BsGUIManager.cpp 54 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "GUI/BsGUIManager.h"
  4. #include "GUI/BsGUIWidget.h"
  5. #include "GUI/BsGUIElement.h"
  6. #include "2D/BsSpriteTexture.h"
  7. #include "Utility/BsTime.h"
  8. #include "Scene/BsSceneObject.h"
  9. #include "Material/BsMaterial.h"
  10. #include "Mesh/BsMeshData.h"
  11. #include "RenderAPI/BsVertexDataDesc.h"
  12. #include "Mesh/BsMesh.h"
  13. #include "Managers/BsRenderWindowManager.h"
  14. #include "Platform/BsPlatform.h"
  15. #include "Math/BsRect2I.h"
  16. #include "BsCoreApplication.h"
  17. #include "Error/BsException.h"
  18. #include "Input/BsInput.h"
  19. #include "GUI/BsGUIInputCaret.h"
  20. #include "GUI/BsGUIInputSelection.h"
  21. #include "GUI/BsGUIContextMenu.h"
  22. #include "GUI/BsDragAndDropManager.h"
  23. #include "GUI/BsGUIDropDownBoxManager.h"
  24. #include "Profiling/BsProfilerCPU.h"
  25. #include "Mesh/BsMeshHeap.h"
  26. #include "Mesh/BsTransientMesh.h"
  27. #include "Input/BsVirtualInput.h"
  28. #include "Platform/BsCursor.h"
  29. #include "CoreThread/BsCoreThread.h"
  30. #include "Renderer/BsRendererManager.h"
  31. #include "Renderer/BsRenderer.h"
  32. #include "Renderer/BsCamera.h"
  33. #include "GUI/BsGUITooltipManager.h"
  34. #include "Renderer/BsRendererUtility.h"
  35. #include "Image/BsTexture.h"
  36. #include "RenderAPI/BsRenderTexture.h"
  37. #include "RenderAPI/BsSamplerState.h"
  38. #include "Managers/BsRenderStateManager.h"
  39. #include "Resources/BsBuiltinResources.h"
  40. using namespace std::placeholders;
  41. namespace bs
  42. {
  43. struct GUIGroupElement
  44. {
  45. GUIGroupElement()
  46. { }
  47. GUIGroupElement(GUIElement* _element, UINT32 _renderElement)
  48. :element(_element), renderElement(_renderElement)
  49. { }
  50. GUIElement* element;
  51. UINT32 renderElement;
  52. };
  53. struct GUIMaterialGroup
  54. {
  55. SpriteMaterial* material;
  56. SpriteMaterialInfo matInfo;
  57. GUIMeshType meshType;
  58. UINT32 numVertices;
  59. UINT32 numIndices;
  60. UINT32 depth;
  61. UINT32 minDepth;
  62. Rect2I bounds;
  63. Vector<GUIGroupElement> elements;
  64. };
  65. const UINT32 GUIManager::DRAG_DISTANCE = 3;
  66. const float GUIManager::TOOLTIP_HOVER_TIME = 1.0f;
  67. const UINT32 GUIManager::MESH_HEAP_INITIAL_NUM_VERTS = 16384;
  68. const UINT32 GUIManager::MESH_HEAP_INITIAL_NUM_INDICES = 49152;
  69. GUIManager::GUIManager()
  70. : mCoreDirty(false), mActiveMouseButton(GUIMouseButton::Left), mShowTooltip(false), mTooltipElementHoverStart(0.0f)
  71. , mInputCaret(nullptr), mInputSelection(nullptr), mSeparateMeshesByWidget(true), mDragState(DragState::NoDrag)
  72. , mCaretColor(1.0f, 0.6588f, 0.0f), mCaretBlinkInterval(0.5f), mCaretLastBlinkTime(0.0f), mIsCaretOn(false)
  73. , mActiveCursor(CursorType::Arrow), mTextSelectionColor(0.0f, 114/255.0f, 188/255.0f)
  74. {
  75. // Note: Hidden dependency. GUI must receive input events before other systems, in order so it can mark them as used
  76. // if required. e.g. clicking on a context menu should mark the event as used so that other non-GUI systems know
  77. // that they probably should not process such event themselves.
  78. mOnPointerMovedConn = gInput().onPointerMoved.connect(std::bind(&GUIManager::onPointerMoved, this, _1));
  79. mOnPointerPressedConn = gInput().onPointerPressed.connect(std::bind(&GUIManager::onPointerPressed, this, _1));
  80. mOnPointerReleasedConn = gInput().onPointerReleased.connect(std::bind(&GUIManager::onPointerReleased, this, _1));
  81. mOnPointerDoubleClick = gInput().onPointerDoubleClick.connect(std::bind(&GUIManager::onPointerDoubleClick, this, _1));
  82. mOnTextInputConn = gInput().onCharInput.connect(std::bind(&GUIManager::onTextInput, this, _1));
  83. mOnInputCommandConn = gInput().onInputCommand.connect(std::bind(&GUIManager::onInputCommandEntered, this, _1));
  84. mOnVirtualButtonDown = VirtualInput::instance().onButtonDown.connect(std::bind(&GUIManager::onVirtualButtonDown, this, _1, _2));
  85. mWindowGainedFocusConn = RenderWindowManager::instance().onFocusGained.connect(std::bind(&GUIManager::onWindowFocusGained, this, _1));
  86. mWindowLostFocusConn = RenderWindowManager::instance().onFocusLost.connect(std::bind(&GUIManager::onWindowFocusLost, this, _1));
  87. mMouseLeftWindowConn = RenderWindowManager::instance().onMouseLeftWindow.connect(std::bind(&GUIManager::onMouseLeftWindow, this, _1));
  88. mInputCaret = bs_new<GUIInputCaret>();
  89. mInputSelection = bs_new<GUIInputSelection>();
  90. DragAndDropManager::startUp();
  91. mDragEndedConn = DragAndDropManager::instance().onDragEnded.connect(std::bind(&GUIManager::onMouseDragEnded, this, _1, _2));
  92. GUIDropDownBoxManager::startUp();
  93. GUITooltipManager::startUp();
  94. mTriangleVertexDesc = bs_shared_ptr_new<VertexDataDesc>();
  95. mTriangleVertexDesc->addVertElem(VET_FLOAT2, VES_POSITION);
  96. mTriangleVertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD);
  97. mTriangleMeshHeap = MeshHeap::create(MESH_HEAP_INITIAL_NUM_VERTS, MESH_HEAP_INITIAL_NUM_INDICES, mTriangleVertexDesc);
  98. mLineVertexDesc = bs_shared_ptr_new<VertexDataDesc>();
  99. mLineVertexDesc->addVertElem(VET_FLOAT2, VES_POSITION);
  100. mLineMeshHeap = MeshHeap::create(MESH_HEAP_INITIAL_NUM_VERTS, MESH_HEAP_INITIAL_NUM_INDICES, mLineVertexDesc);
  101. // Need to defer this call because I want to make sure all managers are initialized first
  102. deferredCall(std::bind(&GUIManager::updateCaretTexture, this));
  103. deferredCall(std::bind(&GUIManager::updateTextSelectionTexture, this));
  104. mRenderer = RendererExtension::create<ct::GUIRenderer>(nullptr);
  105. }
  106. GUIManager::~GUIManager()
  107. {
  108. GUITooltipManager::shutDown();
  109. GUIDropDownBoxManager::shutDown();
  110. DragAndDropManager::shutDown();
  111. // Make a copy of widgets, since destroying them will remove them from mWidgets and
  112. // we can't iterate over an array thats getting modified
  113. Vector<WidgetInfo> widgetCopy = mWidgets;
  114. for(auto& widget : widgetCopy)
  115. widget.widget->_destroy();
  116. // Ensure everything queued get destroyed, loop until queue empties
  117. while (processDestroyQueue())
  118. { }
  119. mOnPointerPressedConn.disconnect();
  120. mOnPointerReleasedConn.disconnect();
  121. mOnPointerMovedConn.disconnect();
  122. mOnPointerDoubleClick.disconnect();
  123. mOnTextInputConn.disconnect();
  124. mOnInputCommandConn.disconnect();
  125. mOnVirtualButtonDown.disconnect();
  126. mDragEndedConn.disconnect();
  127. mWindowGainedFocusConn.disconnect();
  128. mWindowLostFocusConn.disconnect();
  129. mMouseLeftWindowConn.disconnect();
  130. bs_delete(mInputCaret);
  131. bs_delete(mInputSelection);
  132. assert(mCachedGUIData.size() == 0);
  133. }
  134. void GUIManager::destroyCore(ct::GUIRenderer* core)
  135. {
  136. bs_delete(core);
  137. }
  138. void GUIManager::registerWidget(GUIWidget* widget)
  139. {
  140. const Viewport* renderTarget = widget->getTarget();
  141. if (renderTarget == nullptr)
  142. return;
  143. mWidgets.push_back(WidgetInfo(widget));
  144. auto findIter = mCachedGUIData.find(renderTarget);
  145. if(findIter == end(mCachedGUIData))
  146. mCachedGUIData[renderTarget] = GUIRenderData();
  147. GUIRenderData& windowData = mCachedGUIData[renderTarget];
  148. windowData.widgets.push_back(widget);
  149. windowData.isDirty = true;
  150. }
  151. void GUIManager::unregisterWidget(GUIWidget* widget)
  152. {
  153. {
  154. auto findIter = std::find_if(begin(mWidgets), end(mWidgets), [=] (const WidgetInfo& x) { return x.widget == widget; } );
