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- //
- // Copyright (c) 2014-2017, 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.
- //
- #pragma once
- #include "../Scene/Component.h"
- namespace Atomic
- {
- class Viewport;
- class UIView;
- class StaticModel;
- class Material;
- // UI Component which can be attached to a scene node with a StaticModel
- class ATOMIC_API UIComponent : public Component
- {
- ATOMIC_OBJECT(UIComponent, Component)
- public:
- /// Construct.
- UIComponent(Context* context);
- /// Destruct.
- virtual ~UIComponent();
- /// Register object factory.
- static void RegisterObject(Context* context);
- /// Handle enabled/disabled state change.
- virtual void OnSetEnabled();
- /// Set the UIView for this UIComponent, note this is optional as one will be autocreated
- void SetUIView(UIView* view);
- /// Get the UIView for this UIComponent
- UIView* GetUIView() const { return uiView_; }
- /// Get the viewport associated with this UIComponent
- Viewport* GetViewport() const;
- /// Set the static model used for rendering and ray casting
- void SetStaticModel(StaticModel* staticModel);
- /// Get the static model used for rendering and ray casting
- StaticModel* GetStaticModel() const;
- /// Calculate position in UI space given a screen position
- bool CalcUIViewPos(const IntVector2& screenPos, IntVector2& viewPos);
- protected:
- /// Handle scene node being assigned at creation.
- virtual void OnNodeSet(Node* node);
- /// Handle scene being assigned. This may happen several times during the component's lifetime. Scene-wide subsystems and events are subscribed to here.
- virtual void OnSceneSet(Scene* scene);
- private:
- const IntVector2& GetSizeAttr() const;
- void SetSizeAttr(const IntVector2& value);
- void UpdateEventSubscriptions(bool subscribe);
- void HandleScenePostUpdate(StringHash eventType, VariantMap& eventData);
- bool FilterInput() const;
- void UpdateMouseEventSubscriptions(bool unsubscribe = false);
- void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData);
- void HandleMouseButtonUp(StringHash eventType, VariantMap& eventData);
- void HandleMouseMove(StringHash eventType, VariantMap& eventData);
- void HandleMouseWheel(StringHash eventType, VariantMap& eventData);
- /// WeakPtr to UIView as we don't want to hold after UI subsystem has released
- WeakPtr<UIView> uiView_;
- WeakPtr<StaticModel> staticModel_;
- IntVector2 viewSize_;
- IntRect mouseScreenRect_;
- SharedPtr<Material> defaultMaterial_;
- };
- }
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