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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "GUI/BsGUIManager.h"
- #include "GUI/BsGUIWidget.h"
- #include "GUI/BsGUIElement.h"
- #include "2D/BsSpriteTexture.h"
- #include "Utility/BsTime.h"
- #include "Scene/BsSceneObject.h"
- #include "Material/BsMaterial.h"
- #include "Mesh/BsMeshData.h"
- #include "RenderAPI/BsVertexDataDesc.h"
- #include "Mesh/BsMesh.h"
- #include "Managers/BsRenderWindowManager.h"
- #include "Platform/BsPlatform.h"
- #include "Math/BsRect2I.h"
- #include "BsCoreApplication.h"
- #include "Error/BsException.h"
- #include "Input/BsInput.h"
- #include "GUI/BsGUIInputCaret.h"
- #include "GUI/BsGUIInputSelection.h"
- #include "GUI/BsGUIContextMenu.h"
- #include "GUI/BsDragAndDropManager.h"
- #include "GUI/BsGUIDropDownBoxManager.h"
- #include "Profiling/BsProfilerCPU.h"
- #include "Mesh/BsMeshHeap.h"
- #include "Mesh/BsTransientMesh.h"
- #include "Input/BsVirtualInput.h"
- #include "Platform/BsCursor.h"
- #include "CoreThread/BsCoreThread.h"
- #include "Renderer/BsRendererManager.h"
- #include "Renderer/BsRenderer.h"
- #include "Renderer/BsCamera.h"
- #include "GUI/BsGUITooltipManager.h"
- #include "Renderer/BsRendererUtility.h"
- #include "Image/BsTexture.h"
- #include "RenderAPI/BsRenderTexture.h"
- #include "RenderAPI/BsSamplerState.h"
- #include "Managers/BsRenderStateManager.h"
- #include "Resources/BsBuiltinResources.h"
- using namespace std::placeholders;
- namespace bs
- {
- struct GUIGroupElement
- {
- GUIGroupElement()
- { }
- GUIGroupElement(GUIElement* _element, UINT32 _renderElement)
- :element(_element), renderElement(_renderElement)
- { }
- GUIElement* element;
- UINT32 renderElement;
- };
- struct GUIMaterialGroup
- {
- SpriteMaterial* material;
- SpriteMaterialInfo matInfo;
- GUIMeshType meshType;
- UINT32 numVertices;
- UINT32 numIndices;
- UINT32 depth;
- UINT32 minDepth;
- Rect2I bounds;
- Vector<GUIGroupElement> elements;
- };
- const UINT32 GUIManager::DRAG_DISTANCE = 3;
- const float GUIManager::TOOLTIP_HOVER_TIME = 1.0f;
- const UINT32 GUIManager::MESH_HEAP_INITIAL_NUM_VERTS = 16384;
- const UINT32 GUIManager::MESH_HEAP_INITIAL_NUM_INDICES = 49152;
- GUIManager::GUIManager()
- : mCoreDirty(false), mActiveMouseButton(GUIMouseButton::Left), mShowTooltip(false), mTooltipElementHoverStart(0.0f)
- , mInputCaret(nullptr), mInputSelection(nullptr), mSeparateMeshesByWidget(true), mDragState(DragState::NoDrag)
- , mCaretColor(1.0f, 0.6588f, 0.0f), mCaretBlinkInterval(0.5f), mCaretLastBlinkTime(0.0f), mIsCaretOn(false)
- , mActiveCursor(CursorType::Arrow), mTextSelectionColor(0.0f, 114/255.0f, 188/255.0f)
- {
- // Note: Hidden dependency. GUI must receive input events before other systems, in order so it can mark them as used
- // if required. e.g. clicking on a context menu should mark the event as used so that other non-GUI systems know
- // that they probably should not process such event themselves.
- mOnPointerMovedConn = gInput().onPointerMoved.connect(std::bind(&GUIManager::onPointerMoved, this, _1));
- mOnPointerPressedConn = gInput().onPointerPressed.connect(std::bind(&GUIManager::onPointerPressed, this, _1));
- mOnPointerReleasedConn = gInput().onPointerReleased.connect(std::bind(&GUIManager::onPointerReleased, this, _1));
- mOnPointerDoubleClick = gInput().onPointerDoubleClick.connect(std::bind(&GUIManager::onPointerDoubleClick, this, _1));
- mOnTextInputConn = gInput().onCharInput.connect(std::bind(&GUIManager::onTextInput, this, _1));
- mOnInputCommandConn = gInput().onInputCommand.connect(std::bind(&GUIManager::onInputCommandEntered, this, _1));
- mOnVirtualButtonDown = VirtualInput::instance().onButtonDown.connect(std::bind(&GUIManager::onVirtualButtonDown, this, _1, _2));
- mWindowGainedFocusConn = RenderWindowManager::instance().onFocusGained.connect(std::bind(&GUIManager::onWindowFocusGained, this, _1));
- mWindowLostFocusConn = RenderWindowManager::instance().onFocusLost.connect(std::bind(&GUIManager::onWindowFocusLost, this, _1));
- mMouseLeftWindowConn = RenderWindowManager::instance().onMouseLeftWindow.connect(std::bind(&GUIManager::onMouseLeftWindow, this, _1));
- mInputCaret = bs_new<GUIInputCaret>();
- mInputSelection = bs_new<GUIInputSelection>();
- DragAndDropManager::startUp();
- mDragEndedConn = DragAndDropManager::instance().onDragEnded.connect(std::bind(&GUIManager::onMouseDragEnded, this, _1, _2));
- GUIDropDownBoxManager::startUp();
- GUITooltipManager::startUp();
- mTriangleVertexDesc = bs_shared_ptr_new<VertexDataDesc>();
- mTriangleVertexDesc->addVertElem(VET_FLOAT2, VES_POSITION);
- mTriangleVertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD);
- mTriangleMeshHeap = MeshHeap::create(MESH_HEAP_INITIAL_NUM_VERTS, MESH_HEAP_INITIAL_NUM_INDICES, mTriangleVertexDesc);
- mLineVertexDesc = bs_shared_ptr_new<VertexDataDesc>();
- mLineVertexDesc->addVertElem(VET_FLOAT2, VES_POSITION);
- mLineMeshHeap = MeshHeap::create(MESH_HEAP_INITIAL_NUM_VERTS, MESH_HEAP_INITIAL_NUM_INDICES, mLineVertexDesc);
- // Need to defer this call because I want to make sure all managers are initialized first
- deferredCall(std::bind(&GUIManager::updateCaretTexture, this));
- deferredCall(std::bind(&GUIManager::updateTextSelectionTexture, this));
- mRenderer = RendererExtension::create<ct::GUIRenderer>(nullptr);
- }
- GUIManager::~GUIManager()
- {
- GUITooltipManager::shutDown();
- GUIDropDownBoxManager::shutDown();
- DragAndDropManager::shutDown();
- // Make a copy of widgets, since destroying them will remove them from mWidgets and
- // we can't iterate over an array thats getting modified
- Vector<WidgetInfo> widgetCopy = mWidgets;
- for(auto& widget : widgetCopy)
- widget.widget->_destroy();
- // Ensure everything queued get destroyed, loop until queue empties
- while (processDestroyQueue())
- { }
- mOnPointerPressedConn.disconnect();
- mOnPointerReleasedConn.disconnect();
- mOnPointerMovedConn.disconnect();
- mOnPointerDoubleClick.disconnect();
- mOnTextInputConn.disconnect();
- mOnInputCommandConn.disconnect();
- mOnVirtualButtonDown.disconnect();
- mDragEndedConn.disconnect();
- mWindowGainedFocusConn.disconnect();
- mWindowLostFocusConn.disconnect();
- mMouseLeftWindowConn.disconnect();
- bs_delete(mInputCaret);
- bs_delete(mInputSelection);
- assert(mCachedGUIData.size() == 0);
- }
- void GUIManager::destroyCore(ct::GUIRenderer* core)
