(true) < (unsigned)(doubleClickInterval_ * 1000) && lastMouseButtons_ == buttons) { element->OnDoubleClick(element->ScreenToElement(cursorPos), cursorPos, button, buttons, qualifiers, cursor); doubleClickElement_.Reset(); SendClickEvent(E_UIMOUSEDOUBLECLICK, NULL, element, cursorPos, button, buttons, qualifiers); } else { doubleClickElement_ = element; clickTimer_.Reset(); } // Handle start of drag. Click handling may have caused destruction of the element, so check the pointer again bool dragElementsContain = dragElements_.Contains(element); if (element && !dragElementsContain) { DragData* dragData = new DragData(); dragElements_[element] = dragData; dragData->dragBeginPending = true; dragData->sumPos = cursorPos; dragData->dragBeginSumPos = cursorPos; dragData->dragBeginTimer.Reset(); dragData->dragButtons = button; dragData->numDragButtons = CountSetBits(dragData->dragButtons); dragElementsCount_++; dragElementsContain = dragElements_.Contains(element); } else if (element && dragElementsContain && newButton) { DragData* dragData = dragElements_[element]; dragData->sumPos += cursorPos; dragData->dragBeginSumPos += cursorPos; dragData->dragButtons |= button; dragData->numDragButtons = CountSetBits(dragData->dragButtons); } } else { // If clicked over no element, or a disabled element, lose focus (but not if there is a modal element) if (!HasModalElement()) SetFocusElement(0); SendClickEvent(E_UIMOUSECLICK, NULL, element, cursorPos, button, buttons, qualifiers); } lastMouseButtons_ = buttons; } } void UI::ProcessClickEnd(const IntVector2& cursorPos, int button, int buttons, int qualifiers, Cursor* cursor, bool cursorVisible) { if (cursorVisible) { WeakPtr element(GetElementAt(cursorPos)); // Handle end of drag for (HashMap, UI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End();) { WeakPtr dragElement = i->first_; UI::DragData* dragData = i->second_; if (!dragElement) { i = dragElementErase(i); continue; } if (dragData->dragButtons & button) { // Handle end of click if (element) element->OnClickEnd(element->ScreenToElement(cursorPos), cursorPos, button, buttons, qualifiers, cursor, dragElement); SendClickEvent(E_UIMOUSECLICKEND, dragElement, element, cursorPos, button, buttons, qualifiers); if (dragElement && dragElement->IsEnabled() && dragElement->IsVisible() && !dragData->dragBeginPending) { dragElement->OnDragEnd(dragElement->ScreenToElement(cursorPos), cursorPos, dragData->dragButtons, buttons, cursor); SendDragOrHoverEvent(E_DRAGEND, dragElement, cursorPos, IntVector2::ZERO, dragData); bool dragSource = dragElement && (dragElement->GetDragDropMode() & DD_SOURCE) != 0; if (dragSource) { bool dragTarget = element && (element->GetDragDropMode() & DD_TARGET) != 0; bool dragDropFinish = dragSource && dragTarget && element != dragElement; if (dragDropFinish) { bool accept = element->OnDragDropFinish(dragElement); // OnDragDropFinish() may have caused destruction of the elements, so check the pointers again if (accept && dragElement && element) { using namespace DragDropFinish; VariantMap& eventData = GetEventDataMap(); eventData[P_SOURCE] = dragElement.Get(); eventData[P_TARGET] = element.Get(); eventData[P_ACCEPT] = accept; SendEvent(E_DRAGDROPFINISH, eventData); } } } } i = dragElementErase(i); } else ++i; } } } void UI::ProcessMove(const IntVector2& cursorPos, const IntVector2& cursorDeltaPos, int buttons, int qualifiers, Cursor* cursor, bool cursorVisible) { if (cursorVisible && dragElementsCount_ > 0 && buttons) { Input* input = GetSubsystem(); bool mouseGrabbed = input->IsMouseGrabbed(); for (HashMap, UI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End();) { WeakPtr dragElement = i->first_; UI::DragData* dragData = i->second_; if (!dragElement) { i = dragElementErase(i); continue; } if (!