// // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // // 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 #include "../IO/Log.h" #include "../Graphics/Graphics.h" #include "../Graphics/VertexBuffer.h" #include "../Graphics/Texture2D.h" #include "../Input/InputEvents.h" #include "UI.h" #include "UIView.h" #include "UIRenderer.h" using namespace tb; namespace Atomic { UIView::UIView(Context* context) : UIWidget(context, false), autoFocus_(true), mouseEnabled_(true), keyboardEnabled_(true) { graphics_ = GetSubsystem(); assert(graphics_.NotNull()); assert(graphics_->IsInitialized()); ui_ = GetSubsystem(); assert(ui_.NotNull()); renderer_ = ui_->GetRenderer(); widget_ = new TBWidget(); widget_->SetDelegate(this); // Set gravity all so we resize correctly widget_->SetGravity(WIDGET_GRAVITY_ALL); ui_->WrapWidget(this, widget_); // Set initial size for view TBRect rect = ui_->GetRootWidget()->GetRect(); widget_->SetSize(rect.w, rect.h); vertexBuffer_ = new VertexBuffer(context_); ui_->AddUIView(this); } UIView::~UIView() { } void UIView::SetFocus() { if (ui_.Null() || ui_->GetFocusedView() == this) { return; } if (ui_->GetFocusedView()) { ui_->GetFocusedView()->ResignFocus(); } UIWidget::SetFocus(); ui_->SetFocusedView(this); } bool UIView::GetFocus() const { if (ui_.Null()) { return false; } return ui_->GetFocusedView() == this; } void UIView::BecomeFocused() { widget_->SetZ(WIDGET_Z_TOP); SubscribeToEvent(E_MOUSEBUTTONDOWN, ATOMIC_HANDLER(UIView, HandleMouseButtonDown)); SubscribeToEvent(E_MOUSEBUTTONUP, ATOMIC_HANDLER(UIView, HandleMouseButtonUp)); SubscribeToEvent(E_MOUSEMOVE, ATOMIC_HANDLER(UIView, HandleMouseMove)); SubscribeToEvent(E_MOUSEWHEEL, ATOMIC_HANDLER(UIView, HandleMouseWheel)); SubscribeToEvent(E_KEYDOWN, ATOMIC_HANDLER(UIView, HandleKeyDown)); SubscribeToEvent(E_KEYUP, ATOMIC_HANDLER(UIView, HandleKeyUp)); SubscribeToEvent(E_TEXTINPUT, ATOMIC_HANDLER(UIView, HandleTextInput)); SubscribeToEvent(E_TOUCHBEGIN, ATOMIC_HANDLER(UIView, HandleTouchBegin)); SubscribeToEvent(E_TOUCHEND, ATOMIC_HANDLER(UIView, HandleTouchEnd)); SubscribeToEvent(E_TOUCHMOVE, ATOMIC_HANDLER(UIView, HandleTouchMove)); } void UIView::ResignFocus() { if (ui_.Null() || ui_->GetFocusedView() != this) { return; } widget_->SetZ(WIDGET_Z_BOTTOM); UnsubscribeFromEvent(E_MOUSEBUTTONDOWN); UnsubscribeFromEvent(E_MOUSEBUTTONUP); UnsubscribeFromEvent(E_MOUSEMOVE); UnsubscribeFromEvent(E_MOUSEWHEEL); UnsubscribeFromEvent(E_KEYDOWN); UnsubscribeFromEvent(E_KEYUP); UnsubscribeFromEvent(E_TEXTINPUT); UnsubscribeFromEvent(E_TOUCHBEGIN); UnsubscribeFromEvent(E_TOUCHEND); UnsubscribeFromEvent(E_TOUCHMOVE); ui_->SetFocusedView(0); } void UIView::Remove() { ResignFocus(); if (ui_.NotNull()) { ui_->RemoveUIView(this); } UIWidget::Remove(); } bool UIView::SetRenderToTexture(bool value, const int width, const int height) { if (!value && renderTexture_.NotNull()) { renderTexture_ = 0; } else if (value && renderTexture_.Null()) { renderTexture_ = new Texture2D(context_); SetAutoFocus(false); } return SetSize(width, height); } bool UIView::SetSize(int width, int height) { if (!widget_) return false; if (width < UIVIEW_MIN_TEXTURE_SIZE || width > UIVIEW_MAX_TEXTURE_SIZE || height < UIVIEW_MIN_TEXTURE_SIZE || height > UIVIEW_MAX_TEXTURE_SIZE) { ATOMIC_LOGERROR("UIView::SetSize() - Attempting to set invalid size, failed"); return false; } if (renderTexture_.NotNull()) { renderTexture_->SetSize(width, height, graphics_->GetRGBAFormat(), Atomic::TEXTURE_RENDERTARGET); renderTexture_->SetFilterMode(FILTER_BILINEAR); renderTexture_->SetAddressMode(COORD_U, ADDRESS_CLAMP); renderTexture_->SetAddressMode(COORD_V, ADDRESS_CLAMP); renderTexture_->SetNumLevels(1); // No mipmaps renderTexture_->GetRenderSurface()->SetUpdateMode(SURFACE_MANUALUPDATE); } return UIWidget::SetSize(width, height); } void UIView::Render(VertexBuffer* buffer, const PODVector& batches, unsigned batchStart, unsigned batchEnd) { if (batches.Empty()) { graphics_->ResetRenderTargets(); return; } IntVector2 size; if (renderTexture_) { size.x_ = renderTexture_->GetWidth(); size.y_ = renderTexture_->GetHeight(); } else { size.x_ = graphics_->GetWidth(); size.y_ = graphics_->GetHeight(); } bool scissorEnabled = true; IntRect rect(0, 0, size.x_, size.y_); Vector2 invScreenSize(1.0f / (float)size.x_, 1.0f / (float)size.y_); Vector2 scale(2.0f * invScreenSize.x_, -2.0f * invScreenSize.y_); Vector2 offset(-1.0f, 1.0f); // On OpenGL, flip the projection if rendering to a texture so that the texture can be addressed in the same way // as a render texture produced on Direct3D #ifdef ATOMIC_OPENGL if (renderTexture_) { // ATOMIC ISSUE: https://github.com/AtomicGameEngine/AtomicGameEngine/issues/1581 // this needs to be fixed, scissors can't be disabled // and there is a flip to D3D in SetScissorTest scissorEnabled = false; offset.y_ = -offset.y_; scale.y_ = -scale.y_; } #endif 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_NONE); graphics_->SetDepthTest(CMP_ALWAYS); graphics_->SetDepthWrite(false); graphics_->SetFillMode(FILL_SOLID); graphics_->SetStencilTest(false); graphics_->ResetRenderTargets(); if (renderTexture_) { graphics_->SetRenderTarget(0, renderTexture_->GetRenderSurface()); } graphics_->SetViewport(rect); 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(); if (renderTexture_) { graphics_->Clear(Atomic::CLEAR_COLOR); } 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_OBJECT, 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(scissorEnabled, batch.scissor_); graphics_->SetTexture(0, batch.texture_); graphics_->Draw(TRIANGLE_LIST, batch.vertexStart_ / UI_VERTEX_SIZE, (batch.vertexEnd_ - batch.vertexStart_) / UI_VERTEX_SIZE); } if (renderTexture_) { graphics_->ResetRenderTargets(); } } void UIView::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 UIView::Render(bool resetRenderTargets) { SetVertexData(vertexBuffer_, vertexData_); Render(vertexBuffer_, batches_, 0, batches_.Size()); } void UIView::UpdateUIBatches() { batches_.Clear(); vertexData_.Clear(); tb::TBRect rect = widget_->GetRect(); IntRect currentScissor = IntRect(0, 0, rect.w, rect.h); GetBatches(batches_, vertexData_, currentScissor); } void UIView::GetBatches(PODVector& batches, PODVector& vertexData, const IntRect& currentScissor) { tb::g_renderer->BeginPaint(currentScissor.Width(), currentScissor.Height()); renderer_->currentScissor_ = currentScissor; renderer_->batches_ = &batches; renderer_->vertexData_ = &vertexData; widget_->InvokePaint(tb::TBWidget::PaintProps()); tb::g_renderer->EndPaint(); } void UIView::SubmitBatchVertexData(Texture* texture, const PODVector& vertexData) { UIBatch b(BLEND_ALPHA , renderer_->currentScissor_, texture, &vertexData_); unsigned begin = b.vertexData_->Size(); b.vertexData_->Resize(begin + vertexData.Size()); float* dest = &(b.vertexData_->At(begin)); b.vertexEnd_ = b.vertexData_->Size(); for (unsigned i = 0; i < vertexData.Size(); i++, dest++) { *dest = vertexData[i]; } UIBatch::AddOrMerge(b, batches_); } }