  155. if(findIter != mWidgets.end())
  156. mWidgets.erase(findIter);
  157. }
  158. for(auto& entry : mElementsInFocus)
  159. {
  160. if (entry.widget == widget)
  161. entry.widget = nullptr;
  162. }
  163. for (auto& entry : mElementsUnderPointer)
  164. {
  165. if (entry.widget == widget)
  166. entry.widget = nullptr;
  167. }
  168. for (auto& entry : mActiveElements)
  169. {
  170. if (entry.widget == widget)
  171. entry.widget = nullptr;
  172. }
  173. const Viewport* renderTarget = widget->getTarget();
  174. GUIRenderData& renderData = mCachedGUIData[renderTarget];
  175. {
  176. auto findIter = std::find(begin(renderData.widgets), end(renderData.widgets), widget);
  177. if(findIter != end(renderData.widgets))
  178. renderData.widgets.erase(findIter);
  179. }
  180. if(renderData.widgets.size() == 0)
  181. {
  182. for (auto& entry : renderData.cachedMeshes)
  183. {
  184. if (entry.mesh == nullptr)
  185. continue;
  186. if(!entry.isLine)
  187. mTriangleMeshHeap->dealloc(entry.mesh);
  188. else
  189. mLineMeshHeap->dealloc(entry.mesh);
  190. }
  191. mCachedGUIData.erase(renderTarget);
  192. mCoreDirty = true;
  193. }
  194. else
  195. renderData.isDirty = true;
  196. }
  197. void GUIManager::update()
  198. {
  199. DragAndDropManager::instance()._update();
  200. // Show tooltip if needed
  201. if (mShowTooltip)
  202. {
  203. float diff = gTime().getTime() - mTooltipElementHoverStart;
  204. if (diff >= TOOLTIP_HOVER_TIME || gInput().isButtonHeld(BC_LCONTROL) || gInput().isButtonHeld(BC_RCONTROL))
  205. {
  206. for(auto& entry : mElementsUnderPointer)
  207. {
  208. const WString& tooltipText = entry.element->_getTooltip();
  209. GUIWidget* parentWidget = entry.element->_getParentWidget();
  210. if (!tooltipText.empty() && parentWidget != nullptr)
  211. {
  212. const RenderWindow* window = getWidgetWindow(*parentWidget);
  213. if (window != nullptr)
  214. {
  215. Vector2I windowPos = window->screenToWindowPos(gInput().getPointerPosition());
  216. GUITooltipManager::instance().show(*parentWidget, windowPos, tooltipText);
  217. break;
  218. }
  219. }
  220. }
  221. mShowTooltip = false;
  222. }
  223. }
  224. // Update layouts
  225. gProfilerCPU().beginSample("UpdateLayout");
  226. for(auto& widgetInfo : mWidgets)
  227. {
  228. widgetInfo.widget->_updateLayout();
  229. }
  230. gProfilerCPU().endSample("UpdateLayout");
  231. // Destroy all queued elements (and loop in case any new ones get queued during destruction)
  232. do
  233. {
  234. mNewElementsUnderPointer.clear();
  235. for (auto& elementInfo : mElementsUnderPointer)
  236. {
  237. if (!elementInfo.element->_isDestroyed())
  238. mNewElementsUnderPointer.push_back(elementInfo);
  239. }
  240. mElementsUnderPointer.swap(mNewElementsUnderPointer);
  241. mNewActiveElements.clear();
  242. for (auto& elementInfo : mActiveElements)
  243. {
  244. if (!elementInfo.element->_isDestroyed())
  245. mNewActiveElements.push_back(elementInfo);
  246. }
  247. mActiveElements.swap(mNewActiveElements);
  248. mNewElementsInFocus.clear();
  249. for (auto& elementInfo : mElementsInFocus)
  250. {
  251. if (!elementInfo.element->_isDestroyed())
  252. mNewElementsInFocus.push_back(elementInfo);
  253. }
  254. mElementsInFocus.swap(mNewElementsInFocus);
  255. for (auto& focusElementInfo : mForcedFocusElements)
  256. {
  257. if (focusElementInfo.element->_isDestroyed())
  258. continue;
  259. if (focusElementInfo.focus)
  260. {
  261. auto iterFind = std::find_if(mElementsInFocus.begin(), mElementsInFocus.end(),
  262. [&](const ElementFocusInfo& x) { return x.element == focusElementInfo.element; });
  263. if (iterFind == mElementsInFocus.end())
  264. {
  265. mElementsInFocus.push_back(ElementFocusInfo(focusElementInfo.element,
  266. focusElementInfo.element->_getParentWidget(), false));
  267. mCommandEvent = GUICommandEvent();
  268. mCommandEvent.setType(GUICommandEventType::FocusGained);
  269. sendCommandEvent(focusElementInfo.element, mCommandEvent);
  270. }
  271. }
  272. else
  273. {
  274. mNewElementsInFocus.clear();
  275. for (auto& elementInfo : mElementsInFocus)
  276. {
  277. if (elementInfo.element == focusElementInfo.element)
  278. {
  279. mCommandEvent = GUICommandEvent();
  280. mCommandEvent.setType(GUICommandEventType::FocusLost);
  281. sendCommandEvent(elementInfo.element, mCommandEvent);
  282. }
  283. else
  284. mNewElementsInFocus.push_back(elementInfo);
  285. }
  286. mElementsInFocus.swap(mNewElementsInFocus);
  287. }
  288. }
  289. mForcedFocusElements.clear();
  290. } while (processDestroyQueue());
  291. // Blink caret
  292. float curTime = gTime().getTime();
  293. if ((curTime - mCaretLastBlinkTime) >= mCaretBlinkInterval)
  294. {
  295. mCaretLastBlinkTime = curTime;
  296. mIsCaretOn = !mIsCaretOn;
  297. mCommandEvent = GUICommandEvent();
  298. mCommandEvent.setType(GUICommandEventType::Redraw);
  299. for (auto& elementInfo : mElementsInFocus)
  300. {
  301. sendCommandEvent(elementInfo.element, mCommandEvent);
  302. }
  303. }
  304. PROFILE_CALL(updateMeshes(), "UpdateMeshes");
  305. // Send potentially updated meshes to core for rendering
  306. if (mCoreDirty)
  307. {
  308. UnorderedMap<SPtr<ct::Camera>, Vector<GUICoreRenderData>> corePerCameraData;
  309. for (auto& viewportData : mCachedGUIData)
  310. {
  311. const GUIRenderData& renderData = viewportData.second;
  312. SPtr<Camera> camera;
  313. for (auto& widget : viewportData.second.widgets)
  314. {
  315. camera = widget->getCamera();
  316. if (camera != nullptr)
  317. break;
  318. }
  319. if (camera == nullptr)
  320. continue;
  321. auto insertedData = corePerCameraData.insert(std::make_pair(camera->getCore(), Vector<GUICoreRenderData>()));
  322. Vector<GUICoreRenderData>& cameraData = insertedData.first->second;
  323. for (auto& entry : renderData.cachedMeshes)
  324. {
  325. if (entry.mesh == nullptr)
  326. continue;
  327. cameraData.push_back(GUICoreRenderData());
  328. GUICoreRenderData& newEntry = cameraData.back();
  329. SPtr<ct::Texture> textureCore;
  330. if (entry.matInfo.texture.isLoaded())
  331. textureCore = entry.matInfo.texture->getCore();
  332. else
  333. textureCore = nullptr;
  334. newEntry.material = entry.material;
  335. newEntry.texture = textureCore;
  336. newEntry.tint = entry.matInfo.tint;
  337. newEntry.mesh = entry.mesh->getCore();
  338. newEntry.worldTransform = entry.widget->getWorldTfrm();
  339. newEntry.additionalData = entry.matInfo.additionalData;
  340. }
  341. }
  342. gCoreThread().queueCommand(std::bind(&ct::GUIRenderer::updateData, mRenderer.get(), corePerCameraData));
  343. mCoreDirty = false;
  344. }
  345. }
  346. void GUIManager::updateMeshes()
  347. {
  348. for(auto& cachedMeshData : mCachedGUIData)
  349. {
  350. GUIRenderData& renderData = cachedMeshData.second;
  351. // Check if anything is dirty. If nothing is we can skip the update
  352. bool isDirty = renderData.isDirty;
  353. renderData.isDirty = false;
  354. for(auto& widget : renderData.widgets)
  355. {
  356. if (widget->isDirty(true))
  357. {
  358. isDirty = true;
  359. }
  360. }
  361. if(!isDirty)
  362. continue;
  363. mCoreDirty = true;
  364. bs_frame_mark();
  365. {
  366. // Make a list of all GUI elements, sorted from farthest to nearest (highest depth to lowest)
  367. auto elemComp = [](const GUIGroupElement& a, const GUIGroupElement& b)
  368. {
  369. UINT32 aDepth = a.element->_getRenderElementDepth(a.renderElement);
  370. UINT32 bDepth = b.element->_getRenderElementDepth(b.renderElement);