(dragData->dragButtons & buttons)) { ++i; continue; } // Calculate the position that we should send for this drag event. IntVector2 sendPos; if (usingTouchInput_) { dragData->sumPos += cursorDeltaPos; sendPos.x_ = dragData->sumPos.x_ / dragData->numDragButtons; sendPos.y_ = dragData->sumPos.y_ / dragData->numDragButtons; } else { dragData->sumPos = cursorPos; sendPos = cursorPos; } if (dragElement->IsEnabled() && dragElement->IsVisible()) { // Signal drag begin if distance threshold was exceeded if (dragData->dragBeginPending && !mouseGrabbed) { IntVector2 beginSendPos; beginSendPos.x_ = dragData->dragBeginSumPos.x_ / dragData->numDragButtons; beginSendPos.y_ = dragData->dragBeginSumPos.y_ / dragData->numDragButtons; IntVector2 offset = cursorPos - beginSendPos; if (Abs(offset.x_) >= dragBeginDistance_ || Abs(offset.y_) >= dragBeginDistance_) { dragData->dragBeginPending = false; dragConfirmedCount_ ++; dragElement->OnDragBegin(dragElement->ScreenToElement(beginSendPos), beginSendPos, buttons, qualifiers, cursor); SendDragOrHoverEvent(E_DRAGBEGIN, dragElement, beginSendPos, IntVector2::ZERO, dragData); } } if (!dragData->dragBeginPending) { dragElement->OnDragMove(dragElement->ScreenToElement(sendPos), sendPos, cursorDeltaPos, buttons, qualifiers, cursor); SendDragOrHoverEvent(E_DRAGMOVE, dragElement, sendPos, cursorDeltaPos, dragData); } } else { dragElement->OnDragEnd(dragElement->ScreenToElement(sendPos), sendPos, dragData->dragButtons, buttons, cursor); SendDragOrHoverEvent(E_DRAGEND, dragElement, sendPos, IntVector2::ZERO, dragData); dragElement.Reset(); } ++i; } } } void UI::SendDragOrHoverEvent(StringHash eventType, UIElement* element, const IntVector2& screenPos, const IntVector2& deltaPos, UI::DragData* dragData) { if (!element) return; IntVector2 relativePos = element->ScreenToElement(screenPos); using namespace DragMove; VariantMap& eventData = GetEventDataMap(); eventData[P_ELEMENT] = element; eventData[P_X] = screenPos.x_; eventData[P_Y] = screenPos.y_; eventData[P_ELEMENTX] = relativePos.x_; eventData[P_ELEMENTY] = relativePos.y_; if (eventType == E_DRAGMOVE) { eventData[P_DX] = deltaPos.x_; eventData[P_DY] = deltaPos.y_; } if (dragData) { eventData[P_BUTTONS] = dragData->dragButtons; eventData[P_NUMBUTTONS] = dragData->numDragButtons; } element->SendEvent(eventType, eventData); } void UI::SendClickEvent(StringHash eventType, UIElement* beginElement, UIElement* endElement, const IntVector2& pos, int button, int buttons, int qualifiers) { VariantMap& eventData = GetEventDataMap(); eventData[UIMouseClick::P_ELEMENT] = endElement; eventData[UIMouseClick::P_X] = pos.x_; eventData[UIMouseClick::P_Y] = pos.y_; eventData[UIMouseClick::P_BUTTON] = button; eventData[UIMouseClick::P_BUTTONS] = buttons; eventData[UIMouseClick::P_QUALIFIERS] = qualifiers; // For click end events, send also the element the click began on if (eventType == E_UIMOUSECLICKEND) eventData[UIMouseClickEnd::P_BEGINELEMENT] = beginElement; SendEvent(eventType, eventData); } void UI::HandleScreenMode(StringHash eventType, VariantMap& eventData) { using namespace ScreenMode; if (!initialized_) Initialize(); else { rootElement_->SetSize(eventData[P_WIDTH].GetInt(), eventData[P_HEIGHT].GetInt()); rootModalElement_->SetSize(rootElement_->GetSize()); } } void UI::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData) { using namespace MouseButtonDown; mouseButtons_ = eventData[P_BUTTONS].GetInt(); qualifiers_ = eventData[P_QUALIFIERS].GetInt(); usingTouchInput_ = false; IntVector2 cursorPos; bool cursorVisible; GetCursorPositionAndVisible(cursorPos, cursorVisible); // Handle drag cancelling ProcessDragCancel(); Input* input = GetSubsystem(); if (!input->IsMouseGrabbed()) ProcessClickBegin(cursorPos, eventData[P_BUTTON].GetInt(), mouseButtons_, qualifiers_, cursor_, cursorVisible); } void UI::HandleMouseButtonUp(StringHash eventType, VariantMap& eventData) { using namespace MouseButtonUp; mouseButtons_ = eventData[P_BUTTONS].GetInt(); qualifiers_ = eventData[P_QUALIFIERS].GetInt(); IntVector2 cursorPos; bool cursorVisible; GetCursorPositionAndVisible(cursorPos, cursorVisible); ProcessClickEnd(cursorPos, eventData[P_BUTTON].GetInt(), mouseButtons_, qualifiers_, cursor_, cursorVisible); } void UI::HandleMouseMove(StringHash eventType, VariantMap& eventData) { using namespace MouseMove; mouseButtons_ = eventData[P_BUTTONS].GetInt(); qualifiers_ = eventData[P_QUALIFIERS].GetInt(); usingTouchInput_ = false; Input* input = GetSubsystem(); const IntVector2& rootSize = rootElement_->GetSize(); IntVector2 DeltaP = IntVector2(eventData[P_DX].GetInt(), eventData[P_DY].GetInt()); if (cursor_) { if (!input->IsMouseVisible()) { // Relative mouse motion: move cursor only when visible if (cursor_->IsVisible()) { IntVector2 pos = cursor_->GetPosition(); pos.x_ += eventData[P_DX].GetInt(); pos.y_ += eventData[P_DY].GetInt(); pos.x_ = Clamp(pos.x_, 0, rootSize.x_ - 1); pos.y_ = Clamp(pos.y_, 0, rootSize.y_ - 1); cursor_->SetPosition(pos); } } else { // Absolute mouse motion: move always cursor_->SetPosition(IntVector2(eventData[P_X].GetInt(), eventData[P_Y].GetInt())); } } IntVector2 cursorPos; bool cursorVisible; GetCursorPositionAndVisible(cursorPos, cursorVisible); ProcessMove(cursorPos, DeltaP, mouseButtons_, qualifiers_, cursor_, cursorVisible); } void UI::HandleMouseWheel(StringHash eventType, VariantMap& eventData) { Input* input = GetSubsystem(); if (input->IsMouseGrabbed()) return; using namespace MouseWheel; mouseButtons_ = eventData[P_BUTTONS].GetInt(); qualifiers_ = eventData[P_QUALIFIERS].GetInt(); int delta = eventData[P_WHEEL].GetInt(); usingTouchInput_ = false; IntVector2 cursorPos; bool cursorVisible; GetCursorPositionAndVisible(cursorPos, cursorVisible); UIElement* element; if (!nonFocusedMouseWheel_&& (element = focusElement_)) element->OnWheel(delta, mouseButtons_, qualifiers_); else { // If no element has actual focus or in non-focused mode, get the element at cursor if (cursorVisible) { element = GetElementAt(cursorPos); if (nonFocusedMouseWheel_) { // Going up the hierarchy chain to find element that could handle mouse wheel while (element) { if (element->GetType() == ListView::GetTypeStatic() || element->GetType() == ScrollView::GetTypeStatic()) break; element = element->GetParent(); } } else // If the element itself is not focusable, search for a focusable parent, // although the focusable element may not actually handle mouse wheel element = GetFocusableElement(element); if (element && (nonFocusedMouseWheel_ || element->GetFocusMode() >= FM_FOCUSABLE)) element->OnWheel(delta, mouseButtons_, qualifiers_); } } } void UI::HandleTouchBegin(StringHash eventType, VariantMap& eventData) { Input* input = GetSubsystem(); if (input->IsMouseGrabbed()) return; using namespace TouchBegin; IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt()); usingTouchInput_ = true; int touchId = TOUCHID_MASK(eventData[P_TOUCHID].GetInt()); WeakPtr element(GetElementAt(pos)); if (element) { ProcessClickBegin(pos, touchId, touchDragElements_[element], 0, 