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- #include "BsGUIManager.h"
- #include "BsGUIWidget.h"
- #include "BsGUIElement.h"
- #include "BsGUIMouseEvent.h"
- #include "CmSceneObject.h"
- #include "CmMaterial.h"
- #include "CmMeshData.h"
- #include "CmMesh.h"
- #include "CmUtil.h"
- #include "CmRenderWindowManager.h"
- #include "CmCursor.h"
- #include "CmRect.h"
- #include "CmApplication.h"
- #include "CmException.h"
- #include "CmInput.h"
- #include "CmPass.h"
- using namespace CamelotFramework;
- namespace BansheeEngine
- {
- struct GUIGroupElement
- {
- GUIGroupElement()
- { }
- GUIGroupElement(GUIElement* _element, UINT32 _renderElement)
- :element(_element), renderElement(_renderElement)
- { }
- GUIElement* element;
- UINT32 renderElement;
- };
- struct GUIMaterialGroup
- {
- HMaterial material;
- UINT32 numQuads;
- UINT32 depth;
- Rect bounds;
- std::vector<GUIGroupElement> elements;
- };
- GUIManager::GUIManager()
- :mMouseOverElement(nullptr), mMouseOverWidget(nullptr), mSeparateMeshesByWidget(true)
- {
- for(int i = 0; i < MB_Count; i++)
- mLastFrameButtonState[i] = false;
- }
- GUIManager::~GUIManager()
- {
- }
- void GUIManager::registerWidget(GUIWidget* widget)
- {
- mWidgets.push_back(widget);
- const Viewport* renderTarget = widget->getTarget();
- auto findIter = mCachedGUIData.find(renderTarget);
- if(findIter == end(mCachedGUIData))
- mCachedGUIData[renderTarget] = GUIRenderData();
- GUIRenderData& windowData = mCachedGUIData[renderTarget];
- windowData.widgets.push_back(widget);
- windowData.isDirty = true;
- }
- void GUIManager::unregisterWidget(GUIWidget* widget)
- {
- auto findIter = std::find(begin(mWidgets), end(mWidgets), widget);
- if(findIter != end(mWidgets))
- mWidgets.erase(findIter);
- if(mMouseOverWidget == widget)
- {
- mMouseOverWidget = nullptr;
- mMouseOverElement = nullptr;
- }
- const Viewport* renderTarget = widget->getTarget();
- GUIRenderData& renderData = mCachedGUIData[renderTarget];
- findIter = std::find(begin(renderData.widgets), end(renderData.widgets), widget);
- if(findIter != end(renderData.widgets))
- renderData.widgets.erase(findIter);
- if(renderData.widgets.size() == 0)
- mCachedGUIData.erase(renderTarget);
- else
- renderData.isDirty = true;
- }
- void GUIManager::update()
- {
- // Update layouts
- for(auto& widget : mWidgets)
- {
- widget->_updateLayout();
- }
- updateMeshes();
- updateInput();
- }
- void GUIManager::render(ViewportPtr& target, RenderContext& renderContext)
- {
- auto findIter = mCachedGUIData.find(target.get());
- if(findIter == mCachedGUIData.end())
- return;
- renderContext.setViewport(target);
- GUIRenderData& renderData = findIter->second;
- // Render the meshes
- if(mSeparateMeshesByWidget)
- {
- UINT32 meshIdx = 0;
- for(auto& mesh : renderData.cachedMeshes)
- {
- HMaterial material = renderData.cachedMaterials[meshIdx];
- GUIWidget* widget = renderData.cachedWidgetsPerMesh[meshIdx];
- // TODO - Possible optimization. I currently divide by width/height inside the shader, while it
- // might be more optimal to just scale the mesh as the resolution changes?
- float invViewportWidth = 1.0f / (target->getWidth() * 0.5f);
- float invViewportHeight = 1.0f / (target->getHeight() * 0.5f);
- material->setFloat("invViewportWidth", invViewportWidth);
- material->setFloat("invViewportHeight", invViewportHeight);
- material->setMat4("worldTransform", widget->SO()->getWorldTfrm());
- if(material == nullptr || !material.isLoaded())
- continue;
- if(mesh == nullptr || !mesh.isLoaded())
- continue;
- for(UINT32 i = 0; i < material->getNumPasses(); i++)
- {
- PassPtr pass = material->getPass(i);
- pass->activate(renderContext);
- PassParametersPtr paramsPtr = material->getPassParameters(i);
- pass->bindParameters(renderContext, paramsPtr);
- renderContext.render(mesh->getRenderOperation());
- }
- meshIdx++;
- }
- }
- else
- {
- // TODO: I want to avoid separating meshes by widget in the future. On DX11 and GL I can set up a shader
- // that accepts multiple world transforms (one for each widget). Then I can add some instance information to vertices
- // and render elements using multiple different transforms with a single call.