  371. // Compare pointers just to differentiate between two elements with the same depth, their order doesn't really matter, but std::set
  372. // requires all elements to be unique
  373. return (aDepth > bDepth) ||
  374. (aDepth == bDepth && a.element > b.element) ||
  375. (aDepth == bDepth && a.element == b.element && a.renderElement > b.renderElement);
  376. };
  377. FrameSet<GUIGroupElement, std::function<bool(const GUIGroupElement&, const GUIGroupElement&)>> allElements(elemComp);
  378. for (auto& widget : renderData.widgets)
  379. {
  380. const Vector<GUIElement*>& elements = widget->getElements();
  381. for (auto& element : elements)
  382. {
  383. if (!element->_isVisible())
  384. continue;
  385. UINT32 numRenderElems = element->_getNumRenderElements();
  386. for (UINT32 i = 0; i < numRenderElems; i++)
  387. {
  388. allElements.insert(GUIGroupElement(element, i));
  389. }
  390. }
  391. }
  392. // Group the elements in such a way so that we end up with a smallest amount of
  393. // meshes, without breaking back to front rendering order
  394. FrameUnorderedMap<UINT64, FrameVector<GUIMaterialGroup>> materialGroups;
  395. for (auto& elem : allElements)
  396. {
  397. GUIElement* guiElem = elem.element;
  398. UINT32 renderElemIdx = elem.renderElement;
  399. UINT32 elemDepth = guiElem->_getRenderElementDepth(renderElemIdx);
  400. Rect2I tfrmedBounds = guiElem->_getClippedBounds();
  401. tfrmedBounds.transform(guiElem->_getParentWidget()->getWorldTfrm());
  402. SpriteMaterial* spriteMaterial = nullptr;
  403. const SpriteMaterialInfo& matInfo = guiElem->_getMaterial(renderElemIdx, &spriteMaterial);
  404. assert(spriteMaterial != nullptr);
  405. UINT64 hash = spriteMaterial->getMergeHash(matInfo);
  406. FrameVector<GUIMaterialGroup>& groupsPerMaterial = materialGroups[hash];
  407. // Try to find a group this material will fit in:
  408. // - Group that has a depth value same or one below elements depth will always be a match
  409. // - Otherwise, we search higher depth values as well, but we only use them if no elements in between those depth values
  410. // overlap the current elements bounds.
  411. GUIMaterialGroup* foundGroup = nullptr;
  412. for (auto groupIter = groupsPerMaterial.rbegin(); groupIter != groupsPerMaterial.rend(); ++groupIter)
  413. {
  414. // If we separate meshes by widget, ignore any groups with widget parents other than mine
  415. if (mSeparateMeshesByWidget)
  416. {
  417. if (groupIter->elements.size() > 0)
  418. {
  419. GUIElement* otherElem = groupIter->elements.begin()->element; // We only need to check the first element
  420. if (otherElem->_getParentWidget() != guiElem->_getParentWidget())
  421. continue;
  422. }
  423. }
  424. GUIMaterialGroup& group = *groupIter;
  425. if (group.depth == elemDepth)
  426. {
  427. foundGroup = &group;
  428. break;
  429. }
  430. else
  431. {
  432. UINT32 startDepth = elemDepth;
  433. UINT32 endDepth = group.depth;
  434. Rect2I potentialGroupBounds = group.bounds;
  435. potentialGroupBounds.encapsulate(tfrmedBounds);
  436. bool foundOverlap = false;
  437. for (auto& material : materialGroups)
  438. {
  439. for (auto& matGroup : material.second)
  440. {
  441. if (&matGroup == &group)
  442. continue;
  443. if ((matGroup.minDepth >= startDepth && matGroup.minDepth <= endDepth)
  444. || (matGroup.depth >= startDepth && matGroup.depth <= endDepth))
  445. {
  446. if (matGroup.bounds.overlaps(potentialGroupBounds))
  447. {
  448. foundOverlap = true;
  449. break;
  450. }
  451. }
  452. }
  453. }
  454. if (!foundOverlap)
  455. {
  456. foundGroup = &group;
  457. break;
  458. }
  459. }
  460. }
  461. if (foundGroup == nullptr)
  462. {
  463. groupsPerMaterial.push_back(GUIMaterialGroup());
  464. foundGroup = &groupsPerMaterial[groupsPerMaterial.size() - 1];
  465. foundGroup->depth = elemDepth;
  466. foundGroup->minDepth = elemDepth;
  467. foundGroup->bounds = tfrmedBounds;
  468. foundGroup->elements.push_back(GUIGroupElement(guiElem, renderElemIdx));
  469. foundGroup->matInfo = matInfo.clone();
  470. foundGroup->material = spriteMaterial;
  471. guiElem->_getMeshInfo(renderElemIdx, foundGroup->numVertices, foundGroup->numIndices, foundGroup->meshType);
  472. }
  473. else
  474. {
  475. foundGroup->bounds.encapsulate(tfrmedBounds);
  476. foundGroup->elements.push_back(GUIGroupElement(guiElem, renderElemIdx));
  477. foundGroup->minDepth = std::min(foundGroup->minDepth, elemDepth);
  478. UINT32 numVertices;
  479. UINT32 numIndices;
  480. GUIMeshType meshType;
  481. guiElem->_getMeshInfo(renderElemIdx, numVertices, numIndices, meshType);
  482. 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
  483. foundGroup->numVertices += numVertices;
  484. foundGroup->numIndices += numIndices;
  485. spriteMaterial->merge(foundGroup->matInfo, matInfo);
  486. }
  487. }
  488. // Make a list of all GUI elements, sorted from farthest to nearest (highest depth to lowest)
  489. auto groupComp = [](GUIMaterialGroup* a, GUIMaterialGroup* b)
  490. {
  491. return (a->depth > b->depth) || (a->depth == b->depth && a > b);
  492. // Compare pointers just to differentiate between two elements with the same depth, their order doesn't really matter, but std::set
  493. // requires all elements to be unique
  494. };
  495. UINT32 numMeshes = 0;
  496. FrameSet<GUIMaterialGroup*, std::function<bool(GUIMaterialGroup*, GUIMaterialGroup*)>> sortedGroups(groupComp);
  497. for(auto& material : materialGroups)
  498. {
  499. for(auto& group : material.second)
  500. {
  501. sortedGroups.insert(&group);
  502. numMeshes++;
  503. }
  504. }
  505. UINT32 oldNumMeshes = (UINT32)renderData.cachedMeshes.size();
  506. for (UINT32 i = 0; i < oldNumMeshes; i++)
  507. {
  508. if(!renderData.cachedMeshes[i].isLine)
  509. mTriangleMeshHeap->dealloc(renderData.cachedMeshes[i].mesh);
  510. else
  511. mLineMeshHeap->dealloc(renderData.cachedMeshes[i].mesh);
  512. }
  513. renderData.cachedMeshes.resize(numMeshes);
  514. // Fill buffers for each group and update their meshes
  515. UINT32 meshIdx = 0;
  516. for(auto& group : sortedGroups)
  517. {
  518. SPtr<MeshData> meshData;
  519. GUIWidget* widget;
  520. if (group->elements.size() == 0)
  521. widget = nullptr;
  522. else
  523. {
  524. GUIElement* elem = group->elements.begin()->element;
  525. widget = elem->_getParentWidget();
  526. }
  527. GUIMeshData& guiMeshData = renderData.cachedMeshes[meshIdx];
  528. guiMeshData.matInfo = group->matInfo;
  529. guiMeshData.material = group->material;
  530. guiMeshData.widget = widget;
  531. if (group->meshType == GUIMeshType::Triangle)
  532. {
  533. meshData = bs_shared_ptr_new<MeshData>(group->numVertices, group->numIndices, mTriangleVertexDesc);
  534. guiMeshData.isLine = false;
  535. }
  536. else // Line
  537. {
  538. meshData = bs_shared_ptr_new<MeshData>(group->numVertices, group->numIndices, mLineVertexDesc);
  539. guiMeshData.isLine = true;
  540. }
  541. UINT8* vertices = meshData->getElementData(VES_POSITION);
  542. UINT32* indices = meshData->getIndices32();
  543. UINT32 indexOffset = 0;
  544. UINT32 vertexOffset = 0;
  545. for(auto& matElement : group->elements)
  546. {
  547. matElement.element->_fillBuffer(vertices, indices, vertexOffset, indexOffset, group->numVertices,
  548. group->numIndices, matElement.renderElement);
  549. UINT32 numVertices;
  550. UINT32 numIndices;
  551. GUIMeshType meshType;
  552. matElement.element->_getMeshInfo(matElement.renderElement, numVertices, numIndices, meshType);
  553. UINT32 indexStart = indexOffset;
  554. UINT32 indexEnd = indexStart + numIndices;
  555. for(UINT32 i = indexStart; i < indexEnd; i++)
