BsGUIManager.cpp 48 KB

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  1. #include "BsGUIManager.h"
  2. #include "BsGUIWidget.h"
  3. #include "BsGUIElement.h"
  4. #include "BsImageSprite.h"
  5. #include "BsSpriteTexture.h"
  6. #include "BsTime.h"
  7. #include "BsSceneObject.h"
  8. #include "BsMaterial.h"
  9. #include "BsMeshData.h"
  10. #include "BsVertexDataDesc.h"
  11. #include "BsMesh.h"
  12. #include "BsRenderWindowManager.h"
  13. #include "BsPlatform.h"
  14. #include "BsRect2I.h"
  15. #include "BsCoreApplication.h"
  16. #include "BsException.h"
  17. #include "BsInput.h"
  18. #include "BsPass.h"
  19. #include "BsDebug.h"
  20. #include "BsDrawList.h"
  21. #include "BsGUIInputCaret.h"
  22. #include "BsGUIInputSelection.h"
  23. #include "BsGUIListBox.h"
  24. #include "BsGUIButton.h"
  25. #include "BsGUIDropDownMenu.h"
  26. #include "BsGUIContextMenu.h"
  27. #include "BsDragAndDropManager.h"
  28. #include "BsGUIDropDownBoxManager.h"
  29. #include "BsGUIContextMenu.h"
  30. #include "BsProfilerCPU.h"
  31. #include "BsMeshHeap.h"
  32. #include "BsTransientMesh.h"
  33. #include "BsVirtualInput.h"
  34. #include "BsCursor.h"
  35. #include "BsCoreThread.h"
  36. using namespace std::placeholders;
  37. namespace BansheeEngine
  38. {
  39. struct GUIGroupElement
  40. {
  41. GUIGroupElement()
  42. { }
  43. GUIGroupElement(GUIElement* _element, UINT32 _renderElement)
  44. :element(_element), renderElement(_renderElement)
  45. { }
  46. GUIElement* element;
  47. UINT32 renderElement;
  48. };
  49. struct GUIMaterialGroup
  50. {
  51. GUIMaterialInfo matInfo;
  52. UINT32 numQuads;
  53. UINT32 depth;
  54. Rect2I bounds;
  55. Vector<GUIGroupElement> elements;
  56. };
  57. const UINT32 GUIManager::DRAG_DISTANCE = 3;
  58. const UINT32 GUIManager::MESH_HEAP_INITIAL_NUM_VERTS = 16384;
  59. const UINT32 GUIManager::MESH_HEAP_INITIAL_NUM_INDICES = 49152;
  60. GUIManager::GUIManager()
  61. :mSeparateMeshesByWidget(true), mActiveMouseButton(GUIMouseButton::Left),
  62. mCaretBlinkInterval(0.5f), mCaretLastBlinkTime(0.0f), mCaretColor(1.0f, 0.6588f, 0.0f), mIsCaretOn(false),
  63. mTextSelectionColor(1.0f, 0.6588f, 0.0f), mInputCaret(nullptr), mInputSelection(nullptr), mDragState(DragState::NoDrag),
  64. mActiveCursor(CursorType::Arrow)
  65. {
  66. mOnPointerMovedConn = gInput().onPointerMoved.connect(std::bind(&GUIManager::onPointerMoved, this, _1));
  67. mOnPointerPressedConn = gInput().onPointerPressed.connect(std::bind(&GUIManager::onPointerPressed, this, _1));
  68. mOnPointerReleasedConn = gInput().onPointerReleased.connect(std::bind(&GUIManager::onPointerReleased, this, _1));
  69. mOnPointerDoubleClick = gInput().onPointerDoubleClick.connect(std::bind(&GUIManager::onPointerDoubleClick, this, _1));
  70. mOnTextInputConn = gInput().onCharInput.connect(std::bind(&GUIManager::onTextInput, this, _1));
  71. mOnInputCommandConn = gInput().onInputCommand.connect(std::bind(&GUIManager::onInputCommandEntered, this, _1));
  72. mOnVirtualButtonDown = VirtualInput::instance().onButtonDown.connect(std::bind(&GUIManager::onVirtualButtonDown, this, _1, _2));
  73. mWindowGainedFocusConn = RenderWindowManager::instance().onFocusGained.connect(std::bind(&GUIManager::onWindowFocusGained, this, _1));
  74. mWindowLostFocusConn = RenderWindowManager::instance().onFocusLost.connect(std::bind(&GUIManager::onWindowFocusLost, this, _1));
  75. mMouseLeftWindowConn = RenderWindowManager::instance().onMouseLeftWindow.connect(std::bind(&GUIManager::onMouseLeftWindow, this, _1));
  76. mInputCaret = bs_new<GUIInputCaret, PoolAlloc>();
  77. mInputSelection = bs_new<GUIInputSelection, PoolAlloc>();
  78. DragAndDropManager::startUp();
  79. mDragEndedConn = DragAndDropManager::instance().onDragEnded.connect(std::bind(&GUIManager::onMouseDragEnded, this, _1, _2));
  80. GUIDropDownBoxManager::startUp();
  81. mVertexDesc = bs_shared_ptr<VertexDataDesc>();