- {
- bs_delete(core);
- }
- void GUIManager::registerWidget(GUIWidget* widget)
- {
- const Viewport* renderTarget = widget->getTarget();
- if (renderTarget == nullptr)
- return;
- mWidgets.push_back(WidgetInfo(widget));
- 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_if(begin(mWidgets), end(mWidgets), [=] (const WidgetInfo& x) { return x.widget == widget; } );
- if(findIter != mWidgets.end())
- mWidgets.erase(findIter);
- }
- for(auto& entry : mElementsInFocus)
- {
- if (entry.widget == widget)
- entry.widget = nullptr;
- }
- for (auto& entry : mElementsUnderPointer)
- {
- if (entry.widget == widget)
- entry.widget = nullptr;
- }
- for (auto& entry : mActiveElements)
- {
- if (entry.widget == widget)
- entry.widget = nullptr;
- }
- const Viewport* renderTarget = widget->getTarget();
- GUIRenderData& renderData = mCachedGUIData[renderTarget];
- {
- auto findIter = std::find(begin(renderData.widgets), end(renderData.widgets), widget);
-
- if(findIter != end(renderData.widgets))
- renderData.widgets.erase(findIter);
- }
- if(renderData.widgets.size() == 0)
- {
- for (auto& entry : renderData.cachedMeshes)
- {
- if (entry.mesh == nullptr)
- continue;
- if(!entry.isLine)
- mTriangleMeshHeap->dealloc(entry.mesh);
- else
- mLineMeshHeap->dealloc(entry.mesh);
- }
- mCachedGUIData.erase(renderTarget);
- mCoreDirty = true;
- }
- else
- renderData.isDirty = true;
- }
- void GUIManager::update()
- {
- DragAndDropManager::instance()._update();
- // Show tooltip if needed
- if (mShowTooltip)
- {
- float diff = gTime().getTime() - mTooltipElementHoverStart;
- if (diff >= TOOLTIP_HOVER_TIME || gInput().isButtonHeld(BC_LCONTROL) || gInput().isButtonHeld(BC_RCONTROL))
- {
- for(auto& entry : mElementsUnderPointer)
- {
- const WString& tooltipText = entry.element->_getTooltip();
- GUIWidget* parentWidget = entry.element->_getParentWidget();
- if (!tooltipText.empty() && parentWidget != nullptr)
- {
- const RenderWindow* window = getWidgetWindow(*parentWidget);
- if (window != nullptr)
- {
- Vector2I windowPos = window->screenToWindowPos(gInput().getPointerPosition());
- GUITooltipManager::instance().show(*parentWidget, windowPos, tooltipText);
- break;
- }
- }
- }
- mShowTooltip = false;
- }
- }
- // Update layouts
- gProfilerCPU().beginSample("UpdateLayout");
- for(auto& widgetInfo : mWidgets)
- {
- widgetInfo.widget->_updateLayout();
- }
- gProfilerCPU().endSample("UpdateLayout");
- // Destroy all queued elements (and loop in case any new ones get queued during destruction)
- do
- {
- mNewElementsUnderPointer.clear();
- for (auto& elementInfo : mElementsUnderPointer)
- {
- if (!elementInfo.element->_isDestroyed())
- mNewElementsUnderPointer.push_back(elementInfo);
- }
- mElementsUnderPointer.swap(mNewElementsUnderPointer);
- mNewActiveElements.clear();
- for (auto& elementInfo : mActiveElements)
- {
- if (!elementInfo.element->_isDestroyed())
- mNewActiveElements.push_back(elementInfo);
- }
- mActiveElements.swap(mNewActiveElements);
- mNewElementsInFocus.clear();
- for (auto& elementInfo : mElementsInFocus)
- {
- if (!elementInfo.element->_isDestroyed())
- mNewElementsInFocus.push_back(elementInfo);
- }
- mElementsInFocus.swap(mNewElementsInFocus);
- for (auto& focusElementInfo : mForcedFocusElements)
- {
- if (focusElementInfo.element->_isDestroyed())
- continue;
- if (focusElementInfo.focus)
- {
- auto iterFind = std::find_if(mElementsInFocus.begin(), mElementsInFocus.end(),
- [&](const ElementFocusInfo& x) { return x.element == focusElementInfo.element; });
- if (iterFind == mElementsInFocus.end())
- {
- mElementsInFocus.push_back(ElementFocusInfo(focusElementInfo.element,
- focusElementInfo.element->_getParentWidget(), false));
- mCommandEvent = GUICommandEvent();
- mCommandEvent.setType(GUICommandEventType::FocusGained);
- sendCommandEvent(focusElementInfo.element, mCommandEvent);
- }
- }
- else
- {
- mNewElementsInFocus.clear();
- for (auto& elementInfo : mElementsInFocus)
- {
- if (elementInfo.element == focusElementInfo.element)
- {
- mCommandEvent = GUICommandEvent();
- mCommandEvent.setType(GUICommandEventType::FocusLost);
- sendCommandEvent(elementInfo.element, mCommandEvent);
- }
- else
- mNewElementsInFocus.push_back(elementInfo);
- }
- mElementsInFocus.swap(mNewElementsInFocus);
- }
- }
- mForcedFocusElements.clear();
- } while (processDestroyQueue());
- // Blink caret
- float curTime = gTime().getTime();
- if ((curTime - mCaretLastBlinkTime) >= mCaretBlinkInterval)
- {
- mCaretLastBlinkTime = curTime;
- mIsCaretOn = !mIsCaretOn;
- mCommandEvent = GUICommandEvent();
- mCommandEvent.setType(GUICommandEventType::Redraw);
- for (auto& elementInfo : mElementsInFocus)
- {
- sendCommandEvent(elementInfo.element, mCommandEvent);
- }
- }
- PROFILE_CALL(updateMeshes(), "UpdateMeshes");
- // Send potentially updated meshes to core for rendering
- if (mCoreDirty)
- {
- UnorderedMap<SPtr<ct::Camera>, Vector<GUICoreRenderData>> corePerCameraData;
- for (auto& viewportData : mCachedGUIData)
- {
- const GUIRenderData& renderData = viewportData.second;
- SPtr<Camera> camera;
- for (auto& widget : viewportData.second.widgets)
- {
- camera = widget->getCamera();
- if (camera != nullptr)
- break;
- }
- if (camera == nullptr)
- continue;
- auto insertedData = corePerCameraData.insert(std::make_pair(camera->getCore(), Vector<GUICoreRenderData>()));
- Vector<GUICoreRenderData>& cameraData = insertedData.first->second;
- for (auto& entry : renderData.cachedMeshes)
- {
- if (entry.mesh == nullptr)
- continue;
- cameraData.push_back(GUICoreRenderData());
- GUICoreRenderData& newEntry = cameraData.back();
- SPtr<ct::Texture> textureCore;
- if (entry.matInfo.texture.isLoaded())
- textureCore = entry.matInfo.texture->getCore();
- else
- textureCore = nullptr;
- newEntry.material = entry.material;
- newEntry.texture = textureCore;
- newEntry.tint = entry.matInfo.tint;
- newEntry.mesh = entry.mesh->getCore();
- newEntry.worldTransform = entry.widget->getWorldTfrm();
- newEntry.additionalData = entry.matInfo.additionalData;
- }
- }
- gCoreThread().queueCommand(std::bind(&ct::GUIRenderer::updateData, mRenderer.get(), corePerCameraData));
- mCoreDirty = false;
- }
- }
- 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;
- mCoreDirty = true;
- bs_frame_mark();
- {
- // Make a list of all GUI elements, sorted from farthest to nearest (highest depth to lowest)