  556. indices[i] += vertexOffset;
  557. indexOffset += numIndices;
  558. vertexOffset += numVertices;
  559. }
  560. if (group->meshType == GUIMeshType::Triangle)
  561. guiMeshData.mesh = mTriangleMeshHeap->alloc(meshData);
  562. else // Line
  563. guiMeshData.mesh = mLineMeshHeap->alloc(meshData, DOT_LINE_LIST);
  564. meshIdx++;
  565. }
  566. }
  567. bs_frame_clear();
  568. }
  569. }
  570. void GUIManager::updateCaretTexture()
  571. {
  572. if(mCaretTexture == nullptr)
  573. {
  574. TEXTURE_DESC texDesc; // Default
  575. HTexture newTex = Texture::create(texDesc);
  576. mCaretTexture = SpriteTexture::create(newTex);
  577. }
  578. const HTexture& tex = mCaretTexture->getTexture();
  579. SPtr<PixelData> data = tex->getProperties().allocBuffer(0, 0);
  580. data->setColorAt(mCaretColor, 0, 0);
  581. tex->writeData(data);
  582. }
  583. void GUIManager::updateTextSelectionTexture()
  584. {
  585. if(mTextSelectionTexture == nullptr)
  586. {
  587. TEXTURE_DESC texDesc; // Default
  588. HTexture newTex = Texture::create(texDesc);
  589. mTextSelectionTexture = SpriteTexture::create(newTex);
  590. }
  591. const HTexture& tex = mTextSelectionTexture->getTexture();
  592. SPtr<PixelData> data = tex->getProperties().allocBuffer(0, 0);
  593. data->setColorAt(mTextSelectionColor, 0, 0);
  594. tex->writeData(data);
  595. }
  596. void GUIManager::onMouseDragEnded(const PointerEvent& event, DragCallbackInfo& dragInfo)
  597. {
  598. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  599. if(DragAndDropManager::instance().isDragInProgress() && guiButton == GUIMouseButton::Left)
  600. {
  601. for(auto& elementInfo : mElementsUnderPointer)
  602. {
  603. Vector2I localPos;
  604. if(elementInfo.widget != nullptr)
  605. localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  606. bool acceptDrop = true;
  607. if(DragAndDropManager::instance().needsValidDropTarget())
  608. {
  609. acceptDrop = elementInfo.element->_acceptDragAndDrop(localPos, DragAndDropManager::instance().getDragTypeId());
  610. }
  611. if(acceptDrop)
  612. {
  613. mMouseEvent.setDragAndDropDroppedData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
  614. dragInfo.processed = sendMouseEvent(elementInfo.element, mMouseEvent);
  615. if(dragInfo.processed)
  616. return;
  617. }
  618. }
  619. }
  620. dragInfo.processed = false;
  621. }
  622. void GUIManager::onPointerMoved(const PointerEvent& event)
  623. {
  624. if(event.isUsed())
  625. return;
  626. bool buttonStates[(int)GUIMouseButton::Count];
  627. buttonStates[0] = event.buttonStates[0];
  628. buttonStates[1] = event.buttonStates[1];
  629. buttonStates[2] = event.buttonStates[2];
  630. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  631. event.markAsUsed();
  632. if(mDragState == DragState::HeldWithoutDrag)
  633. {
  634. UINT32 dist = mLastPointerClickPos.manhattanDist(event.screenPos);
  635. if(dist > DRAG_DISTANCE)
  636. {
  637. for(auto& activeElement : mActiveElements)
  638. {
  639. Vector2I localPos = getWidgetRelativePos(activeElement.widget, event.screenPos);
  640. Vector2I localDragStartPos = getWidgetRelativePos(activeElement.widget, mLastPointerClickPos);
  641. mMouseEvent.setMouseDragStartData(localPos, localDragStartPos);
  642. if(sendMouseEvent(activeElement.element, mMouseEvent))
  643. event.markAsUsed();
  644. }
  645. mDragState = DragState::Dragging;
  646. mDragStartPos = event.screenPos;
  647. }
  648. }
  649. // If mouse is being held down send MouseDrag events
  650. if(mDragState == DragState::Dragging)
  651. {
  652. for(auto& activeElement : mActiveElements)
  653. {
  654. if(mLastPointerScreenPos != event.screenPos)
  655. {
  656. Vector2I localPos = getWidgetRelativePos(activeElement.widget, event.screenPos);
  657. mMouseEvent.setMouseDragData(localPos, event.screenPos - mDragStartPos);
  658. if(sendMouseEvent(activeElement.element, mMouseEvent))
  659. event.markAsUsed();
  660. }
  661. }
  662. mLastPointerScreenPos = event.screenPos;
  663. // Also if drag is in progress send DragAndDrop events
  664. if(DragAndDropManager::instance().isDragInProgress())
  665. {
  666. bool acceptDrop = true;
  667. for(auto& elementInfo : mElementsUnderPointer)
  668. {
  669. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  670. acceptDrop = true;
  671. if(DragAndDropManager::instance().needsValidDropTarget())
  672. {
  673. acceptDrop = elementInfo.element->_acceptDragAndDrop(localPos, DragAndDropManager::instance().getDragTypeId());
  674. }
  675. if(acceptDrop)
  676. {
  677. mMouseEvent.setDragAndDropDraggedData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
  678. if(sendMouseEvent(elementInfo.element, mMouseEvent))
  679. {
  680. event.markAsUsed();
  681. break;
  682. }
  683. }
  684. }
  685. if(acceptDrop)
  686. {
  687. if(mActiveCursor != CursorType::ArrowDrag)
  688. {
  689. Cursor::instance().setCursor(CursorType::ArrowDrag);
  690. mActiveCursor = CursorType::ArrowDrag;
  691. }
  692. }
  693. else
  694. {
  695. if(mActiveCursor != CursorType::Deny)
  696. {
  697. Cursor::instance().setCursor(CursorType::Deny);
  698. mActiveCursor = CursorType::Deny;
  699. }
  700. }
  701. }
  702. }
  703. else // Otherwise, send MouseMove events if we are hovering over any element
  704. {
  705. if(mLastPointerScreenPos != event.screenPos)
  706. {
  707. bool moveProcessed = false;
  708. bool hasCustomCursor = false;
  709. for(auto& elementInfo : mElementsUnderPointer)
  710. {
  711. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  712. if(!moveProcessed)
  713. {
  714. // Send MouseMove event
  715. mMouseEvent.setMouseMoveData(localPos);
  716. moveProcessed = sendMouseEvent(elementInfo.element, mMouseEvent);
  717. if(moveProcessed)
  718. event.markAsUsed();
  719. }
  720. if (mDragState == DragState::NoDrag)
  721. {
  722. CursorType newCursor = CursorType::Arrow;
  723. if(elementInfo.element->_hasCustomCursor(localPos, newCursor))
  724. {
  725. if(newCursor != mActiveCursor)
  726. {
  727. Cursor::instance().setCursor(newCursor);
  728. mActiveCursor = newCursor;
  729. }
  730. hasCustomCursor = true;
  731. }
  732. }
  733. if(moveProcessed)
  734. break;
  735. }
  736. // While dragging we don't want to modify the cursor
  737. if (mDragState == DragState::NoDrag)
  738. {
  739. if (!hasCustomCursor)
  740. {
  741. if (mActiveCursor != CursorType::Arrow)
  742. {
  743. Cursor::instance().setCursor(CursorType::Arrow);
  744. mActiveCursor = CursorType::Arrow;
  745. }
  746. }
  747. }
  748. }
  749. mLastPointerScreenPos = event.screenPos;
  750. if(Math::abs(event.mouseWheelScrollAmount) > 0.00001f)
  751. {
  752. for(auto& elementInfo : mElementsUnderPointer)
  753. {
  754. mMouseEvent.setMouseWheelScrollData(event.mouseWheelScrollAmount);
  755. if(sendMouseEvent(elementInfo.element, mMouseEvent))
  756. {
  757. event.markAsUsed();
  758. break;
  759. }
  760. }
  761. }
  762. }
  763. }
  764. void GUIManager::onPointerReleased(const PointerEvent& event)
  765. {
  766. if(event.isUsed())
  767. return;
  768. bool buttonStates[(int)GUIMouseButton::Count];
  769. buttonStates[0] = event.buttonStates[0];
  770. buttonStates[1] = event.buttonStates[1];
  771. buttonStates[2] = event.buttonStates[2];
  772. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  773. event.markAsUsed();
  774. mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
  775. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  776. // Send MouseUp event only if we are over the active element (we don't want to accidentally trigger other elements).