  82. mVertexDesc->addVertElem(VET_FLOAT2, VES_POSITION);
  83. mVertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD);
  84. mMeshHeap = MeshHeap::create(MESH_HEAP_INITIAL_NUM_VERTS, MESH_HEAP_INITIAL_NUM_INDICES, mVertexDesc);
  85. // Need to defer this call because I want to make sure all managers are initialized first
  86. deferredCall(std::bind(&GUIManager::updateCaretTexture, this));
  87. deferredCall(std::bind(&GUIManager::updateTextSelectionTexture, this));
  88. }
  89. GUIManager::~GUIManager()
  90. {
  91. GUIDropDownBoxManager::shutDown();
  92. DragAndDropManager::shutDown();
  93. // Make a copy of widgets, since destroying them will remove them from mWidgets and
  94. // we can't iterate over an array thats getting modified
  95. Vector<WidgetInfo> widgetCopy = mWidgets;
  96. for(auto& widget : widgetCopy)
  97. widget.widget->destroy();
  98. // Ensure everything queued get destroyed, loop until queue empties
  99. while (processDestroyQueue())
  100. { }
  101. mOnPointerPressedConn.disconnect();
  102. mOnPointerReleasedConn.disconnect();
  103. mOnPointerMovedConn.disconnect();
  104. mOnPointerDoubleClick.disconnect();
  105. mOnTextInputConn.disconnect();
  106. mOnInputCommandConn.disconnect();
  107. mOnVirtualButtonDown.disconnect();
  108. mDragEndedConn.disconnect();
  109. mWindowGainedFocusConn.disconnect();
  110. mWindowLostFocusConn.disconnect();
  111. mMouseLeftWindowConn.disconnect();
  112. bs_delete<PoolAlloc>(mInputCaret);
  113. bs_delete<PoolAlloc>(mInputSelection);
  114. assert(mCachedGUIData.size() == 0);
  115. }
  116. void GUIManager::registerWidget(GUIWidget* widget)
  117. {
  118. mWidgets.push_back(WidgetInfo(widget));
  119. const Viewport* renderTarget = widget->getTarget();
  120. auto findIter = mCachedGUIData.find(renderTarget);
  121. if(findIter == end(mCachedGUIData))
  122. mCachedGUIData[renderTarget] = GUIRenderData();
  123. GUIRenderData& windowData = mCachedGUIData[renderTarget];
  124. windowData.widgets.push_back(widget);
  125. windowData.isDirty = true;
  126. }
  127. void GUIManager::unregisterWidget(GUIWidget* widget)
  128. {
  129. {
  130. auto findIter = std::find_if(begin(mWidgets), end(mWidgets), [=] (const WidgetInfo& x) { return x.widget == widget; } );
  131. if(findIter != mWidgets.end())
  132. mWidgets.erase(findIter);
  133. }
  134. const Viewport* renderTarget = widget->getTarget();
  135. GUIRenderData& renderData = mCachedGUIData[renderTarget];
  136. {
  137. auto findIter = std::find(begin(renderData.widgets), end(renderData.widgets), widget);
  138. if(findIter != end(renderData.widgets))
  139. renderData.widgets.erase(findIter);
  140. }
  141. if(renderData.widgets.size() == 0)
  142. {
  143. for (auto& mesh : renderData.cachedMeshes)
  144. {
  145. if (mesh != nullptr)
  146. mMeshHeap->dealloc(mesh);
  147. }
  148. mCachedGUIData.erase(renderTarget);
  149. }
  150. else
  151. renderData.isDirty = true;
  152. }
  153. void GUIManager::update()
  154. {
  155. DragAndDropManager::instance()._update();
  156. // Update layouts
  157. gProfilerCPU().beginSample("UpdateLayout");
  158. for(auto& widgetInfo : mWidgets)
  159. {
  160. widgetInfo.widget->_updateLayout();
  161. }
  162. gProfilerCPU().endSample("UpdateLayout");
  163. // Destroy all queued elements (and loop in case any new ones get queued during destruction)
  164. do
  165. {
  166. mNewElementsUnderPointer.clear();
  167. for (auto& elementInfo : mElementsUnderPointer)
  168. {
  169. if (!elementInfo.element->_isDestroyed())
  170. mNewElementsUnderPointer.push_back(elementInfo);
  171. }
  172. mElementsUnderPointer.swap(mNewElementsUnderPointer);
  173. mNewActiveElements.clear();
  174. for (auto& elementInfo : mActiveElements)
  175. {
  176. if (!elementInfo.element->_isDestroyed())
  177. mNewActiveElements.push_back(elementInfo);
  178. }