- // Separating meshes can then be used as a compatibility mode for DX9
- CM_EXCEPT(NotImplementedException, "Not implemented");
- }
- }
- void GUIManager::updateMeshes()
- {
- for(auto& cachedMeshData : mCachedGUIData)
- {
- GUIRenderData& renderData = cachedMeshData.second;
- // Check if anything is dirty. If nothing is we can skip the update
- bool isDirty = renderData.isDirty;
- renderData.isDirty = false;
- for(auto& widget : renderData.widgets)
- {
- if(widget->isDirty(true))
- {
- isDirty = true;
- }
- }
- if(!isDirty)
- continue;
- // Make a list of all GUI elements, sorted from farthest to nearest (highest depth to lowest)
- auto elemComp = [](GUIElement* a, GUIElement* b)
- {
- return a->_getDepth() > b->_getDepth() || (a->_getDepth() == b->_getDepth() && a > b);
- // Compare pointers just to differentiate between two elements with the same depth, their order doesn't really matter, but std::set
- // requires all elements to be unique
- };
- std::set<GUIElement*, std::function<bool(GUIElement*, GUIElement*)>> allElements(elemComp);
- for(auto& widget : renderData.widgets)
- {
- const std::vector<GUIElement*>& elements = widget->getElements();
- for(auto& element : elements)
- allElements.insert(element);
- }
- // Group the elements in such a way so that we end up with a smallest amount of
- // meshes, without breaking back to front rendering order
- std::unordered_map<UINT64, std::vector<GUIMaterialGroup>> materialGroups;
- for(auto& elem : allElements)
- {
- Rect tfrmedBounds = elem->_getBounds();
- tfrmedBounds.transform(elem->_getParentWidget().SO()->getWorldTfrm());
- UINT32 numRenderElems = elem->getNumRenderElements();
- for(UINT32 i = 0; i < numRenderElems; i++)
- {
- const HMaterial& mat = elem->getMaterial(i);
- UINT64 materialId = mat->getInternalID(); // TODO - I group based on material ID. So if two widgets used exact copies of the same material
- // this system won't detect it. Find a better way of determining material similarity?
- // If this is a new material, add a new list of groups
- auto findIterMaterial = materialGroups.find(materialId);
- if(findIterMaterial == end(materialGroups))
- materialGroups[materialId] = std::vector<GUIMaterialGroup>();
- // Try to find a group this material will fit in:
- // - Group that has a depth value same or one below elements depth will always be a match
- // - Otherwise, we search higher depth values as well, but we only use them if no elements in between those depth values
- // overlap the current elements bounds.