  777. // And only activate when a button that originally caused the active state is released, otherwise ignore it.
  778. if(mActiveMouseButton == guiButton)
  779. {
  780. for(auto& elementInfo : mElementsUnderPointer)
  781. {
  782. auto iterFind2 = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  783. [&](const ElementInfo& x) { return x.element == elementInfo.element; });
  784. if(iterFind2 != mActiveElements.end())
  785. {
  786. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  787. mMouseEvent.setMouseUpData(localPos, guiButton);
  788. if(sendMouseEvent(elementInfo.element, mMouseEvent))
  789. {
  790. event.markAsUsed();
  791. break;
  792. }
  793. }
  794. }
  795. }
  796. // Send DragEnd event to whichever element is active
  797. bool acceptEndDrag = (mDragState == DragState::Dragging || mDragState == DragState::HeldWithoutDrag) && mActiveMouseButton == guiButton &&
  798. (guiButton == GUIMouseButton::Left);
  799. if(acceptEndDrag)
  800. {
  801. if(mDragState == DragState::Dragging)
  802. {
  803. for(auto& activeElement : mActiveElements)
  804. {
  805. Vector2I localPos = getWidgetRelativePos(activeElement.widget, event.screenPos);
  806. mMouseEvent.setMouseDragEndData(localPos);
  807. if(sendMouseEvent(activeElement.element, mMouseEvent))
  808. event.markAsUsed();
  809. }
  810. }
  811. mDragState = DragState::NoDrag;
  812. }
  813. if(mActiveMouseButton == guiButton)
  814. {
  815. mActiveElements.clear();
  816. mActiveMouseButton = GUIMouseButton::Left;
  817. }
  818. if(mActiveCursor != CursorType::Arrow)
  819. {
  820. Cursor::instance().setCursor(CursorType::Arrow);
  821. mActiveCursor = CursorType::Arrow;
  822. }
  823. }
  824. void GUIManager::onPointerPressed(const PointerEvent& event)
  825. {
  826. if(event.isUsed())
  827. return;
  828. bool buttonStates[(int)GUIMouseButton::Count];
  829. buttonStates[0] = event.buttonStates[0];
  830. buttonStates[1] = event.buttonStates[1];
  831. buttonStates[2] = event.buttonStates[2];
  832. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  833. event.markAsUsed();
  834. // Determine elements that gained focus
  835. mNewElementsInFocus.clear();
  836. mCommandEvent = GUICommandEvent();
  837. mCommandEvent.setType(GUICommandEventType::FocusGained);
  838. for (auto& elementInfo : mElementsUnderPointer)
  839. {
  840. auto iterFind = std::find_if(begin(mElementsInFocus), end(mElementsInFocus),
  841. [=](const ElementFocusInfo& x) { return x.element == elementInfo.element; });
  842. if (iterFind == mElementsInFocus.end())
  843. {
  844. bool processed = sendCommandEvent(elementInfo.element, mCommandEvent);
  845. mNewElementsInFocus.push_back(ElementFocusInfo(elementInfo.element, elementInfo.widget, processed));
  846. if (processed)
  847. break;
  848. }
  849. else
  850. {
  851. mNewElementsInFocus.push_back(*iterFind);
  852. if (iterFind->usesFocus)
  853. break;
  854. }
  855. }
  856. // Determine elements that lost focus
  857. // Note: Focus loss must trigger before mouse press because things like input boxes often only confirm changes
  858. // made to them when focus is lost. So if the user is confirming some input via a press of the button focus loss
  859. // must trigger on the input box first to make sure its contents get saved.
  860. mCommandEvent.setType(GUICommandEventType::FocusLost);
  861. for (auto& elementInfo : mElementsInFocus)
  862. {
  863. auto iterFind = std::find_if(begin(mNewElementsInFocus), end(mNewElementsInFocus),
  864. [=](const ElementFocusInfo& x) { return x.element == elementInfo.element; });
  865. if (iterFind == mNewElementsInFocus.end())
  866. {
  867. sendCommandEvent(elementInfo.element, mCommandEvent);
  868. }
  869. }
  870. mElementsInFocus.swap(mNewElementsInFocus);
  871. // Send mouse press event
  872. mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
  873. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  874. // We only check for mouse down if mouse isn't already being held down, and we are hovering over an element
  875. if(mActiveElements.size() == 0)
  876. {
  877. mNewActiveElements.clear();
  878. for(auto& elementInfo : mElementsUnderPointer)
  879. {
  880. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  881. mMouseEvent.setMouseDownData(localPos, guiButton);
  882. bool processed = sendMouseEvent(elementInfo.element, mMouseEvent);
  883. if(guiButton == GUIMouseButton::Left)
  884. {
  885. mDragState = DragState::HeldWithoutDrag;
  886. mLastPointerClickPos = event.screenPos;
  887. }
  888. mNewActiveElements.push_back(ElementInfo(elementInfo.element, elementInfo.widget));
  889. mActiveMouseButton = guiButton;
  890. if(processed)
  891. {
  892. event.markAsUsed();
  893. break;
  894. }
  895. }
  896. mActiveElements.swap(mNewActiveElements);
  897. }
  898. // If right click try to open context menu
  899. if(buttonStates[2] == true)
  900. {
  901. for(auto& elementInfo : mElementsUnderPointer)
  902. {
  903. SPtr<GUIContextMenu> menu = elementInfo.element->_getContextMenu();
  904. if(menu != nullptr && elementInfo.widget != nullptr)
  905. {
  906. const RenderWindow* window = getWidgetWindow(*elementInfo.widget);
  907. if (window != nullptr)
  908. {
  909. Vector2I windowPos = window->screenToWindowPos(event.screenPos);
  910. menu->open(windowPos, *elementInfo.widget);
  911. event.markAsUsed();
  912. break;
  913. }
  914. }
  915. }
  916. }
  917. }
  918. void GUIManager::onPointerDoubleClick(const PointerEvent& event)
  919. {
  920. if(event.isUsed())
  921. return;
  922. bool buttonStates[(int)GUIMouseButton::Count];
  923. buttonStates[0] = event.buttonStates[0];
  924. buttonStates[1] = event.buttonStates[1];
  925. buttonStates[2] = event.buttonStates[2];
  926. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  927. event.markAsUsed();
  928. mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
  929. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  930. // We only check for mouse down if we are hovering over an element
  931. for(auto& elementInfo : mElementsUnderPointer)
  932. {
  933. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  934. mMouseEvent.setMouseDoubleClickData(localPos, guiButton);
  935. if(sendMouseEvent(elementInfo.element, mMouseEvent))
  936. {
  937. event.markAsUsed();
  938. break;
  939. }
  940. }
  941. }
  942. void GUIManager::onInputCommandEntered(InputCommandType commandType)
  943. {
  944. if(mElementsInFocus.size() == 0)
  945. return;
  946. hideTooltip();
  947. mCommandEvent = GUICommandEvent();
  948. switch(commandType)
  949. {
  950. case InputCommandType::Backspace:
  951. mCommandEvent.setType(GUICommandEventType::Backspace);
  952. break;
  953. case InputCommandType::Delete:
  954. mCommandEvent.setType(GUICommandEventType::Delete);
  955. break;
  956. case InputCommandType::Return:
  957. mCommandEvent.setType(GUICommandEventType::Return);
  958. break;
  959. case InputCommandType::Confirm:
  960. mCommandEvent.setType(GUICommandEventType::Confirm);
  961. break;
  962. case InputCommandType::Escape:
  963. mCommandEvent.setType(GUICommandEventType::Escape);
  964. break;
  965. case InputCommandType::CursorMoveLeft:
  966. mCommandEvent.setType(GUICommandEventType::MoveLeft);
  967. break;
  968. case InputCommandType::CursorMoveRight:
  969. mCommandEvent.setType(GUICommandEventType::MoveRight);
  970. break;
  971. case InputCommandType::CursorMoveUp:
  972. mCommandEvent.setType(GUICommandEventType::MoveUp);
  973. break;
  974. case InputCommandType::CursorMoveDown:
  975. mCommandEvent.setType(GUICommandEventType::MoveDown);
  976. break;
  977. case InputCommandType::SelectLeft:
  978. mCommandEvent.setType(GUICommandEventType::SelectLeft);
  979. break;
  980. case InputCommandType::SelectRight:
  981. mCommandEvent.setType(GUICommandEventType::SelectRight);
  982. break;
  983. case InputCommandType::SelectUp:
  984. mCommandEvent.setType(GUICommandEventType::SelectUp);
  985. break;
  986. case InputCommandType::SelectDown:
  987. mCommandEvent.setType(GUICommandEventType::SelectDown);
  988. break;
  989. }
  990. for(auto& elementInfo : mElementsInFocus)
  991. {
  992. sendCommandEvent(elementInfo.element, mCommandEvent);
  993. }
  994. }
  995. void GUIManager::onVirtualButtonDown(const VirtualButton& button, UINT32 deviceIdx)
  996. {
  997. hideTooltip();
  998. mVirtualButtonEvent.setButton(button);
  999. for(auto& elementInFocus : mElementsInFocus)
  1000. {
  1001. bool processed = sendVirtualButtonEvent(elementInFocus.element, mVirtualButtonEvent);
  1002. if(processed)
  1003. break;
  1004. }
  1005. }
  1006. bool GUIManager::findElementUnderPointer(const Vector2I& pointerScreenPos, bool buttonStates[3], bool shift, bool control, bool alt)
  1007. {
  1008. Vector<const RenderWindow*> widgetWindows;
  1009. for(auto& widgetInfo : mWidgets)
  1010. widgetWindows.push_back(getWidgetWindow(*widgetInfo.widget));
  1011. #if BS_DEBUG_MODE
  1012. // Checks if all referenced windows actually exist
  1013. Vector<RenderWindow*> activeWindows = RenderWindowManager::instance().getRenderWindows();
  1014. for(auto& window : widgetWindows)
  1015. {
  1016. if(window == nullptr)
  1017. continue;
  1018. auto iterFind = std::find(begin(activeWindows), end(activeWindows), window);
  1019. if(iterFind == activeWindows.end())
  1020. {
  1021. BS_EXCEPT(InternalErrorException, "GUI manager has a reference to a window that doesn't exist. \
  1022. Please detach all GUIWidgets from windows before destroying a window.");
  1023. }
  1024. }
  1025. #endif
  1026. mNewElementsUnderPointer.clear();
  1027. const RenderWindow* windowUnderPointer = nullptr;
  1028. UnorderedSet<const RenderWindow*> uniqueWindows;
  1029. for(auto& window : widgetWindows)
  1030. {
  1031. if(window == nullptr)
  1032. continue;
  1033. uniqueWindows.insert(window);
  1034. }
  1035. for(auto& window : uniqueWindows)
  1036. {
  1037. if(Platform::isPointOverWindow(*window, pointerScreenPos))
  1038. {
  1039. windowUnderPointer = window;
  1040. break;
  1041. }
  1042. }
  1043. if(windowUnderPointer != nullptr)
  1044. {
  1045. Vector2I windowPos = windowUnderPointer->screenToWindowPos(pointerScreenPos);
  1046. Vector4 vecWindowPos((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f);
  1047. UINT32 widgetIdx = 0;
  1048. for(auto& widgetInfo : mWidgets)
  1049. {
  1050. if(widgetWindows[widgetIdx] == nullptr)
  1051. {
  1052. widgetIdx++;
  1053. continue;
  1054. }
  1055. GUIWidget* widget = widgetInfo.widget;
  1056. if(widgetWindows[widgetIdx] == windowUnderPointer
  1057. && widget->inBounds(windowToBridgedCoords(widget->getTarget()->getTarget(), windowPos)))
  1058. {
  1059. const Vector<GUIElement*>& elements = widget->getElements();
  1060. Vector2I localPos = getWidgetRelativePos(widget, pointerScreenPos);
  1061. // Elements with lowest depth (most to the front) get handled first
  1062. for(auto iter = elements.begin(); iter != elements.end(); ++iter)
  1063. {
  1064. GUIElement* element = *iter;
  1065. if(element->_isVisible() && element->_isInBounds(localPos))
  1066. {
  1067. ElementInfoUnderPointer elementInfo(element, widget);
  1068. auto iterFind = std::find_if(mElementsUnderPointer.begin(), mElementsUnderPointer.end(),
  1069. [=](const ElementInfoUnderPointer& x) { return x.element == element; });
  1070. if (iterFind != mElementsUnderPointer.end())
  1071. {
  1072. elementInfo.usesMouseOver = iterFind->usesMouseOver;
  1073. elementInfo.receivedMouseOver = iterFind->receivedMouseOver;
  1074. }
  1075. mNewElementsUnderPointer.push_back(elementInfo);
  1076. }
  1077. }
  1078. }
  1079. widgetIdx++;
  1080. }
  1081. }
  1082. std::sort(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
  1083. [](const ElementInfoUnderPointer& a, const ElementInfoUnderPointer& b)
  1084. {
  1085. return a.element->_getDepth() < b.element->_getDepth();
  1086. });
  1087. // Send MouseOut and MouseOver events
  1088. bool eventProcessed = false;
  1089. for (auto& elementInfo : mNewElementsUnderPointer)
  1090. {
  1091. GUIElement* element = elementInfo.element;
  1092. GUIWidget* widget = elementInfo.widget;
  1093. if (elementInfo.receivedMouseOver)
  1094. {
  1095. elementInfo.isHovering = true;
  1096. if (elementInfo.usesMouseOver)
  1097. break;
  1098. continue;
  1099. }
  1100. auto iterFind = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  1101. [&](const ElementInfo& x) { return x.element == element; });
  1102. // Send MouseOver event
  1103. if (mActiveElements.size() == 0 || iterFind != mActiveElements.end())
  1104. {
  1105. Vector2I localPos = getWidgetRelativePos(widget, pointerScreenPos);
  1106. mMouseEvent = GUIMouseEvent(buttonStates, shift, control, alt);
  1107. mMouseEvent.setMouseOverData(localPos);
  1108. elementInfo.receivedMouseOver = true;
  1109. elementInfo.isHovering = true;
  1110. if (sendMouseEvent(element, mMouseEvent))
  1111. {
  1112. eventProcessed = true;
  1113. elementInfo.usesMouseOver = true;
  1114. break;
  1115. }
  1116. }
  1117. }
  1118. // Send DragAndDropLeft event - It is similar to MouseOut events but we send it to all
  1119. // elements a user might hover over, while we send mouse over/out events only to active elements while dragging
  1120. if (DragAndDropManager::instance().isDragInProgress())
  1121. {
  1122. for (auto& elementInfo : mElementsUnderPointer)
  1123. {
  1124. auto iterFind = std::find_if(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
  1125. [=](const ElementInfoUnderPointer& x) { return x.element == elementInfo.element; });
  1126. if (iterFind == mNewElementsUnderPointer.end())
  1127. {
  1128. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, pointerScreenPos);
  1129. mMouseEvent.setDragAndDropLeftData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
  1130. if (sendMouseEvent(elementInfo.element, mMouseEvent))
  1131. {
  1132. eventProcessed = true;
  1133. break;
  1134. }
  1135. }
  1136. }
  1137. }
  1138. for(auto& elementInfo : mElementsUnderPointer)
  1139. {
  1140. GUIElement* element = elementInfo.element;
  1141. GUIWidget* widget = elementInfo.widget;
  1142. auto iterFind = std::find_if(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
  1143. [=](const ElementInfoUnderPointer& x) { return x.element == element; });
  1144. if (!elementInfo.receivedMouseOver)
  1145. continue;