- auto elemComp = [](const GUIGroupElement& a, const GUIGroupElement& b)
- {
- UINT32 aDepth = a.element->_getRenderElementDepth(a.renderElement);
- UINT32 bDepth = b.element->_getRenderElementDepth(b.renderElement);
- // 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
- return (aDepth > bDepth) ||
- (aDepth == bDepth && a.element > b.element) ||
- (aDepth == bDepth && a.element == b.element && a.renderElement > b.renderElement);
- };
- FrameSet<GUIGroupElement, std::function<bool(const GUIGroupElement&, const GUIGroupElement&)>> allElements(elemComp);
- for (auto& widget : renderData.widgets)
- {
- const Vector<GUIElement*>& elements = widget->getElements();
- for (auto& element : elements)
- {
- if (!element->_isVisible())
- continue;
- UINT32 numRenderElems = element->_getNumRenderElements();
- for (UINT32 i = 0; i < numRenderElems; i++)
- {
- allElements.insert(GUIGroupElement(element, i));
- }
- }
- }
- // 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
- FrameUnorderedMap<UINT64, FrameVector<GUIMaterialGroup>> materialGroups;
- for (auto& elem : allElements)
- {
- GUIElement* guiElem = elem.element;
- UINT32 renderElemIdx = elem.renderElement;
- UINT32 elemDepth = guiElem->_getRenderElementDepth(renderElemIdx);
- Rect2I tfrmedBounds = guiElem->_getClippedBounds();
- tfrmedBounds.transform(guiElem->_getParentWidget()->getWorldTfrm());
- SpriteMaterial* spriteMaterial = nullptr;
- const SpriteMaterialInfo& matInfo = guiElem->_getMaterial(renderElemIdx, &spriteMaterial);
- assert(spriteMaterial != nullptr);
- UINT64 hash = spriteMaterial->getMergeHash(matInfo);
- FrameVector<GUIMaterialGroup>& groupsPerMaterial = materialGroups[hash];
-
- // 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.
- GUIMaterialGroup* foundGroup = nullptr;
- for (auto groupIter = groupsPerMaterial.rbegin(); groupIter != groupsPerMaterial.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() != guiElem->_getParentWidget())
- continue;
- }
- }
- GUIMaterialGroup& group = *groupIter;
- if (group.depth == elemDepth)
- {
- foundGroup = &group;
- break;
- }
- else
- {
- UINT32 startDepth = elemDepth;
- UINT32 endDepth = group.depth;
- Rect2I potentialGroupBounds = group.bounds;
- potentialGroupBounds.encapsulate(tfrmedBounds);
- bool foundOverlap = false;
- for (auto& material : materialGroups)
- {
- for (auto& matGroup : material.second)
- {
- if (&matGroup == &group)
- continue;
- if ((matGroup.minDepth >= startDepth && matGroup.minDepth <= endDepth)
- || (matGroup.depth >= startDepth && matGroup.depth <= endDepth))
- {
- if (matGroup.bounds.overlaps(potentialGroupBounds))
- {
- foundOverlap = true;
- break;
- }
- }
- }
- }
- if (!foundOverlap)
- {
- foundGroup = &group;
- break;
- }
- }
- }
- if (foundGroup == nullptr)
- {
- groupsPerMaterial.push_back(GUIMaterialGroup());
- foundGroup = &groupsPerMaterial[groupsPerMaterial.size() - 1];
- foundGroup->depth = elemDepth;
- foundGroup->minDepth = elemDepth;
- foundGroup->bounds = tfrmedBounds;
- foundGroup->elements.push_back(GUIGroupElement(guiElem, renderElemIdx));
- foundGroup->matInfo = matInfo.clone();
- foundGroup->material = spriteMaterial;
- guiElem->_getMeshInfo(renderElemIdx, foundGroup->numVertices, foundGroup->numIndices, foundGroup->meshType);
- }
- else
- {
- foundGroup->bounds.encapsulate(tfrmedBounds);
- foundGroup->elements.push_back(GUIGroupElement(guiElem, renderElemIdx));
- foundGroup->minDepth = std::min(foundGroup->minDepth, elemDepth);
-
- UINT32 numVertices;
- UINT32 numIndices;
- GUIMeshType meshType;
- guiElem->_getMeshInfo(renderElemIdx, numVertices, numIndices, meshType);
- assert(meshType == foundGroup->meshType); // It's expected that GUI element doesn't use same material for different mesh types so this should always be true
- foundGroup->numVertices += numVertices;
- foundGroup->numIndices += numIndices;
- spriteMaterial->merge(foundGroup->matInfo, matInfo);
- }
- }
- // 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
- };
- UINT32 numMeshes = 0;
- FrameSet<GUIMaterialGroup*, std::function<bool(GUIMaterialGroup*, GUIMaterialGroup*)>> sortedGroups(groupComp);
- for(auto& material : materialGroups)
- {
- for(auto& group : material.second)
- {
- sortedGroups.insert(&group);
- numMeshes++;
- }
- }
- UINT32 oldNumMeshes = (UINT32)renderData.cachedMeshes.size();
- for (UINT32 i = 0; i < oldNumMeshes; i++)
- {
- if(!renderData.cachedMeshes[i].isLine)
- mTriangleMeshHeap->dealloc(renderData.cachedMeshes[i].mesh);
- else
- mLineMeshHeap->dealloc(renderData.cachedMeshes[i].mesh);
- }
- renderData.cachedMeshes.resize(numMeshes);
-
- // Fill buffers for each group and update their meshes
- UINT32 meshIdx = 0;
- for(auto& group : sortedGroups)
- {
- SPtr<MeshData> meshData;
- GUIWidget* widget;
- if (group->elements.size() == 0)
- widget = nullptr;
- else
- {
- GUIElement* elem = group->elements.begin()->element;
- widget = elem->_getParentWidget();
- }
- GUIMeshData& guiMeshData = renderData.cachedMeshes[meshIdx];
- guiMeshData.matInfo = group->matInfo;
- guiMeshData.material = group->material;
- guiMeshData.widget = widget;
- if (group->meshType == GUIMeshType::Triangle)
- {
- meshData = bs_shared_ptr_new<MeshData>(group->numVertices, group->numIndices, mTriangleVertexDesc);
- guiMeshData.isLine = false;
- }
- else // Line
- {
- meshData = bs_shared_ptr_new<MeshData>(group->numVertices, group->numIndices, mLineVertexDesc);
- guiMeshData.isLine = true;
- }
- UINT8* vertices = meshData->getElementData(VES_POSITION);
- UINT32* indices = meshData->getIndices32();
- UINT32 indexOffset = 0;
- UINT32 vertexOffset = 0;
- for(auto& matElement : group->elements)
- {
- matElement.element->_fillBuffer(vertices, indices, vertexOffset, indexOffset, group->numVertices,
- group->numIndices, matElement.renderElement);
- UINT32 numVertices;
- UINT32 numIndices;
- GUIMeshType meshType;
- matElement.element->_getMeshInfo(matElement.renderElement, numVertices, numIndices, meshType);
- UINT32 indexStart = indexOffset;
- UINT32 indexEnd = indexStart + numIndices;
- for(UINT32 i = indexStart; i < indexEnd; i++)
- indices[i] += vertexOffset;
- indexOffset += numIndices;
- vertexOffset += numVertices;
- }
- if (group->meshType == GUIMeshType::Triangle)
- guiMeshData.mesh = mTriangleMeshHeap->alloc(meshData);
- else // Line