  179. mActiveElements.swap(mNewActiveElements);
  180. mNewElementsInFocus.clear();
  181. for (auto& elementInfo : mElementsInFocus)
  182. {
  183. if (!elementInfo.element->_isDestroyed())
  184. mNewElementsInFocus.push_back(elementInfo);
  185. }
  186. mElementsInFocus.swap(mNewElementsInFocus);
  187. for (auto& focusElementInfo : mForcedFocusElements)
  188. {
  189. if (focusElementInfo.element->_isDestroyed())
  190. continue;
  191. if (focusElementInfo.focus)
  192. {
  193. auto iterFind = std::find_if(mElementsInFocus.begin(), mElementsInFocus.end(),
  194. [&](const ElementInfo& x) { return x.element == focusElementInfo.element; });
  195. if (iterFind == mElementsInFocus.end())
  196. {
  197. mElementsInFocus.push_back(ElementInfo(focusElementInfo.element, focusElementInfo.element->_getParentWidget()));
  198. mCommandEvent = GUICommandEvent();
  199. mCommandEvent.setType(GUICommandEventType::FocusGained);
  200. sendCommandEvent(focusElementInfo.element->_getParentWidget(), focusElementInfo.element, mCommandEvent);
  201. }
  202. }
  203. else
  204. {
  205. mNewElementsInFocus.clear();
  206. for (auto& elementInfo : mElementsInFocus)
  207. {
  208. if (elementInfo.element == focusElementInfo.element)
  209. {
  210. mCommandEvent = GUICommandEvent();
  211. mCommandEvent.setType(GUICommandEventType::FocusLost);
  212. sendCommandEvent(elementInfo.widget, elementInfo.element, mCommandEvent);
  213. }
  214. else
  215. mNewElementsInFocus.push_back(elementInfo);
  216. }
  217. mElementsInFocus.swap(mNewElementsInFocus);
  218. }
  219. }
  220. mForcedFocusElements.clear();
  221. } while (processDestroyQueue());
  222. // Blink caret
  223. float curTime = gTime().getTime();
  224. if ((curTime - mCaretLastBlinkTime) >= mCaretBlinkInterval)
  225. {
  226. mCaretLastBlinkTime = curTime;
  227. mIsCaretOn = !mIsCaretOn;
  228. mCommandEvent = GUICommandEvent();
  229. mCommandEvent.setType(GUICommandEventType::Redraw);
  230. for (auto& elementInfo : mElementsInFocus)
  231. {
  232. sendCommandEvent(elementInfo.widget, elementInfo.element, mCommandEvent);
  233. }
  234. }
  235. PROFILE_CALL(updateMeshes(), "UpdateMeshes");
  236. }
  237. void GUIManager::render(ViewportPtr& target, DrawList& drawList) const
  238. {
  239. auto findIter = mCachedGUIData.find(target.get());
  240. if(findIter == mCachedGUIData.end())
  241. return;
  242. const GUIRenderData& renderData = findIter->second;
  243. // Render the meshes
  244. if(mSeparateMeshesByWidget)
  245. {
  246. // TODO - Possible optimization. I currently divide by width/height inside the shader, while it
  247. // might be more optimal to just scale the mesh as the resolution changes?
  248. float invViewportWidth = 1.0f / (target->getWidth() * 0.5f);
  249. float invViewportHeight = 1.0f / (target->getHeight() * 0.5f);
  250. UINT32 meshIdx = 0;
  251. for(auto& mesh : renderData.cachedMeshes)
  252. {
  253. GUIMaterialInfo materialInfo = renderData.cachedMaterials[meshIdx];
  254. GUIWidget* widget = renderData.cachedWidgetsPerMesh[meshIdx];
  255. if(materialInfo.material == nullptr || !materialInfo.material.isLoaded())
  256. {
  257. meshIdx++;
  258. continue;
  259. }
  260. if(mesh == nullptr)
  261. {
  262. meshIdx++;
  263. continue;
  264. }
  265. materialInfo.invViewportWidth.set(invViewportWidth);
  266. materialInfo.invViewportHeight.set(invViewportHeight);
  267. materialInfo.worldTransform.set(widget->SO()->getWorldTfrm());
  268. drawList.add(materialInfo.material.getInternalPtr(), mesh, 0, Vector3::ZERO);
  269. meshIdx++;
  270. }
  271. }
  272. else
  273. {
  274. // TODO: I want to avoid separating meshes by widget in the future. On DX11 and GL I can set up a shader
  275. // that accepts multiple world transforms (one for each widget). Then I can add some instance information to vertices
  276. // and render elements using multiple different transforms with a single call.