- std::vector<GUIMaterialGroup>& allGroups = materialGroups[materialId];
- GUIMaterialGroup* foundGroup = nullptr;
- for(auto groupIter = allGroups.rbegin(); groupIter != allGroups.rend(); ++groupIter)
- {
- // If we separate meshes by widget, ignore any groups with widget parents other than mine
- if(mSeparateMeshesByWidget)
- {
- if(groupIter->elements.size() > 0)
- {
- GUIElement* otherElem = groupIter->elements.begin()->element; // We only need to check the first element
- if(&otherElem->_getParentWidget() != &elem->_getParentWidget())
- continue;
- }
- }
- GUIMaterialGroup& group = *groupIter;
- if(group.depth == elem->_getDepth() || group.depth == (elem->_getDepth() - 1))
- {
- foundGroup = &group;
- break;
- }
- else
- {
- UINT32 startDepth = elem->_getDepth();
- UINT32 endDepth = group.depth;
- bool foundOverlap = false;
- for(auto& material : materialGroups)
- {
- for(auto& group : material.second)
- {
- if(group.depth > startDepth && group.depth < endDepth)
- {
- if(group.bounds.overlaps(tfrmedBounds))
- {
- foundOverlap = true;
- break;
- }
- }
- }
- }
- if(!foundOverlap)
- {
- foundGroup = &group;
- break;
- }
- }
- }
- if(foundGroup == nullptr)
- {
- allGroups.push_back(GUIMaterialGroup());
- foundGroup = &allGroups[allGroups.size() - 1];
- foundGroup->depth = elem->_getDepth();
- foundGroup->bounds = tfrmedBounds;
- foundGroup->elements.push_back(GUIGroupElement(elem, i));
- foundGroup->material = mat;
- foundGroup->numQuads = elem->getNumQuads(i);
- }
- else
- {
- foundGroup->bounds.encapsulate(tfrmedBounds);
- foundGroup->elements.push_back(GUIGroupElement(elem, i));
- foundGroup->numQuads += elem->getNumQuads(i);
- }
- }
- }
- // Make a list of all GUI elements, sorted from farthest to nearest (highest depth to lowest)
- auto groupComp = [](GUIMaterialGroup* a, GUIMaterialGroup* b)
- {
- return (a->depth > b->depth) || (a->depth == b->depth && a > b);
- // Compare pointers just to differentiate between two elements with the same depth, their order doesn't really matter, but std::set
- // requires all elements to be unique
- };
- std::set<GUIMaterialGroup*, std::function<bool(GUIMaterialGroup*, GUIMaterialGroup*)>> sortedGroups(groupComp);
- for(auto& material : materialGroups)
- {
- for(auto& group : material.second)
- {
- sortedGroups.insert(&group);
- }
- }
- UINT32 numMeshes = (UINT32)sortedGroups.size();
- UINT32 oldNumMeshes = (UINT32)renderData.cachedMeshes.size();
- if(numMeshes < oldNumMeshes)
- renderData.cachedMeshes.resize(numMeshes);
- renderData.cachedMaterials.resize(numMeshes);
- if(mSeparateMeshesByWidget)
- renderData.cachedWidgetsPerMesh.resize(numMeshes);
- // Fill buffers for each group and update their meshes
- UINT32 groupIdx = 0;
- for(auto& group : sortedGroups)
- {
- renderData.cachedMaterials[groupIdx] = group->material;
- if(mSeparateMeshesByWidget)
- {
- if(group->elements.size() == 0)
- renderData.cachedWidgetsPerMesh[groupIdx] = nullptr;
- else
- {
- GUIElement* elem = group->elements.begin()->element;
- renderData.cachedWidgetsPerMesh[groupIdx] = &elem->_getParentWidget();
- }
- }
- MeshDataPtr meshData = std::shared_ptr<MeshData>(CM_NEW(MeshData, PoolAlloc) MeshData(group->numQuads * 4),
- &MemAllocDeleter<MeshData, PoolAlloc>::deleter);
- meshData->beginDesc();
- meshData->addVertElem(VET_FLOAT2, VES_POSITION);
- meshData->addVertElem(VET_FLOAT2, VES_TEXCOORD);
- meshData->addSubMesh(group->numQuads * 6);
- meshData->endDesc();
- UINT8* vertices = meshData->getElementData(VES_POSITION);
- UINT8* uvs = meshData->getElementData(VES_TEXCOORD);
- UINT32* indices = meshData->getIndices32();
- UINT32 vertexStride = meshData->getVertexStride();
- UINT32 indexStride = meshData->getIndexElementSize();
- UINT32 quadOffset = 0;
- for(auto& matElement : group->elements)
- {
- matElement.element->fillBuffer(vertices, uvs, indices, quadOffset, group->numQuads, vertexStride, indexStride, matElement.renderElement);
- UINT32 numQuads = matElement.element->getNumQuads(matElement.renderElement);
- UINT32 indexStart = quadOffset * 6;
- UINT32 indexEnd = indexStart + numQuads * 6;