- guiMeshData.mesh = mLineMeshHeap->alloc(meshData, DOT_LINE_LIST);
- meshIdx++;
- }
- }
- bs_frame_clear();
- }
- }
- void GUIManager::updateCaretTexture()
- {
- if(mCaretTexture == nullptr)
- {
- TEXTURE_DESC texDesc; // Default
- HTexture newTex = Texture::create(texDesc);
- mCaretTexture = SpriteTexture::create(newTex);
- }
- const HTexture& tex = mCaretTexture->getTexture();
- SPtr<PixelData> data = tex->getProperties().allocBuffer(0, 0);
- data->setColorAt(mCaretColor, 0, 0);
- tex->writeData(data);
- }
- void GUIManager::updateTextSelectionTexture()
- {
- if(mTextSelectionTexture == nullptr)
- {
- TEXTURE_DESC texDesc; // Default
- HTexture newTex = Texture::create(texDesc);
- mTextSelectionTexture = SpriteTexture::create(newTex);
- }
- const HTexture& tex = mTextSelectionTexture->getTexture();
- SPtr<PixelData> data = tex->getProperties().allocBuffer(0, 0);
- data->setColorAt(mTextSelectionColor, 0, 0);
- tex->writeData(data);
- }
- void GUIManager::onMouseDragEnded(const PointerEvent& event, DragCallbackInfo& dragInfo)
- {
- GUIMouseButton guiButton = buttonToGUIButton(event.button);
- if(DragAndDropManager::instance().isDragInProgress() && guiButton == GUIMouseButton::Left)
- {
- for(auto& elementInfo : mElementsUnderPointer)
- {
- Vector2I localPos;
- if(elementInfo.widget != nullptr)
- localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
- bool acceptDrop = true;
- if(DragAndDropManager::instance().needsValidDropTarget())
- {
- acceptDrop = elementInfo.element->_acceptDragAndDrop(localPos, DragAndDropManager::instance().getDragTypeId());
- }
- if(acceptDrop)
- {
- mMouseEvent.setDragAndDropDroppedData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
- dragInfo.processed = sendMouseEvent(elementInfo.element, mMouseEvent);
- if(dragInfo.processed)
- return;
- }
- }
- }
- dragInfo.processed = false;
- }
- void GUIManager::onPointerMoved(const PointerEvent& event)
- {
- if(event.isUsed())
- return;
- bool buttonStates[(int)GUIMouseButton::Count];
- buttonStates[0] = event.buttonStates[0];
- buttonStates[1] = event.buttonStates[1];
- buttonStates[2] = event.buttonStates[2];
- if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
- event.markAsUsed();
- if(mDragState == DragState::HeldWithoutDrag)
- {
- UINT32 dist = mLastPointerClickPos.manhattanDist(event.screenPos);
- if(dist > DRAG_DISTANCE)
- {
- for(auto& activeElement : mActiveElements)
- {
- Vector2I localPos = getWidgetRelativePos(activeElement.widget, event.screenPos);
- Vector2I localDragStartPos = getWidgetRelativePos(activeElement.widget, mLastPointerClickPos);
- mMouseEvent.setMouseDragStartData(localPos, localDragStartPos);
- if(sendMouseEvent(activeElement.element, mMouseEvent))
- event.markAsUsed();
- }
- mDragState = DragState::Dragging;
- mDragStartPos = event.screenPos;
- }
- }
- // If mouse is being held down send MouseDrag events
- if(mDragState == DragState::Dragging)
- {
- for(auto& activeElement : mActiveElements)
- {
- if(mLastPointerScreenPos != event.screenPos)
- {
- Vector2I localPos = getWidgetRelativePos(activeElement.widget, event.screenPos);
- mMouseEvent.setMouseDragData(localPos, event.screenPos - mDragStartPos);
- if(sendMouseEvent(activeElement.element, mMouseEvent))
- event.markAsUsed();
- }
- }
- mLastPointerScreenPos = event.screenPos;
- // Also if drag is in progress send DragAndDrop events
- if(DragAndDropManager::instance().isDragInProgress())
- {
- bool acceptDrop = true;
- for(auto& elementInfo : mElementsUnderPointer)
- {
- Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
- acceptDrop = true;
- if(DragAndDropManager::instance().needsValidDropTarget())
- {
- acceptDrop = elementInfo.element->_acceptDragAndDrop(localPos, DragAndDropManager::instance().getDragTypeId());
- }
- if(acceptDrop)
- {
- mMouseEvent.setDragAndDropDraggedData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
- if(sendMouseEvent(elementInfo.element, mMouseEvent))
- {
- event.markAsUsed();
- break;
- }
- }
- }
- if(acceptDrop)
- {
- if(mActiveCursor != CursorType::ArrowDrag)
- {
- Cursor::instance().setCursor(CursorType::ArrowDrag);
- mActiveCursor = CursorType::ArrowDrag;
- }
- }
- else
- {
- if(mActiveCursor != CursorType::Deny)
- {
- Cursor::instance().setCursor(CursorType::Deny);
- mActiveCursor = CursorType::Deny;
- }
- }
- }
- }
- else // Otherwise, send MouseMove events if we are hovering over any element
- {
- if(mLastPointerScreenPos != event.screenPos)
- {
- bool moveProcessed = false;
- bool hasCustomCursor = false;
- for(auto& elementInfo : mElementsUnderPointer)
- {
- Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
- if(!moveProcessed)
- {
- // Send MouseMove event
- mMouseEvent.setMouseMoveData(localPos);
- moveProcessed = sendMouseEvent(elementInfo.element, mMouseEvent);
- if(moveProcessed)
- event.markAsUsed();
- }
- if (mDragState == DragState::NoDrag)
- {
- CursorType newCursor = CursorType::Arrow;
- if(elementInfo.element->_hasCustomCursor(localPos, newCursor))
- {
- if(newCursor != mActiveCursor)
- {
- Cursor::instance().setCursor(newCursor);
- mActiveCursor = newCursor;
- }
- hasCustomCursor = true;
- }
- }
- if(moveProcessed)
- break;
- }
- // While dragging we don't want to modify the cursor
- if (mDragState == DragState::NoDrag)
- {
- if (!hasCustomCursor)
- {
- if (mActiveCursor != CursorType::Arrow)
- {
- Cursor::instance().setCursor(CursorType::Arrow);
- mActiveCursor = CursorType::Arrow;
- }
- }
- }
- }
- mLastPointerScreenPos = event.screenPos;
- if(Math::abs(event.mouseWheelScrollAmount) > 0.00001f)
- {
- for(auto& elementInfo : mElementsUnderPointer)
- {
- mMouseEvent.setMouseWheelScrollData(event.mouseWheelScrollAmount);
- if(sendMouseEvent(elementInfo.element, mMouseEvent))
- {
- event.markAsUsed();
- break;
- }
- }
- }
- }
- }
- void GUIManager::onPointerReleased(const PointerEvent& event)
- {
- if(event.isUsed())
- return;
- bool buttonStates[(int)GUIMouseButton::Count];
- buttonStates[0] = event.buttonStates[0];
- buttonStates[1] = event.buttonStates[1];
- buttonStates[2] = event.buttonStates[2];
- if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
- event.markAsUsed();
- mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
- GUIMouseButton guiButton = buttonToGUIButton(event.button);
- // Send MouseUp event only if we are over the active element (we don't want to accidentally trigger other elements).