  277. // Separating meshes can then be used as a compatibility mode for DX9
  278. BS_EXCEPT(NotImplementedException, "Not implemented");
  279. }
  280. }
  281. void GUIManager::updateMeshes()
  282. {
  283. for(auto& cachedMeshData : mCachedGUIData)
  284. {
  285. GUIRenderData& renderData = cachedMeshData.second;
  286. // Check if anything is dirty. If nothing is we can skip the update
  287. bool isDirty = renderData.isDirty;
  288. renderData.isDirty = false;
  289. for(auto& widget : renderData.widgets)
  290. {
  291. gProfilerCPU().beginSample("Widget::isDirty");
  292. if (widget->isDirty(true))
  293. {
  294. isDirty = true;
  295. }
  296. gProfilerCPU().endSample("Widget::isDirty");
  297. }
  298. if(!isDirty)
  299. continue;
  300. // Make a list of all GUI elements, sorted from farthest to nearest (highest depth to lowest)
  301. auto elemComp = [](const GUIGroupElement& a, const GUIGroupElement& b)
  302. {
  303. UINT32 aDepth = a.element->_getRenderElementDepth(a.renderElement);
  304. UINT32 bDepth = b.element->_getRenderElementDepth(b.renderElement);
  305. // Compare pointers just to differentiate between two elements with the same depth, their order doesn't really matter, but std::set
  306. // requires all elements to be unique
  307. return (aDepth > bDepth) ||
  308. (aDepth == bDepth && a.element > b.element) ||
  309. (aDepth == bDepth && a.element == b.element && a.renderElement > b.renderElement);
  310. };
  311. Set<GUIGroupElement, std::function<bool(const GUIGroupElement&, const GUIGroupElement&)>> allElements(elemComp);
  312. for(auto& widget : renderData.widgets)
  313. {
  314. const Vector<GUIElement*>& elements = widget->getElements();
  315. for(auto& element : elements)
  316. {
  317. if(element->_isDisabled())
  318. continue;
  319. UINT32 numRenderElems = element->_getNumRenderElements();
  320. for(UINT32 i = 0; i < numRenderElems; i++)
  321. {
  322. allElements.insert(GUIGroupElement(element, i));
  323. }
  324. }
  325. }
  326. // Group the elements in such a way so that we end up with a smallest amount of
  327. // meshes, without breaking back to front rendering order
  328. UnorderedMap<UINT64, Vector<GUIMaterialGroup>> materialGroups;
  329. for(auto& elem : allElements)
  330. {
  331. GUIElement* guiElem = elem.element;
  332. UINT32 renderElemIdx = elem.renderElement;
  333. UINT32 elemDepth = guiElem->_getRenderElementDepth(renderElemIdx);
  334. Rect2I tfrmedBounds = guiElem->_getClippedBounds();
  335. tfrmedBounds.transform(guiElem->_getParentWidget()->SO()->getWorldTfrm());
  336. const GUIMaterialInfo& matInfo = guiElem->_getMaterial(renderElemIdx);
  337. UINT64 materialId = matInfo.material->getInternalID(); // TODO - I group based on material ID. So if two widgets used exact copies of the same material
  338. // this system won't detect it. Find a better way of determining material similarity?
  339. // If this is a new material, add a new list of groups
  340. auto findIterMaterial = materialGroups.find(materialId);
  341. if(findIterMaterial == end(materialGroups))
  342. materialGroups[materialId] = Vector<GUIMaterialGroup>();
  343. // Try to find a group this material will fit in:
  344. // - Group that has a depth value same or one below elements depth will always be a match
  345. // - Otherwise, we search higher depth values as well, but we only use them if no elements in between those depth values
  346. // overlap the current elements bounds.