0, true); touchDragElements_[element] |= touchId; } else ProcessClickBegin(pos, touchId, touchId, 0, 0, true); } void UI::HandleTouchEnd(StringHash eventType, VariantMap& eventData) { using namespace TouchEnd; IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt()); // Get the touch index int touchId = TOUCHID_MASK(eventData[P_TOUCHID].GetInt()); // Transmit hover end to the position where the finger was lifted WeakPtr element(GetElementAt(pos)); // Clear any drag events that were using the touch id for (HashMap, int>::Iterator i = touchDragElements_.Begin(); i != touchDragElements_.End(); ) { int touches = i->second_; if (touches & touchId) i = touchDragElements_.Erase(i); else ++i; } if (element && element->IsEnabled()) element->OnHover(element->ScreenToElement(pos), pos, 0, 0, 0); ProcessClickEnd(pos, touchId, 0, 0, 0, true); } void UI::HandleTouchMove(StringHash eventType, VariantMap& eventData) { using namespace TouchMove; IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt()); IntVector2 deltaPos(eventData[P_DX].GetInt(), eventData[P_DY].GetInt()); usingTouchInput_ = true; int touchId = TOUCHID_MASK(eventData[P_TOUCHID].GetInt()); ProcessMove(pos, deltaPos, touchId, 0, 0, true); } void UI::HandleKeyDown(StringHash eventType, VariantMap& eventData) { using namespace KeyDown; mouseButtons_ = eventData[P_BUTTONS].GetInt(); qualifiers_ = eventData[P_QUALIFIERS].GetInt(); int key = eventData[P_KEY].GetInt(); // Cancel UI dragging if (key == KEY_ESC && dragElementsCount_ > 0) { ProcessDragCancel(); return; } // Dismiss modal element if any when ESC key is pressed if (key == KEY_ESC && HasModalElement()) { UIElement* element = rootModalElement_->GetChild(rootModalElement_->GetNumChildren() - 1); if (element->GetVars().Contains(VAR_ORIGIN)) // If it is a popup, dismiss by defocusing it SetFocusElement(0); else { // If it is a modal window, by resetting its modal flag Window* window = dynamic_cast(element); if (window && window->GetModalAutoDismiss()) window->SetModal(false); } return; } UIElement* element = focusElement_; if (element) { // Switch focus between focusable elements in the same top level window if (key == KEY_TAB) { UIElement* topLevel = element->GetParent(); while (topLevel && topLevel->GetParent() != rootElement_ && topLevel->GetParent() != rootModalElement_) topLevel = topLevel->GetParent(); if (topLevel) { topLevel->GetChildren(tempElements_, true); for (PODVector::Iterator i = tempElements_.Begin(); i != tempElements_.End();) { if ((*i)->GetFocusMode() < FM_FOCUSABLE) i = tempElements_.Erase(i); else ++i; } for (unsigned i = 0; i < tempElements_.Size(); ++i) { if (tempElements_[i] == element) { int dir = (qualifiers_ & QUAL_SHIFT) ? -1 : 1; unsigned nextIndex = (tempElements_.Size() + i + dir) % tempElements_.Size(); UIElement* next = tempElements_[nextIndex]; SetFocusElement(next, true); return; } } } } // Defocus the element else if (key == KEY_ESC && element->GetFocusMode() == FM_FOCUSABLE_DEFOCUSABLE) element->SetFocus(false); // If none of the special keys, pass the key to the focused element else element->OnKey(key, mouseButtons_, qualifiers_); } } void UI::HandleTextInput(StringHash eventType, VariantMap& eventData) { using namespace TextInput; mouseButtons_ = eventData[P_BUTTONS].GetInt(); qualifiers_ = eventData[P_QUALIFIERS].GetInt(); UIElement* element = focusElement_; if (element) element->OnTextInput(eventData[P_TEXT].GetString(), mouseButtons_, qualifiers_); } void UI::HandleBeginFrame(StringHash eventType, VariantMap& eventData) { // If have a cursor, and a drag is not going on, reset the cursor shape. Application logic that wants