- // And only activate when a button that originally caused the active state is released, otherwise ignore it.
- if(mActiveMouseButton == guiButton)
- {
- for(auto& elementInfo : mElementsUnderPointer)
- {
- auto iterFind2 = std::find_if(mActiveElements.begin(), mActiveElements.end(),
- [&](const ElementInfo& x) { return x.element == elementInfo.element; });
- if(iterFind2 != mActiveElements.end())
- {
- Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
- mMouseEvent.setMouseUpData(localPos, guiButton);
- if(sendMouseEvent(elementInfo.element, mMouseEvent))
- {
- event.markAsUsed();
- break;
- }
- }
- }
- }
- // Send DragEnd event to whichever element is active
- bool acceptEndDrag = (mDragState == DragState::Dragging || mDragState == DragState::HeldWithoutDrag) && mActiveMouseButton == guiButton &&
- (guiButton == GUIMouseButton::Left);
- if(acceptEndDrag)
- {
- if(mDragState == DragState::Dragging)
- {
- for(auto& activeElement : mActiveElements)
- {
- Vector2I localPos = getWidgetRelativePos(activeElement.widget, event.screenPos);
- mMouseEvent.setMouseDragEndData(localPos);
- if(sendMouseEvent(activeElement.element, mMouseEvent))
- event.markAsUsed();
- }
- }
- mDragState = DragState::NoDrag;
- }
- if(mActiveMouseButton == guiButton)
- {
- mActiveElements.clear();
- mActiveMouseButton = GUIMouseButton::Left;
- }
- if(mActiveCursor != CursorType::Arrow)
- {
- Cursor::instance().setCursor(CursorType::Arrow);
- mActiveCursor = CursorType::Arrow;
- }
- }
- void GUIManager::onPointerPressed(const PointerEvent& event)
- {
- if(event.isUsed())
- return;
- bool buttonStates[(int)GUIMouseButton::Count];
- buttonStates[0] = event.buttonStates[0];
- buttonStates[1] = event.buttonStates[1];
- buttonStates[2] = event.buttonStates[2];
- if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
- event.markAsUsed();
- // Determine elements that gained focus
- mNewElementsInFocus.clear();
- mCommandEvent = GUICommandEvent();
- mCommandEvent.setType(GUICommandEventType::FocusGained);
- for (auto& elementInfo : mElementsUnderPointer)
- {
- auto iterFind = std::find_if(begin(mElementsInFocus), end(mElementsInFocus),
- [=](const ElementFocusInfo& x) { return x.element == elementInfo.element; });
- if (iterFind == mElementsInFocus.end())
- {
- bool processed = sendCommandEvent(elementInfo.element, mCommandEvent);
- mNewElementsInFocus.push_back(ElementFocusInfo(elementInfo.element, elementInfo.widget, processed));
- if (processed)
- break;
- }
- else
- {
- mNewElementsInFocus.push_back(*iterFind);
- if (iterFind->usesFocus)
- break;
- }
- }
- // Determine elements that lost focus
- // Note: Focus loss must trigger before mouse press because things like input boxes often only confirm changes
- // made to them when focus is lost. So if the user is confirming some input via a press of the button focus loss
- // must trigger on the input box first to make sure its contents get saved.
- mCommandEvent.setType(GUICommandEventType::FocusLost);
- for (auto& elementInfo : mElementsInFocus)
- {
- auto iterFind = std::find_if(begin(mNewElementsInFocus), end(mNewElementsInFocus),
- [=](const ElementFocusInfo& x) { return x.element == elementInfo.element; });
- if (iterFind == mNewElementsInFocus.end())
- {
- sendCommandEvent(elementInfo.element, mCommandEvent);
- }
- }
- mElementsInFocus.swap(mNewElementsInFocus);
- // Send mouse press event
- mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
- GUIMouseButton guiButton = buttonToGUIButton(event.button);
- // We only check for mouse down if mouse isn't already being held down, and we are hovering over an element
- if(mActiveElements.size() == 0)
- {
- mNewActiveElements.clear();
- for(auto& elementInfo : mElementsUnderPointer)
- {
- Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
- mMouseEvent.setMouseDownData(localPos, guiButton);
- bool processed = sendMouseEvent(elementInfo.element, mMouseEvent);
- if(guiButton == GUIMouseButton::Left)
- {
- mDragState = DragState::HeldWithoutDrag;
- mLastPointerClickPos = event.screenPos;
- }
- mNewActiveElements.push_back(ElementInfo(elementInfo.element, elementInfo.widget));
- mActiveMouseButton = guiButton;
- if(processed)
- {
- event.markAsUsed();
- break;
- }
- }
- mActiveElements.swap(mNewActiveElements);
- }
- // If right click try to open context menu
- if(buttonStates[2] == true)
- {
- for(auto& elementInfo : mElementsUnderPointer)
- {
- SPtr<GUIContextMenu> menu = elementInfo.element->_getContextMenu();
- if(menu != nullptr && elementInfo.widget != nullptr)
- {
- const RenderWindow* window = getWidgetWindow(*elementInfo.widget);
- if (window != nullptr)
- {
- Vector2I windowPos = window->screenToWindowPos(event.screenPos);
- menu->open(windowPos, *elementInfo.widget);
- event.markAsUsed();
- break;
- }
- }
- }
- }
- }
- void GUIManager::onPointerDoubleClick(const PointerEvent& event)
- {
- if(event.isUsed())
- return;
- bool buttonStates[(int)GUIMouseButton::Count];
- buttonStates[0] = event.buttonStates[0];
- buttonStates[1] = event.buttonStates[1];
- buttonStates[2] = event.buttonStates[2];
- if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
- event.markAsUsed();
- mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
- GUIMouseButton guiButton = buttonToGUIButton(event.button);
- // We only check for mouse down if we are hovering over an element
- for(auto& elementInfo : mElementsUnderPointer)
- {
- Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
- mMouseEvent.setMouseDoubleClickData(localPos, guiButton);
- if(sendMouseEvent(elementInfo.element, mMouseEvent))
- {
- event.markAsUsed();
- break;
- }
- }
- }
- void GUIManager::onInputCommandEntered(InputCommandType commandType)
- {
- if(mElementsInFocus.size() == 0)
- return;
- hideTooltip();
- mCommandEvent = GUICommandEvent();
- switch(commandType)
- {
- case InputCommandType::Backspace:
- mCommandEvent.setType(GUICommandEventType::Backspace);
- break;
- case InputCommandType::Delete:
- mCommandEvent.setType(GUICommandEventType::Delete);
- break;
- case InputCommandType::Return:
- mCommandEvent.setType(GUICommandEventType::Return);
- break;
- case InputCommandType::Confirm:
- mCommandEvent.setType(GUICommandEventType::Confirm);
- break;
- case InputCommandType::Escape:
- mCommandEvent.setType(GUICommandEventType::Escape);
- break;
- case InputCommandType::CursorMoveLeft:
- mCommandEvent.setType(GUICommandEventType::MoveLeft);
- break;
- case InputCommandType::CursorMoveRight:
- mCommandEvent.setType(GUICommandEventType::MoveRight);
- break;
- case InputCommandType::CursorMoveUp:
- mCommandEvent.setType(GUICommandEventType::MoveUp);
- break;
- case InputCommandType::CursorMoveDown:
- mCommandEvent.setType(GUICommandEventType::MoveDown);
- break;
- case InputCommandType::SelectLeft:
- mCommandEvent.setType(GUICommandEventType::SelectLeft);
- break;
- case InputCommandType::SelectRight:
- mCommandEvent.setType(GUICommandEventType::SelectRight);
- break;
- case InputCommandType::SelectUp:
- mCommandEvent.setType(GUICommandEventType::SelectUp);
- break;
- case InputCommandType::SelectDown:
- mCommandEvent.setType(GUICommandEventType::SelectDown);
- break;
- }
- for(auto& elementInfo : mElementsInFocus)
- {
- sendCommandEvent(elementInfo.element, mCommandEvent);
- }
- }
- void GUIManager::onVirtualButtonDown(const VirtualButton& button, UINT32 deviceIdx)
- {
- hideTooltip();
- mVirtualButtonEvent.setButton(button);
-
- for(auto& elementInFocus : mElementsInFocus)
- {
- bool processed = sendVirtualButtonEvent(elementInFocus.element, mVirtualButtonEvent);
- if(processed)
- break;
- }
- }
- bool GUIManager::findElementUnderPointer(const Vector2I& pointerScreenPos, bool buttonStates[3], bool shift, bool control, bool alt)
- {
- Vector<const RenderWindow*> widgetWindows;
- for(auto& widgetInfo : mWidgets)
- widgetWindows.push_back(getWidgetWindow(*widgetInfo.widget));
- #if BS_DEBUG_MODE
- // Checks if all referenced windows actually exist
- Vector<RenderWindow*> activeWindows = RenderWindowManager::instance().getRenderWindows();
- for(auto& window : widgetWindows)
- {
- if(window == nullptr)
- continue;
- auto iterFind = std::find(begin(activeWindows), end(activeWindows), window);
- if(iterFind == activeWindows.end())
- {
- BS_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
- mNewElementsUnderPointer.clear();
- const RenderWindow* windowUnderPointer = nullptr;
- UnorderedSet<const RenderWindow*> uniqueWindows;
- for(auto& window : widgetWindows)
- {
- if(window == nullptr)
- continue;
- uniqueWindows.insert(window);
- }
- for(auto& window : uniqueWindows)
- {
- if(Platform::isPointOverWindow(*window, pointerScreenPos))
- {
- windowUnderPointer = window;
- break;
- }
- }
- if(windowUnderPointer != nullptr)
- {
- Vector2I windowPos = windowUnderPointer->screenToWindowPos(pointerScreenPos);
- Vector4 vecWindowPos((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f);
- UINT32 widgetIdx = 0;
- for(auto& widgetInfo : mWidgets)
- {
- if(widgetWindows[widgetIdx] == nullptr)
- {
- widgetIdx++;
- continue;
- }
- GUIWidget* widget = widgetInfo.widget;
- if(widgetWindows[widgetIdx] == windowUnderPointer
- && widget->inBounds(windowToBridgedCoords(widget->getTarget()->getTarget(), windowPos)))
- {
- const Vector<GUIElement*>& elements = widget->getElements();
- Vector2I localPos = getWidgetRelativePos(widget, pointerScreenPos);
- // Elements with lowest depth (most to the front) get handled first
- for(auto iter = elements.begin(); iter != elements.end(); ++iter)
- {
- GUIElement* element = *iter;
- if(element->_isVisible() && element->_isInBounds(localPos))
- {
- ElementInfoUnderPointer elementInfo(element, widget);
- auto iterFind = std::find_if(mElementsUnderPointer.begin(), mElementsUnderPointer.end(),
- [=](const ElementInfoUnderPointer& x) { return x.element == element; });
- if (iterFind != mElementsUnderPointer.end())
- {
- elementInfo.usesMouseOver = iterFind->usesMouseOver;
- elementInfo.receivedMouseOver = iterFind->receivedMouseOver;
- }
- mNewElementsUnderPointer.push_back(elementInfo);
- }
- }
- }
- widgetIdx++;
- }
- }
- std::sort(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
- [](const ElementInfoUnderPointer& a, const ElementInfoUnderPointer& b)
- {
- return a.element->_getDepth() < b.element->_getDepth();
- });
- // Send MouseOut and MouseOver events
- bool eventProcessed = false;
- for (auto& elementInfo : mNewElementsUnderPointer)
- {
- GUIElement* element = elementInfo.element;
- GUIWidget* widget = elementInfo.widget;
- if (elementInfo.receivedMouseOver)
- {
- elementInfo.isHovering = true;
- if (elementInfo.usesMouseOver)
- break;
- continue;
- }
- auto iterFind = std::find_if(mActiveElements.begin(), mActiveElements.end(),
- [&](const ElementInfo& x) { return x.element == element; });
- // Send MouseOver event
- if (mActiveElements.size() == 0 || iterFind != mActiveElements.end())
- {
- Vector2I localPos = getWidgetRelativePos(widget, pointerScreenPos);
- mMouseEvent = GUIMouseEvent(buttonStates, shift, control, alt);
- mMouseEvent.setMouseOverData(localPos);
- elementInfo.receivedMouseOver = true;
- elementInfo.isHovering = true;
- if (sendMouseEvent(element, mMouseEvent))
- {
- eventProcessed = true;
- elementInfo.usesMouseOver = true;
- break;
- }
- }
- }
- // Send DragAndDropLeft event - It is similar to MouseOut events but we send it to all
- // elements a user might hover over, while we send mouse over/out events only to active elements while dragging
- if (DragAndDropManager::instance().isDragInProgress())
- {
- for (auto& elementInfo : mElementsUnderPointer)
- {
- auto iterFind = std::find_if(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
- [=](const ElementInfoUnderPointer& x) { return x.element == elementInfo.element; });
- if (iterFind == mNewElementsUnderPointer.end())
- {
- Vector2I localPos = getWidgetRelativePos(elementInfo.widget, pointerScreenPos);
- mMouseEvent.setDragAndDropLeftData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
- if (sendMouseEvent(elementInfo.element, mMouseEvent))
- {
- eventProcessed = true;
- break;
- }
- }
- }
- }
- for(auto& elementInfo : mElementsUnderPointer)
- {
- GUIElement* element = elementInfo.element;
- GUIWidget* widget = elementInfo.widget;
- auto iterFind = std::find_if(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
- [=](const ElementInfoUnderPointer& x) { return x.element == element; });
- if (!elementInfo.receivedMouseOver)
- continue;
- if (iterFind == mNewElementsUnderPointer.end() || !iterFind->isHovering)