  347. Vector<GUIMaterialGroup>& allGroups = materialGroups[materialId];
  348. GUIMaterialGroup* foundGroup = nullptr;
  349. for(auto groupIter = allGroups.rbegin(); groupIter != allGroups.rend(); ++groupIter)
  350. {
  351. // If we separate meshes by widget, ignore any groups with widget parents other than mine
  352. if(mSeparateMeshesByWidget)
  353. {
  354. if(groupIter->elements.size() > 0)
  355. {
  356. GUIElement* otherElem = groupIter->elements.begin()->element; // We only need to check the first element
  357. if(otherElem->_getParentWidget() != guiElem->_getParentWidget())
  358. continue;
  359. }
  360. }
  361. GUIMaterialGroup& group = *groupIter;
  362. if(group.depth == elemDepth || group.depth == (elemDepth - 1))
  363. {
  364. foundGroup = &group;
  365. break;
  366. }
  367. else
  368. {
  369. UINT32 startDepth = elemDepth;
  370. UINT32 endDepth = group.depth;
  371. Rect2I potentialGroupBounds = group.bounds;
  372. potentialGroupBounds.encapsulate(tfrmedBounds);
  373. bool foundOverlap = false;
  374. for(auto& material : materialGroups)
  375. {
  376. for(auto& matGroup : material.second)
  377. {
  378. if(&matGroup == &group)
  379. continue;
  380. if(matGroup.depth > startDepth && matGroup.depth < endDepth)
  381. {
  382. if(matGroup.bounds.overlaps(potentialGroupBounds))
  383. {
  384. foundOverlap = true;
  385. break;
  386. }
  387. }
  388. }
  389. }
  390. if(!foundOverlap)
  391. {
  392. foundGroup = &group;
  393. break;
  394. }
  395. }
  396. }
  397. if(foundGroup == nullptr)
  398. {
  399. allGroups.push_back(GUIMaterialGroup());
  400. foundGroup = &allGroups[allGroups.size() - 1];
  401. foundGroup->depth = elemDepth;
  402. foundGroup->bounds = tfrmedBounds;
  403. foundGroup->elements.push_back(GUIGroupElement(guiElem, renderElemIdx));
  404. foundGroup->matInfo = matInfo;
  405. foundGroup->numQuads = guiElem->_getNumQuads(renderElemIdx);
  406. }
  407. else
  408. {
  409. foundGroup->bounds.encapsulate(tfrmedBounds);
  410. foundGroup->elements.push_back(GUIGroupElement(guiElem, renderElemIdx));
  411. foundGroup->depth = std::min(foundGroup->depth, elemDepth);
  412. foundGroup->numQuads += guiElem->_getNumQuads(renderElemIdx);
  413. }
  414. }
  415. // Make a list of all GUI elements, sorted from farthest to nearest (highest depth to lowest)
  416. auto groupComp = [](GUIMaterialGroup* a, GUIMaterialGroup* b)
  417. {
  418. return (a->depth > b->depth) || (a->depth == b->depth && a > b);
  419. // Compare pointers just to differentiate between two elements with the same depth, their order doesn't really matter, but std::set
  420. // requires all elements to be unique
  421. };
  422. Set<GUIMaterialGroup*, std::function<bool(GUIMaterialGroup*, GUIMaterialGroup*)>> sortedGroups(groupComp);
  423. for(auto& material : materialGroups)
  424. {
  425. for(auto& group : material.second)
  426. {
  427. sortedGroups.insert(&group);
  428. }
  429. }
  430. UINT32 numMeshes = (UINT32)sortedGroups.size();
  431. UINT32 oldNumMeshes = (UINT32)renderData.cachedMeshes.size();
  432. if(numMeshes < oldNumMeshes)
  433. {
  434. for (UINT32 i = numMeshes; i < oldNumMeshes; i++)
  435. mMeshHeap->dealloc(renderData.cachedMeshes[i]);
  436. renderData.cachedMeshes.resize(numMeshes);
  437. }
  438. renderData.cachedMaterials.resize(numMeshes);
  439. if(mSeparateMeshesByWidget)
  440. renderData.cachedWidgetsPerMesh.resize(numMeshes);
  441. // Fill buffers for each group and update their meshes
  442. UINT32 groupIdx = 0;
  443. for(auto& group : sortedGroups)
  444. {
  445. renderData.cachedMaterials[groupIdx] = group->matInfo;
  446. if(mSeparateMeshesByWidget)
  447. {
  448. if(group->elements.size() == 0)
  449. renderData.cachedWidgetsPerMesh[groupIdx] = nullptr;
  450. else
  451. {
  452. GUIElement* elem = group->elements.begin()->element;
  453. renderData.cachedWidgetsPerMesh[groupIdx] = elem->_getParentWidget();
  454. }
  455. }
  456. MeshDataPtr meshData = bs_shared_ptr<MeshData, PoolAlloc>(group->numQuads * 4, group->numQuads * 6, mVertexDesc);
  457. UINT8* vertices = meshData->getElementData(VES_POSITION);
  458. UINT8* uvs = meshData->getElementData(VES_TEXCOORD);
  459. UINT32* indices = meshData->getIndices32();
  460. UINT32 vertexStride = meshData->getVertexDesc()->getVertexStride();
  461. UINT32 indexStride = meshData->getIndexElementSize();
  462. UINT32 quadOffset = 0;