to apply // custom shapes can do it after this, but needs to do it each frame if (cursor_ && dragElementsCount_ == 0) cursor_->SetShape(CS_NORMAL); } void UI::HandlePostUpdate(StringHash eventType, VariantMap& eventData) { using namespace PostUpdate; Update(eventData[P_TIMESTEP].GetFloat()); } void UI::HandleRenderUpdate(StringHash eventType, VariantMap& eventData) { RenderUpdate(); } void UI::HandleDropFile(StringHash eventType, VariantMap& eventData) { Input* input = GetSubsystem(); // Sending the UI variant of the event only makes sense if the OS cursor is visible (not locked to window center) if (input->IsMouseVisible()) { IntVector2 screenPos = input->GetMousePosition(); UIElement* element = GetElementAt(screenPos); using namespace UIDropFile; VariantMap uiEventData; uiEventData[P_FILENAME] = eventData[P_FILENAME]; uiEventData[P_X] = screenPos.x_; uiEventData[P_Y] = screenPos.y_; uiEventData[P_ELEMENT] = element; if (element) { IntVector2 relativePos = element->ScreenToElement(screenPos); uiEventData[P_ELEMENTX] = relativePos.x_; uiEventData[P_ELEMENTY] = relativePos.y_; } SendEvent(E_UIDROPFILE, uiEventData); } } HashMap, UI::DragData*>::Iterator UI::dragElementErase(HashMap, UI::DragData*>::Iterator i) { dragElementsConfirmed_.Clear(); WeakPtr dragElement = i->first_; DragData* dragData = i->second_; if (!dragData->dragBeginPending) dragConfirmedCount_ --; i = dragElements_.Erase(i); dragElementsCount_ --; delete dragData; return i; } void UI::ProcessDragCancel() { // How to tell difference between drag cancel and new selection on multi-touch? if (usingTouchInput_) return; IntVector2 cursorPos; bool cursorVisible; GetCursorPositionAndVisible(cursorPos, cursorVisible); for (HashMap, UI::DragData*>::Iterator i = dragElements_.Begin(); i != dragElements_.End();) { WeakPtr dragElement = i->first_; UI::DragData* dragData = i->second_; if (dragElement && dragElement->IsEnabled() && dragElement->IsVisible() && !dragData->dragBeginPending) { dragElement->OnDragCancel(dragElement->ScreenToElement(cursorPos), cursorPos, dragData->dragButtons, mouseButtons_, cursor_); SendDragOrHoverEvent(E_DRAGCANCEL, dragElement, cursorPos, IntVector2::ZERO, dragData); i = dragElementErase(i); } else ++i; } } IntVector2 UI::SumTouchPositions(UI::DragData* dragData, const IntVector2& oldSendPos) { IntVector2 sendPos = oldSendPos; if (usingTouchInput_) { int buttons = dragData->dragButtons; dragData->sumPos = IntVector2::ZERO; Input* input = GetSubsystem(); for (int i = 0; (1 << i) <= buttons; i++) { if ((1 << i) & buttons) { TouchState* ts = input->GetTouch(i); if (!ts) break; IntVector2 pos = ts->position_; dragData->sumPos.x_ += pos.x_; dragData->sumPos.y_ += pos.y_; } } sendPos.x_ = dragData->sumPos.x_ / dragData->numDragButtons; sendPos.y_ = dragData->sumPos.y_ / dragData->numDragButtons; } return sendPos; } void RegisterUILibrary(Context* context) { Font::RegisterObject(context); UIElement::RegisterObject(context); BorderImage::RegisterObject(context); Sprite::RegisterObject(context); Button::RegisterObject(context); CheckBox::RegisterObject(context); Cursor::RegisterObject(context); Text::RegisterObject(context); Text3D::RegisterObject(context); Window::RegisterObject(context); View3D::RegisterObject(context); LineEdit::RegisterObject(context); Slider::RegisterObject(context); ScrollBar::RegisterObject(context); ScrollView::RegisterObject(context); ListView::RegisterObject(context); Menu::RegisterObject(context); DropDownList::RegisterObject(context); FileSelector::RegisterObject(context); MessageBox::RegisterObject(context); ToolTip::RegisterObject(context); } }