- {
- auto iterFind2 = std::find_if(mActiveElements.begin(), mActiveElements.end(),
- [=](const ElementInfo& x) { return x.element == element; });
- // Send MouseOut event
- if(mActiveElements.size() == 0 || iterFind2 != mActiveElements.end())
- {
- Vector2I localPos = getWidgetRelativePos(widget, pointerScreenPos);
- mMouseEvent.setMouseOutData(localPos);
- if (sendMouseEvent(element, mMouseEvent))
- {
- eventProcessed = true;
- break;
- }
- }
- }
- }
- mElementsUnderPointer.swap(mNewElementsUnderPointer);
- // Tooltip
- hideTooltip();
- if (mElementsUnderPointer.size() > 0)
- mShowTooltip = true;
- mTooltipElementHoverStart = gTime().getTime();
- return eventProcessed;
- }
- void GUIManager::onTextInput(const TextInputEvent& event)
- {
- mTextInputEvent = GUITextInputEvent();
- mTextInputEvent.setData(event.textChar);
- for(auto& elementInFocus : mElementsInFocus)
- {
- if(sendTextInputEvent(elementInFocus.element, mTextInputEvent))
- event.markAsUsed();
- }
- }
- void GUIManager::onWindowFocusGained(RenderWindow& win)
- {
- for(auto& widgetInfo : mWidgets)
- {
- GUIWidget* widget = widgetInfo.widget;
- if(getWidgetWindow(*widget) == &win)
- widget->ownerWindowFocusChanged();
- }
- }
- void GUIManager::onWindowFocusLost(RenderWindow& win)
- {
- for(auto& widgetInfo : mWidgets)
- {
- GUIWidget* widget = widgetInfo.widget;
- if(getWidgetWindow(*widget) == &win)
- widget->ownerWindowFocusChanged();
- }
- mNewElementsInFocus.clear();
- for(auto& focusedElement : mElementsInFocus)
- {
- if (focusedElement.element->_isDestroyed())
- continue;
- if (focusedElement.widget != nullptr && getWidgetWindow(*focusedElement.widget) == &win)
- {
- mCommandEvent = GUICommandEvent();
- mCommandEvent.setType(GUICommandEventType::FocusLost);
- sendCommandEvent(focusedElement.element, mCommandEvent);
- }
- else
- mNewElementsInFocus.push_back(focusedElement);
- }
- mElementsInFocus.swap(mNewElementsInFocus);
- }
- // We stop getting mouse move events once it leaves the window, so make sure
- // nothing stays in hover state
- void GUIManager::onMouseLeftWindow(RenderWindow& win)
- {
- mNewElementsUnderPointer.clear();
- for(auto& elementInfo : mElementsUnderPointer)
- {
- GUIElement* element = elementInfo.element;
- GUIWidget* widget = elementInfo.widget;
- if (widget != nullptr && widget->getTarget()->getTarget().get() != &win)
- {
- mNewElementsUnderPointer.push_back(elementInfo);
- continue;
- }
- auto iterFind = std::find_if(mActiveElements.begin(), mActiveElements.end(),
- [&](const ElementInfo& x) { return x.element == element; });
- // Send MouseOut event
- if(mActiveElements.size() == 0 || iterFind != mActiveElements.end())
- {
- Vector2I localPos = getWidgetRelativePos(widget, Vector2I());
- mMouseEvent.setMouseOutData(localPos);
- sendMouseEvent(element, mMouseEvent);
- }
- }
- mElementsUnderPointer.swap(mNewElementsUnderPointer);
- hideTooltip();
- if(mDragState != DragState::Dragging)
- {
- if(mActiveCursor != CursorType::Arrow)
- {
- Cursor::instance().setCursor(CursorType::Arrow);
- mActiveCursor = CursorType::Arrow;
- }
- }
- }
-
- void GUIManager::hideTooltip()
- {
- GUITooltipManager::instance().hide();
- mShowTooltip = false;
- }
- void GUIManager::queueForDestroy(GUIElement* element)
- {
- mScheduledForDestruction.push(element);
- }
- void GUIManager::setFocus(GUIElement* element, bool focus)
- {
- ElementForcedFocusInfo efi;
- efi.element = element;
- efi.focus = focus;
- mForcedFocusElements.push_back(efi);
- }
- bool GUIManager::processDestroyQueue()
- {
- Stack<GUIElement*> toDestroy = mScheduledForDestruction;
- mScheduledForDestruction = Stack<GUIElement*>();
- while (!toDestroy.empty())
- {
- bs_delete(toDestroy.top());
- toDestroy.pop();
- }
- return !mScheduledForDestruction.empty();
- }
- void GUIManager::setInputBridge(const RenderTexture* renderTex, const GUIElement* element)
- {
- if(element == nullptr)
- mInputBridge.erase(renderTex);
- else
- mInputBridge[renderTex] = element;
- }
- GUIMouseButton GUIManager::buttonToGUIButton(PointerEventButton pointerButton) const
- {
- if(pointerButton == PointerEventButton::Left)
- return GUIMouseButton::Left;
- else if(pointerButton == PointerEventButton::Middle)
- return GUIMouseButton::Middle;
- else if(pointerButton == PointerEventButton::Right)
- return GUIMouseButton::Right;
- BS_EXCEPT(InvalidParametersException, "Provided button is not a GUI supported mouse button.");
- return GUIMouseButton::Left;
- }
- Vector2I GUIManager::getWidgetRelativePos(const GUIWidget* widget, const Vector2I& screenPos) const
- {
- if (widget == nullptr)
- return screenPos;
- const RenderWindow* window = getWidgetWindow(*widget);
- if(window == nullptr)
- return Vector2I();
- Vector2I windowPos = window->screenToWindowPos(screenPos);
- windowPos = windowToBridgedCoords(widget->getTarget()->getTarget(), windowPos);
- const Matrix4& worldTfrm = widget->getWorldTfrm();
- Vector4 vecLocalPos = worldTfrm.inverse().multiplyAffine(Vector4((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f));
- Vector2I curLocalPos(Math::roundToInt(vecLocalPos.x), Math::roundToInt(vecLocalPos.y));
- return curLocalPos;
- }
- Vector2I GUIManager::windowToBridgedCoords(const SPtr<RenderTarget>& target, const Vector2I& windowPos) const
- {
- // This cast might not be valid (the render target could be a window), but we only really need to cast
- // so that mInputBridge map allows us to search through it - we don't access anything unless the target is bridged
- // (in which case we know it is a RenderTexture)
- const RenderTexture* renderTexture = static_cast<const RenderTexture*>(target.get());
- const RenderTargetProperties& rtProps = renderTexture->getProperties();
- auto iterFind = mInputBridge.find(renderTexture);
- if(iterFind != mInputBridge.end()) // Widget input is bridged, which means we need to transform the coordinates
- {
- const GUIElement* bridgeElement = iterFind->second;
- const GUIWidget* parentWidget = bridgeElement->_getParentWidget();
- if (parentWidget == nullptr)
- return windowPos;
- const Matrix4& worldTfrm = parentWidget->getWorldTfrm();
- Vector4 vecLocalPos = worldTfrm.inverse().multiplyAffine(Vector4((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f));