  463. for(auto& matElement : group->elements)
  464. {
  465. gProfilerCPU().beginSample("_fillBuffer");
  466. matElement.element->_fillBuffer(vertices, uvs, indices, quadOffset, group->numQuads, vertexStride, indexStride, matElement.renderElement);
  467. gProfilerCPU().endSample("_fillBuffer");
  468. UINT32 numQuads = matElement.element->_getNumQuads(matElement.renderElement);
  469. UINT32 indexStart = quadOffset * 6;
  470. UINT32 indexEnd = indexStart + numQuads * 6;
  471. UINT32 vertOffset = quadOffset * 4;
  472. for(UINT32 i = indexStart; i < indexEnd; i++)
  473. indices[i] += vertOffset;
  474. quadOffset += numQuads;
  475. }
  476. gProfilerCPU().beginSample("alloc/dealloc mesh data");
  477. if(groupIdx < (UINT32)renderData.cachedMeshes.size())
  478. {
  479. mMeshHeap->dealloc(renderData.cachedMeshes[groupIdx]);
  480. renderData.cachedMeshes[groupIdx] = mMeshHeap->alloc(meshData);
  481. }
  482. else
  483. {
  484. renderData.cachedMeshes.push_back(mMeshHeap->alloc(meshData));
  485. }
  486. gProfilerCPU().endSample("alloc/dealloc mesh data");
  487. groupIdx++;
  488. }
  489. }
  490. }
  491. void GUIManager::updateCaretTexture()
  492. {
  493. if(mCaretTexture == nullptr)
  494. {
  495. HTexture newTex = Texture::create(TEX_TYPE_2D, 1, 1, 0, PF_R8G8B8A8);
  496. mCaretTexture = SpriteTexture::create(newTex);
  497. }
  498. const HTexture& tex = mCaretTexture->getTexture();
  499. UINT32 subresourceIdx = tex->getProperties().mapToSubresourceIdx(0, 0);
  500. PixelDataPtr data = tex->getProperties().allocateSubresourceBuffer(subresourceIdx);
  501. data->setColorAt(mCaretColor, 0, 0);
  502. tex->writeSubresource(gCoreAccessor(), subresourceIdx, data, false);
  503. }
  504. void GUIManager::updateTextSelectionTexture()
  505. {
  506. if(mTextSelectionTexture == nullptr)
  507. {
  508. HTexture newTex = Texture::create(TEX_TYPE_2D, 1, 1, 0, PF_R8G8B8A8);
  509. mTextSelectionTexture = SpriteTexture::create(newTex);
  510. }
  511. const HTexture& tex = mTextSelectionTexture->getTexture();
  512. UINT32 subresourceIdx = tex->getProperties().mapToSubresourceIdx(0, 0);
  513. PixelDataPtr data = tex->getProperties().allocateSubresourceBuffer(subresourceIdx);
  514. data->setColorAt(mTextSelectionColor, 0, 0);
  515. tex->writeSubresource(gCoreAccessor(), subresourceIdx, data, false);
  516. }
  517. void GUIManager::onMouseDragEnded(const PointerEvent& event, DragCallbackInfo& dragInfo)
  518. {
  519. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  520. if(DragAndDropManager::instance().isDragInProgress() && guiButton == GUIMouseButton::Left)
  521. {
  522. for(auto& elementInfo : mElementsUnderPointer)
  523. {
  524. Vector2I localPos;
  525. if(elementInfo.widget != nullptr)
  526. localPos = getWidgetRelativePos(*elementInfo.widget, event.screenPos);
  527. bool acceptDrop = true;
  528. if(DragAndDropManager::instance().needsValidDropTarget())
  529. {
  530. acceptDrop = elementInfo.element->_acceptDragAndDrop(localPos, DragAndDropManager::instance().getDragTypeId());
  531. }
  532. if(acceptDrop)
  533. {
  534. mMouseEvent.setDragAndDropDroppedData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
  535. dragInfo.processed = sendMouseEvent(elementInfo.widget, elementInfo.element, mMouseEvent);
  536. if(dragInfo.processed)
  537. return;
  538. }
  539. }
  540. }
  541. dragInfo.processed = false;
  542. }
  543. void GUIManager::onPointerMoved(const PointerEvent& event)
  544. {
  545. if(event.isUsed())
  546. return;
  547. bool buttonStates[(int)GUIMouseButton::Count];
  548. buttonStates[0] = event.buttonStates[0];
  549. buttonStates[1] = event.buttonStates[1];
  550. buttonStates[2] = event.buttonStates[2];
  551. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  552. event.markAsUsed();
  553. if(mDragState == DragState::HeldWithoutDrag)
  554. {
  555. UINT32 dist = mLastPointerClickPos.manhattanDist(event.screenPos);
  556. if(dist > DRAG_DISTANCE)
  557. {
  558. for(auto& activeElement : mActiveElements)
  559. {
  560. Vector2I localPos = getWidgetRelativePos(*activeElement.widget, event.screenPos);
  561. Vector2I localDragStartPos = getWidgetRelativePos(*activeElement.widget, mLastPointerClickPos);
  562. mMouseEvent.setMouseDragStartData(localPos, localDragStartPos);
  563. if(sendMouseEvent(activeElement.widget, activeElement.element, mMouseEvent))
  564. event.markAsUsed();
  565. }