- UINT32 vertOffset = quadOffset * 4;
- for(UINT32 i = indexStart; i < indexEnd; i++)
- indices[i] += vertOffset;
- quadOffset += numQuads;
- }
- if(groupIdx >= (UINT32)renderData.cachedMeshes.size())
- {
- renderData.cachedMeshes.push_back(Mesh::create());
- }
- gMainSyncedRC().writeSubresource(renderData.cachedMeshes[groupIdx].getInternalPtr(), 0, *meshData);
- gMainSyncedRC().submitToGpu(true); // TODO - Remove this once I make writeSubresource accept a shared_ptr for MeshData
- groupIdx++;
- }
- }
- }
- void GUIManager::updateInput()
- {
- #if CM_DEBUG_MODE
- // Checks if all referenced windows actually exist
- std::vector<RenderWindow*> activeWindows = RenderWindowManager::instance().getRenderWindows();
- for(auto& widget : mWidgets)
- {
- auto iterFind = std::find(begin(activeWindows), end(activeWindows), widget->getOwnerWindow());
- if(iterFind == activeWindows.end())
- {
- CM_EXCEPT(InternalErrorException, "GUI manager has a reference to a window that doesn't exist. \
- Please detach all GUIWidgets from windows before destroying a window.");
- }
- }
- #endif
- GUIWidget* widgetInFocus = nullptr;
- GUIElement* topMostElement = nullptr;
- UINT32 topMostDepth = std::numeric_limits<UINT32>::max();
- for(auto& widget : mWidgets)
- {
- const RenderWindow* window = widget->getOwnerWindow();
- if(window->hasFocus())
- {
- widgetInFocus = widget;
- break;
- }
- }
- Int2 screenPos;
- if(widgetInFocus != nullptr)
- {
- const RenderWindow* window = widgetInFocus->getOwnerWindow();
- screenPos = Cursor::getWindowPosition(*window);
- Vector4 vecScreenPos((float)screenPos.x, (float)screenPos.y, 0.0f, 1.0f);
- GUIElement* topMostElement = nullptr;
- INT32 topMostDepth = std::numeric_limits<INT32>::max();
- for(auto& widget : mWidgets)
- {
- if(widget->inBounds(screenPos))
- {
- const Matrix4& worldTfrm = widget->SO()->getWorldTfrm();
- Vector4 vecLocalPos = worldTfrm.inverse() * vecScreenPos;
- Int2 localPos(Math::RoundToInt(vecLocalPos.x), Math::RoundToInt(vecLocalPos.y));
- std::vector<GUIElement*> sortedElements = widget->getElements();
- std::sort(sortedElements.begin(), sortedElements.end(),
- [](GUIElement* a, GUIElement* b)
- {
- return a->_getDepth() < b->_getDepth();
- });
- // Elements with lowest depth (most to the front) get handled first
- for(auto iter = sortedElements.begin(); iter != sortedElements.end(); ++iter)
- {
- GUIElement* element = *iter;
- const Rect& bounds = element->_getBounds();
- if(bounds.contains(localPos) && element->_getDepth() < topMostDepth)
- {
- topMostElement = element;
- topMostDepth = element->_getDepth();
- break;
- }
- }
- }
- }
- }
- if(topMostElement != mMouseOverElement)
- {
- if(mMouseOverElement != nullptr)
- {
- // Send MouseOut event
- const RenderWindow* window = mMouseOverWidget->getOwnerWindow();
- Int2 oldScreenPos = Cursor::getWindowPosition(*window);
- GUIMouseEvent event(GUIMouseEventType::MouseOut, oldScreenPos); // TODO - This pos will be wrong as it might be related to completely other window
- mMouseOverElement->mouseEvent(event);
- }
- if(topMostElement != nullptr)
- {
- // Send MouseOver event
- GUIMouseEvent event(GUIMouseEventType::MouseOver, screenPos);
- topMostElement->mouseEvent(event);
- }
- mMouseOverElement = topMostElement;
- mMouseOverWidget = widgetInFocus;
- }
- if(mMouseOverElement != nullptr)
- {
- // Send MouseMove event
- if(mLastCursorPos != screenPos)
- {
- GUIMouseEvent event(GUIMouseEventType::MouseMove, screenPos);
- mMouseOverElement->mouseEvent(event);
- }
- // Send MouseDown and MouseUp events
- for(int i = 0; i < MB_Count; i++)
- {
- bool buttonDown = gInput().isButtonDown((MouseButton)i);
- if(mLastFrameButtonState[i] != buttonDown)
- {
- if(buttonDown)
- {
- GUIMouseEvent event(GUIMouseEventType::MouseDown, screenPos, (MouseButton)i);
- mMouseOverElement->mouseEvent(event);
- }
- else
- {
- GUIMouseEvent event(GUIMouseEventType::MouseUp, screenPos, (MouseButton)i);
- mMouseOverElement->mouseEvent(event);
- }
- mLastFrameButtonState[i] = buttonDown;
- }
- }
- }
- }
- }
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