- Rect2I bridgeBounds = bridgeElement->_getLayoutData().area;
- // Find coordinates relative to the bridge element
- float x = vecLocalPos.x - (float)bridgeBounds.x;
- float y = vecLocalPos.y - (float)bridgeBounds.y;
- float scaleX = rtProps.width / (float)bridgeBounds.width;
- float scaleY = rtProps.height / (float)bridgeBounds.height;
- return Vector2I(Math::roundToInt(x * scaleX), Math::roundToInt(y * scaleY));
- }
- return windowPos;
- }
- const RenderWindow* GUIManager::getWidgetWindow(const GUIWidget& widget) const
- {
- // This cast might not be valid (the render target could be a window), but we only really need to cast
- // so that mInputBridge map allows us to search through it - we don't access anything unless the target is bridged
- // (in which case we know it is a RenderTexture)
- const Viewport* viewport = widget.getTarget();
- if (viewport == nullptr)
- return nullptr;
- SPtr<RenderTarget> target = viewport->getTarget();
- if (target == nullptr)
- return nullptr;
- const RenderTexture* renderTexture = static_cast<const RenderTexture*>(target.get());
- auto iterFind = mInputBridge.find(renderTexture);
- if(iterFind != mInputBridge.end())
- {
- GUIWidget* parentWidget = iterFind->second->_getParentWidget();
- if (parentWidget == nullptr)
- return nullptr;
- if(parentWidget != &widget)
- return getWidgetWindow(*parentWidget);
- }
- Vector<RenderWindow*> renderWindows = RenderWindowManager::instance().getRenderWindows();
- auto iterFindWin = std::find(renderWindows.begin(), renderWindows.end(), target.get());
- if(iterFindWin != renderWindows.end())
- return static_cast<RenderWindow*>(target.get());
- return nullptr;
- }
- SPtr<RenderWindow> GUIManager::getBridgeWindow(const SPtr<RenderTexture>& target) const
- {
- if (target == nullptr)
- return nullptr;
- while (true)
- {
- auto iterFind = mInputBridge.find(target.get());
- if (iterFind == mInputBridge.end())
- return nullptr;
- GUIWidget* parentWidget = iterFind->second->_getParentWidget();
- if (parentWidget == nullptr)
- return nullptr;
- SPtr<RenderTarget> curTarget = parentWidget->getTarget()->getTarget();
- if (curTarget == nullptr)
- return nullptr;
- if (curTarget == target)
- return nullptr;
- if (curTarget->getProperties().isWindow)
- return std::static_pointer_cast<RenderWindow>(curTarget);
- }
- return nullptr;
- }
- bool GUIManager::sendMouseEvent(GUIElement* element, const GUIMouseEvent& event)
- {
- if (element->_isDestroyed())
- return false;
- return element->_mouseEvent(event);
- }
- bool GUIManager::sendTextInputEvent(GUIElement* element, const GUITextInputEvent& event)
- {
- if (element->_isDestroyed())
- return false;
- return element->_textInputEvent(event);
- }
- bool GUIManager::sendCommandEvent(GUIElement* element, const GUICommandEvent& event)
- {
- if (element->_isDestroyed())
- return false;
- return element->_commandEvent(event);
- }
- bool GUIManager::sendVirtualButtonEvent(GUIElement* element, const GUIVirtualButtonEvent& event)
- {
- if (element->_isDestroyed())
- return false;
- return element->_virtualButtonEvent(event);
- }
- GUIManager& gGUIManager()
- {
- return GUIManager::instance();
- }
- namespace ct
- {
- GUISpriteParamBlockDef gGUISpriteParamBlockDef;
- GUIRenderer::GUIRenderer()
- :RendererExtension(RenderLocation::Overlay, 10)
- { }
- void GUIRenderer::initialize(const Any& data)
- {
- SAMPLER_STATE_DESC ssDesc;
- ssDesc.magFilter = FO_POINT;
- ssDesc.minFilter = FO_POINT;
- ssDesc.mipFilter = FO_POINT;
- mSamplerState = RenderStateManager::instance().createSamplerState(ssDesc);
- }
- bool GUIRenderer::check(const Camera& camera)
- {
- auto iterFind = mPerCameraData.find(&camera);
- return iterFind != mPerCameraData.end();
- }
- void GUIRenderer::render(const Camera& camera)
- {
- Vector<GUIManager::GUICoreRenderData>& renderData = mPerCameraData[&camera];
- float invViewportWidth = 1.0f / (camera.getViewport()->getPixelArea().width * 0.5f);
- float invViewportHeight = 1.0f / (camera.getViewport()->getPixelArea().height * 0.5f);
- float viewflipYFlip = bs::RenderAPI::getAPIInfo().isFlagSet(RenderAPIFeatureFlag::NDCYAxisDown) ? -1.0f : 1.0f;
- for (auto& entry : renderData)
- {
- SPtr<GpuParamBlockBuffer> buffer = mParamBlocks[entry.bufferIdx];
- gGUISpriteParamBlockDef.gInvViewportWidth.set(buffer, invViewportWidth);
- gGUISpriteParamBlockDef.gInvViewportHeight.set(buffer, invViewportHeight);
- gGUISpriteParamBlockDef.gViewportYFlip.set(buffer, viewflipYFlip);
- buffer->flushToGPU();
- }
- for (auto& entry : renderData)
- {
- // TODO - I shouldn't be re-applying the entire material for each entry, instead just check which programs
- // changed, and apply only those + the modified constant buffers and/or texture.
- SPtr<GpuParamBlockBuffer> buffer = mParamBlocks[entry.bufferIdx];
- entry.material->render(entry.mesh, entry.texture, mSamplerState, buffer, entry.additionalData);
- }
- }
- void GUIRenderer::updateData(const UnorderedMap<SPtr<Camera>, Vector<GUIManager::GUICoreRenderData>>& newPerCameraData)
- {
- bs_frame_mark();
- {
- mPerCameraData.clear();
- mReferencedCameras.clear();
- for (auto& newCameraData : newPerCameraData)
- {
- SPtr<Camera> camera = newCameraData.first;
- mPerCameraData.insert(std::make_pair(camera.get(), newCameraData.second));
- mReferencedCameras.insert(camera);
- }
- // Allocate GPU buffers containing the material parameters
- UINT32 numBuffers = 0;
- for (auto& cameraData : mPerCameraData)
- numBuffers += (UINT32)cameraData.second.size();
- UINT32 numAllocatedBuffers = (UINT32)mParamBlocks.size();
- if (numBuffers > numAllocatedBuffers)
- {
- mParamBlocks.resize(numBuffers);
- for (UINT32 i = numAllocatedBuffers; i < numBuffers; i++)
- mParamBlocks[i] = gGUISpriteParamBlockDef.createBuffer();
- }
- UINT32 curBufferIdx = 0;
- for (auto& cameraData : mPerCameraData)
- {
- for(auto& entry : cameraData.second)
- {
- SPtr<GpuParamBlockBuffer> buffer = mParamBlocks[curBufferIdx];
- gGUISpriteParamBlockDef.gTint.set(buffer, entry.tint);
- gGUISpriteParamBlockDef.gWorldTransform.set(buffer, entry.worldTransform);
- entry.bufferIdx = curBufferIdx;
- curBufferIdx++;
- }
- }
- }
- bs_frame_clear();
- }
- }
- }
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