  1146. if (iterFind == mNewElementsUnderPointer.end() || !iterFind->isHovering)
  1147. {
  1148. auto iterFind2 = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  1149. [=](const ElementInfo& x) { return x.element == element; });
  1150. // Send MouseOut event
  1151. if(mActiveElements.size() == 0 || iterFind2 != mActiveElements.end())
  1152. {
  1153. Vector2I localPos = getWidgetRelativePos(widget, pointerScreenPos);
  1154. mMouseEvent.setMouseOutData(localPos);
  1155. if (sendMouseEvent(element, mMouseEvent))
  1156. {
  1157. eventProcessed = true;
  1158. break;
  1159. }
  1160. }
  1161. }
  1162. }
  1163. mElementsUnderPointer.swap(mNewElementsUnderPointer);
  1164. // Tooltip
  1165. hideTooltip();
  1166. if (mElementsUnderPointer.size() > 0)
  1167. mShowTooltip = true;
  1168. mTooltipElementHoverStart = gTime().getTime();
  1169. return eventProcessed;
  1170. }
  1171. void GUIManager::onTextInput(const TextInputEvent& event)
  1172. {
  1173. mTextInputEvent = GUITextInputEvent();
  1174. mTextInputEvent.setData(event.textChar);
  1175. for(auto& elementInFocus : mElementsInFocus)
  1176. {
  1177. if(sendTextInputEvent(elementInFocus.element, mTextInputEvent))
  1178. event.markAsUsed();
  1179. }
  1180. }
  1181. void GUIManager::onWindowFocusGained(RenderWindow& win)
  1182. {
  1183. for(auto& widgetInfo : mWidgets)
  1184. {
  1185. GUIWidget* widget = widgetInfo.widget;
  1186. if(getWidgetWindow(*widget) == &win)
  1187. widget->ownerWindowFocusChanged();
  1188. }
  1189. }
  1190. void GUIManager::onWindowFocusLost(RenderWindow& win)
  1191. {
  1192. for(auto& widgetInfo : mWidgets)
  1193. {
  1194. GUIWidget* widget = widgetInfo.widget;
  1195. if(getWidgetWindow(*widget) == &win)
  1196. widget->ownerWindowFocusChanged();
  1197. }
  1198. mNewElementsInFocus.clear();
  1199. for(auto& focusedElement : mElementsInFocus)
  1200. {
  1201. if (focusedElement.element->_isDestroyed())
  1202. continue;
  1203. if (focusedElement.widget != nullptr && getWidgetWindow(*focusedElement.widget) == &win)
  1204. {
  1205. mCommandEvent = GUICommandEvent();
  1206. mCommandEvent.setType(GUICommandEventType::FocusLost);
  1207. sendCommandEvent(focusedElement.element, mCommandEvent);
  1208. }
  1209. else
  1210. mNewElementsInFocus.push_back(focusedElement);
  1211. }
  1212. mElementsInFocus.swap(mNewElementsInFocus);
  1213. }
  1214. // We stop getting mouse move events once it leaves the window, so make sure
  1215. // nothing stays in hover state
  1216. void GUIManager::onMouseLeftWindow(RenderWindow& win)
  1217. {
  1218. mNewElementsUnderPointer.clear();
  1219. for(auto& elementInfo : mElementsUnderPointer)
  1220. {
  1221. GUIElement* element = elementInfo.element;
  1222. GUIWidget* widget = elementInfo.widget;
  1223. if (widget != nullptr && widget->getTarget()->getTarget().get() != &win)
  1224. {
  1225. mNewElementsUnderPointer.push_back(elementInfo);
  1226. continue;
  1227. }
  1228. auto iterFind = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  1229. [&](const ElementInfo& x) { return x.element == element; });
  1230. // Send MouseOut event
  1231. if(mActiveElements.size() == 0 || iterFind != mActiveElements.end())
  1232. {
  1233. Vector2I localPos = getWidgetRelativePos(widget, Vector2I());
  1234. mMouseEvent.setMouseOutData(localPos);
  1235. sendMouseEvent(element, mMouseEvent);
  1236. }
  1237. }
  1238. mElementsUnderPointer.swap(mNewElementsUnderPointer);
  1239. hideTooltip();
  1240. if(mDragState != DragState::Dragging)
  1241. {
  1242. if(mActiveCursor != CursorType::Arrow)
  1243. {
  1244. Cursor::instance().setCursor(CursorType::Arrow);
  1245. mActiveCursor = CursorType::Arrow;
  1246. }
  1247. }
  1248. }
  1249. void GUIManager::hideTooltip()
  1250. {
  1251. GUITooltipManager::instance().hide();
  1252. mShowTooltip = false;
  1253. }
  1254. void GUIManager::queueForDestroy(GUIElement* element)
  1255. {
  1256. mScheduledForDestruction.push(element);
  1257. }
  1258. void GUIManager::setFocus(GUIElement* element, bool focus)
  1259. {
  1260. ElementForcedFocusInfo efi;
  1261. efi.element = element;
  1262. efi.focus = focus;
  1263. mForcedFocusElements.push_back(efi);
  1264. }
  1265. bool GUIManager::processDestroyQueue()
  1266. {
  1267. Stack<GUIElement*> toDestroy = mScheduledForDestruction;
  1268. mScheduledForDestruction = Stack<GUIElement*>();
  1269. while (!toDestroy.empty())
  1270. {
  1271. bs_delete(toDestroy.top());
  1272. toDestroy.pop();
  1273. }
  1274. return !mScheduledForDestruction.empty();
  1275. }
  1276. void GUIManager::setInputBridge(const RenderTexture* renderTex, const GUIElement* element)
  1277. {
  1278. if(element == nullptr)
  1279. mInputBridge.erase(renderTex);
  1280. else
  1281. mInputBridge[renderTex] = element;
  1282. }
  1283. GUIMouseButton GUIManager::buttonToGUIButton(PointerEventButton pointerButton) const
  1284. {
  1285. if(pointerButton == PointerEventButton::Left)
  1286. return GUIMouseButton::Left;
  1287. else if(pointerButton == PointerEventButton::Middle)
  1288. return GUIMouseButton::Middle;
  1289. else if(pointerButton == PointerEventButton::Right)
  1290. return GUIMouseButton::Right;
  1291. BS_EXCEPT(InvalidParametersException, "Provided button is not a GUI supported mouse button.");
  1292. return GUIMouseButton::Left;
  1293. }
  1294. Vector2I GUIManager::getWidgetRelativePos(const GUIWidget* widget, const Vector2I& screenPos) const
  1295. {
  1296. if (widget == nullptr)
  1297. return screenPos;
  1298. const RenderWindow* window = getWidgetWindow(*widget);
  1299. if(window == nullptr)
  1300. return Vector2I();
  1301. Vector2I windowPos = window->screenToWindowPos(screenPos);
  1302. windowPos = windowToBridgedCoords(widget->getTarget()->getTarget(), windowPos);
  1303. const Matrix4& worldTfrm = widget->getWorldTfrm();
  1304. Vector4 vecLocalPos = worldTfrm.inverse().multiplyAffine(Vector4((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f));
  1305. Vector2I curLocalPos(Math::roundToInt(vecLocalPos.x), Math::roundToInt(vecLocalPos.y));
  1306. return curLocalPos;
  1307. }
  1308. Vector2I GUIManager::windowToBridgedCoords(const SPtr<RenderTarget>& target, const Vector2I& windowPos) const
  1309. {
  1310. // This cast might not be valid (the render target could be a window), but we only really need to cast
  1311. // so that mInputBridge map allows us to search through it - we don't access anything unless the target is bridged
  1312. // (in which case we know it is a RenderTexture)
  1313. const RenderTexture* renderTexture = static_cast<const RenderTexture*>(target.get());
  1314. const RenderTargetProperties& rtProps = renderTexture->getProperties();
  1315. auto iterFind = mInputBridge.find(renderTexture);
  1316. if(iterFind != mInputBridge.end()) // Widget input is bridged, which means we need to transform the coordinates
  1317. {
  1318. const GUIElement* bridgeElement = iterFind->second;
  1319. const GUIWidget* parentWidget = bridgeElement->_getParentWidget();
  1320. if (parentWidget == nullptr)
  1321. return windowPos;
  1322. const Matrix4& worldTfrm = parentWidget->getWorldTfrm();