  566. mDragState = DragState::Dragging;
  567. mDragStartPos = event.screenPos;
  568. }
  569. }
  570. // If mouse is being held down send MouseDrag events
  571. if(mDragState == DragState::Dragging)
  572. {
  573. for(auto& activeElement : mActiveElements)
  574. {
  575. if(mLastPointerScreenPos != event.screenPos)
  576. {
  577. Vector2I localPos = getWidgetRelativePos(*activeElement.widget, event.screenPos);
  578. mMouseEvent.setMouseDragData(localPos, event.screenPos - mDragStartPos);
  579. if(sendMouseEvent(activeElement.widget, activeElement.element, mMouseEvent))
  580. event.markAsUsed();
  581. }
  582. }
  583. mLastPointerScreenPos = event.screenPos;
  584. // Also if drag is in progress send DragAndDrop events
  585. if(DragAndDropManager::instance().isDragInProgress())
  586. {
  587. bool acceptDrop = true;
  588. for(auto& elementInfo : mElementsUnderPointer)
  589. {
  590. Vector2I localPos = getWidgetRelativePos(*elementInfo.widget, event.screenPos);
  591. acceptDrop = true;
  592. if(DragAndDropManager::instance().needsValidDropTarget())
  593. {
  594. acceptDrop = elementInfo.element->_acceptDragAndDrop(localPos, DragAndDropManager::instance().getDragTypeId());
  595. }
  596. if(acceptDrop)
  597. {
  598. mMouseEvent.setDragAndDropDraggedData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
  599. if(sendMouseEvent(elementInfo.widget, elementInfo.element, mMouseEvent))
  600. {
  601. event.markAsUsed();
  602. break;
  603. }
  604. }
  605. }
  606. if(acceptDrop)
  607. {
  608. if(mActiveCursor != CursorType::ArrowDrag)
  609. {
  610. Cursor::instance().setCursor(CursorType::ArrowDrag);
  611. mActiveCursor = CursorType::ArrowDrag;
  612. }
  613. }
  614. else
  615. {
  616. if(mActiveCursor != CursorType::Deny)
  617. {
  618. Cursor::instance().setCursor(CursorType::Deny);
  619. mActiveCursor = CursorType::Deny;
  620. }
  621. }
  622. }
  623. }
  624. else // Otherwise, send MouseMove events if we are hovering over any element
  625. {
  626. if(mLastPointerScreenPos != event.screenPos)
  627. {
  628. bool moveProcessed = false;
  629. bool hasCustomCursor = false;
  630. for(auto& elementInfo : mElementsUnderPointer)
  631. {
  632. Vector2I localPos = getWidgetRelativePos(*elementInfo.widget, event.screenPos);
  633. if(!moveProcessed)
  634. {
  635. // Send MouseMove event
  636. mMouseEvent.setMouseMoveData(localPos);
  637. moveProcessed = sendMouseEvent(elementInfo.widget, elementInfo.element, mMouseEvent);
  638. if(moveProcessed)
  639. event.markAsUsed();
  640. }
  641. if (!hasCustomCursor && mDragState == DragState::NoDrag)
  642. {
  643. CursorType newCursor = CursorType::Arrow;
  644. if(elementInfo.element->_hasCustomCursor(localPos, newCursor))
  645. {
  646. if(newCursor != mActiveCursor)
  647. {
  648. Cursor::instance().setCursor(newCursor);
  649. mActiveCursor = newCursor;
  650. }
  651. hasCustomCursor = true;
  652. }
  653. }
  654. if(moveProcessed && hasCustomCursor)
  655. break;
  656. }
  657. // While dragging we don't want to modify the cursor
  658. if (mDragState == DragState::NoDrag)
  659. {
  660. if (!hasCustomCursor)
  661. {
  662. if (mActiveCursor != CursorType::Arrow)
  663. {
  664. Cursor::instance().setCursor(CursorType::Arrow);
  665. mActiveCursor = CursorType::Arrow;
  666. }
  667. }
  668. }
  669. }
  670. mLastPointerScreenPos = event.screenPos;
  671. if(Math::abs(event.mouseWheelScrollAmount) > 0.00001f)
  672. {
  673. for(auto& elementInfo : mElementsUnderPointer)
  674. {
  675. mMouseEvent.setMouseWheelScrollData(event.mouseWheelScrollAmount);
  676. if(sendMouseEvent(elementInfo.widget, elementInfo.element, mMouseEvent))
  677. {
  678. event.markAsUsed();
  679. break;
  680. }
  681. }
  682. }
  683. }
  684. }
  685. void GUIManager::onPointerReleased(const PointerEvent& event)
  686. {
  687. if(event.isUsed())
  688. return;
  689. bool buttonStates[(int)GUIMouseButton::Count];
  690. buttonStates[0] = event.buttonStates[0];
  691. buttonStates[1] = event.buttonStates[1];
  692. buttonStates[2] = event.buttonStates[2];
  693. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  694. event.markAsUsed();
  695. mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
  696. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  697. // Send MouseUp event only if we are over the active element (we don't want to accidentally trigger other elements).
