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- //
- // 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.
- //
- #pragma once
- #include "UIBatch.h"
- #include "UIWidget.h"
- namespace Atomic
- {
- class Texture;
- class Texture2D;
- class VertexBuffer;
- class UI;
- class UIRenderer;
- class UIComponent;
- static int const UIVIEW_DEFAULT_TEXTURE_SIZE = 512;
- static int const UIVIEW_MIN_TEXTURE_SIZE = 64;
- static int const UIVIEW_MAX_TEXTURE_SIZE = 4096;
- /// Top level UIView management
- class ATOMIC_API UIView : public UIWidget
- {
- friend class UI;
- ATOMIC_OBJECT(UIView, UIWidget)
- public:
- UIView(Context* context);
- virtual ~UIView();
- /// Set the view size
- bool SetSize(int width, int height);
- /// Remove the UIView from the UI subsystem, readding removed views is not advised
- void Remove();
- /// Focuses the UIView for input events
- virtual void SetFocus();
- /// Gets whether this UIView is focused
- virtual bool GetFocus() const;
- /// Resigned this views focus, the bottom UIView with autofocus on will become focused
- void ResignFocus();
- /// Sets whether the view will autofocus when at the bottom of the view stack
- void SetAutoFocus(bool value) { autoFocus_ = value; }
- /// Gets whether the view will autofocus when at the bottom of the view stack
- bool GetAutoFocus() const { return autoFocus_; }
- /// Gets whether both mouse and keyboard input are enabled
- bool GetInputEnabled() const { return mouseEnabled_ || keyboardEnabled_; }
- /// Sets whether both mouse and keyboard input are enabled
- void SetInputEnabled(bool value) { mouseEnabled_ = keyboardEnabled_ = value; }
- /// Gets whether mouse input is enabled
- bool GetMouseEnabled() const { return mouseEnabled_; }
- /// Sets whether mouse input is enabled
- void SetMouseEnabled(bool value) { mouseEnabled_ = keyboardEnabled_ = value; }
- /// Gets whether keyboard input is enabled
- bool GetKeyboardEnabled() const { return keyboardEnabled_; }
- /// Sets whether keyboard input is enabled
- void SetKeyboardEnabled(bool value) { keyboardEnabled_ = value; }
- /// Set whether the UIView renders to texture, useful for 3D UI's, etc
- bool SetRenderToTexture(bool value, const int width = UIVIEW_DEFAULT_TEXTURE_SIZE, const int height = UIVIEW_DEFAULT_TEXTURE_SIZE);
- /// Gets the UIViews render texture, if any
- Texture2D* GetRenderTexture() { return renderTexture_; }
- /// Returns whether this UIView has a valid render texture
- bool HasRenderTexture() const { return renderTexture_.NotNull(); }
- /// Render the UI
- void Render(bool resetRenderTargets = true);
- /// Low level vertex data submission
- void SubmitBatchVertexData(Texture* texture, const PODVector<float>& vertexData);
- protected:
- private:
- bool FilterDefaultInput(bool keyEvent = false) const ;
- void BecomeFocused();
- void UpdateUIBatches();
- void GetBatches(PODVector<UIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor);
- void Render(VertexBuffer* buffer, const PODVector<UIBatch>& batches, unsigned batchStart, unsigned batchEnd);
- void SetVertexData(VertexBuffer* dest, const PODVector<float>& vertexData);
- void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData);
- void HandleMouseButtonUp(StringHash eventType, VariantMap& eventData);
- void HandleMouseMove(StringHash eventType, VariantMap& eventData);
- void HandleMouseWheel(StringHash eventType, VariantMap& eventData);
- void HandleKeyDown(StringHash eventType, VariantMap& eventData);
- void HandleKeyUp(StringHash eventType, VariantMap& eventData);
- void HandleKey(bool keydown, int keycode, int scancode);
- void HandleTextInput(StringHash eventType, VariantMap& eventData);
- //Touch Input
- void HandleTouchBegin(StringHash eventType, VariantMap& eventData);
- void HandleTouchMove(StringHash eventType, VariantMap& eventData);
- void HandleTouchEnd(StringHash eventType, VariantMap& eventData);
- /// UI rendering batches.
- PODVector<UIBatch> batches_;
- /// UI rendering vertex data.
- PODVector<float> vertexData_;
- SharedPtr<VertexBuffer> vertexBuffer_;
- WeakPtr<Graphics> graphics_;
- UIRenderer* renderer_;
- WeakPtr<UI> ui_;
- WeakPtr<UIComponent> uiComponent_;
- SharedPtr<Texture2D> renderTexture_;
- bool autoFocus_;
- bool mouseEnabled_;
- bool keyboardEnabled_;
- };
- }
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