  1323. Vector4 vecLocalPos = worldTfrm.inverse().multiplyAffine(Vector4((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f));
  1324. Rect2I bridgeBounds = bridgeElement->_getLayoutData().area;
  1325. // Find coordinates relative to the bridge element
  1326. float x = vecLocalPos.x - (float)bridgeBounds.x;
  1327. float y = vecLocalPos.y - (float)bridgeBounds.y;
  1328. float scaleX = rtProps.width / (float)bridgeBounds.width;
  1329. float scaleY = rtProps.height / (float)bridgeBounds.height;
  1330. return Vector2I(Math::roundToInt(x * scaleX), Math::roundToInt(y * scaleY));
  1331. }
  1332. return windowPos;
  1333. }
  1334. const RenderWindow* GUIManager::getWidgetWindow(const GUIWidget& widget) const
  1335. {
  1336. // This cast might not be valid (the render target could be a window), but we only really need to cast
  1337. // so that mInputBridge map allows us to search through it - we don't access anything unless the target is bridged
  1338. // (in which case we know it is a RenderTexture)
  1339. const Viewport* viewport = widget.getTarget();
  1340. if (viewport == nullptr)
  1341. return nullptr;
  1342. SPtr<RenderTarget> target = viewport->getTarget();
  1343. if (target == nullptr)
  1344. return nullptr;
  1345. const RenderTexture* renderTexture = static_cast<const RenderTexture*>(target.get());
  1346. auto iterFind = mInputBridge.find(renderTexture);
  1347. if(iterFind != mInputBridge.end())
  1348. {
  1349. GUIWidget* parentWidget = iterFind->second->_getParentWidget();
  1350. if (parentWidget == nullptr)
  1351. return nullptr;
  1352. if(parentWidget != &widget)
  1353. return getWidgetWindow(*parentWidget);
  1354. }
  1355. Vector<RenderWindow*> renderWindows = RenderWindowManager::instance().getRenderWindows();
  1356. auto iterFindWin = std::find(renderWindows.begin(), renderWindows.end(), target.get());
  1357. if(iterFindWin != renderWindows.end())
  1358. return static_cast<RenderWindow*>(target.get());
  1359. return nullptr;
  1360. }
  1361. SPtr<RenderWindow> GUIManager::getBridgeWindow(const SPtr<RenderTexture>& target) const
  1362. {
  1363. if (target == nullptr)
  1364. return nullptr;
  1365. while (true)
  1366. {
  1367. auto iterFind = mInputBridge.find(target.get());
  1368. if (iterFind == mInputBridge.end())
  1369. return nullptr;
  1370. GUIWidget* parentWidget = iterFind->second->_getParentWidget();
  1371. if (parentWidget == nullptr)
  1372. return nullptr;
  1373. SPtr<RenderTarget> curTarget = parentWidget->getTarget()->getTarget();
  1374. if (curTarget == nullptr)
  1375. return nullptr;
  1376. if (curTarget == target)
  1377. return nullptr;
  1378. if (curTarget->getProperties().isWindow)
  1379. return std::static_pointer_cast<RenderWindow>(curTarget);
  1380. }
  1381. return nullptr;
  1382. }
  1383. bool GUIManager::sendMouseEvent(GUIElement* element, const GUIMouseEvent& event)
  1384. {
  1385. if (element->_isDestroyed())
  1386. return false;
  1387. return element->_mouseEvent(event);
  1388. }
  1389. bool GUIManager::sendTextInputEvent(GUIElement* element, const GUITextInputEvent& event)
  1390. {
  1391. if (element->_isDestroyed())
  1392. return false;
  1393. return element->_textInputEvent(event);
  1394. }
  1395. bool GUIManager::sendCommandEvent(GUIElement* element, const GUICommandEvent& event)
  1396. {
  1397. if (element->_isDestroyed())
  1398. return false;
  1399. return element->_commandEvent(event);
  1400. }
  1401. bool GUIManager::sendVirtualButtonEvent(GUIElement* element, const GUIVirtualButtonEvent& event)
  1402. {
  1403. if (element->_isDestroyed())
  1404. return false;
  1405. return element->_virtualButtonEvent(event);
  1406. }
  1407. GUIManager& gGUIManager()
  1408. {
  1409. return GUIManager::instance();
  1410. }
  1411. namespace ct
  1412. {
  1413. GUISpriteParamBlockDef gGUISpriteParamBlockDef;
  1414. GUIRenderer::GUIRenderer()
  1415. :RendererExtension(RenderLocation::Overlay, 10)
  1416. { }
  1417. void GUIRenderer::initialize(const Any& data)
  1418. {
  1419. SAMPLER_STATE_DESC ssDesc;
  1420. ssDesc.magFilter = FO_POINT;
  1421. ssDesc.minFilter = FO_POINT;
  1422. ssDesc.mipFilter = FO_POINT;
  1423. mSamplerState = RenderStateManager::instance().createSamplerState(ssDesc);
  1424. }
  1425. bool GUIRenderer::check(const Camera& camera)
  1426. {
  1427. auto iterFind = mPerCameraData.find(&camera);
  1428. return iterFind != mPerCameraData.end();
  1429. }
  1430. void GUIRenderer::render(const Camera& camera)
  1431. {
  1432. Vector<GUIManager::GUICoreRenderData>& renderData = mPerCameraData[&camera];
  1433. float invViewportWidth = 1.0f / (camera.getViewport()->getPixelArea().width * 0.5f);
  1434. float invViewportHeight = 1.0f / (camera.getViewport()->getPixelArea().height * 0.5f);
  1435. float viewflipYFlip = bs::RenderAPI::getAPIInfo().isFlagSet(RenderAPIFeatureFlag::NDCYAxisDown) ? -1.0f : 1.0f;
  1436. for (auto& entry : renderData)
  1437. {
  1438. SPtr<GpuParamBlockBuffer> buffer = mParamBlocks[entry.bufferIdx];
  1439. gGUISpriteParamBlockDef.gInvViewportWidth.set(buffer, invViewportWidth);
  1440. gGUISpriteParamBlockDef.gInvViewportHeight.set(buffer, invViewportHeight);
  1441. gGUISpriteParamBlockDef.gViewportYFlip.set(buffer, viewflipYFlip);
  1442. buffer->flushToGPU();
  1443. }
  1444. for (auto& entry : renderData)
  1445. {
  1446. // TODO - I shouldn't be re-applying the entire material for each entry, instead just check which programs
  1447. // changed, and apply only those + the modified constant buffers and/or texture.
  1448. SPtr<GpuParamBlockBuffer> buffer = mParamBlocks[entry.bufferIdx];
  1449. entry.material->render(entry.mesh, entry.texture, mSamplerState, buffer, entry.additionalData);
  1450. }
  1451. }
  1452. void GUIRenderer::updateData(const UnorderedMap<SPtr<Camera>, Vector<GUIManager::GUICoreRenderData>>& newPerCameraData)
  1453. {
  1454. bs_frame_mark();
  1455. {
  1456. mPerCameraData.clear();
  1457. mReferencedCameras.clear();
  1458. for (auto& newCameraData : newPerCameraData)
  1459. {
  1460. SPtr<Camera> camera = newCameraData.first;
  1461. mPerCameraData.insert(std::make_pair(camera.get(), newCameraData.second));
  1462. mReferencedCameras.insert(camera);
  1463. }
  1464. // Allocate GPU buffers containing the material parameters
  1465. UINT32 numBuffers = 0;
  1466. for (auto& cameraData : mPerCameraData)
  1467. numBuffers += (UINT32)cameraData.second.size();
  1468. UINT32 numAllocatedBuffers = (UINT32)mParamBlocks.size();
  1469. if (numBuffers > numAllocatedBuffers)
  1470. {
  1471. mParamBlocks.resize(numBuffers);
  1472. for (UINT32 i = numAllocatedBuffers; i < numBuffers; i++)
  1473. mParamBlocks[i] = gGUISpriteParamBlockDef.createBuffer();
  1474. }
  1475. UINT32 curBufferIdx = 0;
  1476. for (auto& cameraData : mPerCameraData)
  1477. {
  1478. for(auto& entry : cameraData.second)
  1479. {
  1480. SPtr<GpuParamBlockBuffer> buffer = mParamBlocks[curBufferIdx];
  1481. gGUISpriteParamBlockDef.gTint.set(buffer, entry.tint);
  1482. gGUISpriteParamBlockDef.gWorldTransform.set(buffer, entry.worldTransform);
  1483. entry.bufferIdx = curBufferIdx;
  1484. curBufferIdx++;
  1485. }
  1486. }
  1487. }
  1488. bs_frame_clear();
  1489. }
  1490. }
  1491. }