  698. // And only activate when a button that originally caused the active state is released, otherwise ignore it.
  699. if(mActiveMouseButton == guiButton)
  700. {
  701. for(auto& elementInfo : mElementsUnderPointer)
  702. {
  703. auto iterFind2 = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  704. [&](const ElementInfo& x) { return x.element == elementInfo.element; });
  705. if(iterFind2 != mActiveElements.end())
  706. {
  707. Vector2I localPos = getWidgetRelativePos(*elementInfo.widget, event.screenPos);
  708. mMouseEvent.setMouseUpData(localPos, guiButton);
  709. if(sendMouseEvent(elementInfo.widget, elementInfo.element, mMouseEvent))
  710. {
  711. event.markAsUsed();
  712. break;
  713. }
  714. }
  715. }
  716. }
  717. // Send DragEnd event to whichever element is active
  718. bool acceptEndDrag = (mDragState == DragState::Dragging || mDragState == DragState::HeldWithoutDrag) && mActiveMouseButton == guiButton &&
  719. (guiButton == GUIMouseButton::Left);
  720. if(acceptEndDrag)
  721. {
  722. if(mDragState == DragState::Dragging)
  723. {
  724. for(auto& activeElement : mActiveElements)
  725. {
  726. Vector2I localPos = getWidgetRelativePos(*activeElement.widget, event.screenPos);
  727. mMouseEvent.setMouseDragEndData(localPos);
  728. if(sendMouseEvent(activeElement.widget, activeElement.element, mMouseEvent))
  729. event.markAsUsed();
  730. }
  731. }
  732. mDragState = DragState::NoDrag;
  733. }
  734. if(mActiveMouseButton == guiButton)
  735. {
  736. mActiveElements.clear();
  737. mActiveMouseButton = GUIMouseButton::Left;
  738. }
  739. if(mActiveCursor != CursorType::Arrow)
  740. {
  741. Cursor::instance().setCursor(CursorType::Arrow);
  742. mActiveCursor = CursorType::Arrow;
  743. }
  744. }
  745. void GUIManager::onPointerPressed(const PointerEvent& event)
  746. {
  747. if(event.isUsed())
  748. return;
  749. bool buttonStates[(int)GUIMouseButton::Count];
  750. buttonStates[0] = event.buttonStates[0];
  751. buttonStates[1] = event.buttonStates[1];
  752. buttonStates[2] = event.buttonStates[2];
  753. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  754. event.markAsUsed();
  755. mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
  756. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  757. // We only check for mouse down if mouse isn't already being held down, and we are hovering over an element
  758. if(mActiveElements.size() == 0)
  759. {
  760. mNewActiveElements.clear();
  761. for(auto& elementInfo : mElementsUnderPointer)
  762. {
  763. Vector2I localPos = getWidgetRelativePos(*elementInfo.widget, event.screenPos);
  764. mMouseEvent.setMouseDownData(localPos, guiButton);
  765. bool processed = sendMouseEvent(elementInfo.widget, elementInfo.element, mMouseEvent);
  766. if(guiButton == GUIMouseButton::Left)
  767. {
  768. mDragState = DragState::HeldWithoutDrag;
  769. mLastPointerClickPos = event.screenPos;
  770. }
  771. mNewActiveElements.push_back(ElementInfo(elementInfo.element, elementInfo.widget));
  772. mActiveMouseButton = guiButton;
  773. if(processed)
  774. {
  775. event.markAsUsed();
  776. break;
  777. }
  778. }
  779. mActiveElements.swap(mNewActiveElements);
  780. }
  781. mNewElementsInFocus.clear();
  782. mCommandEvent = GUICommandEvent();
  783. // Determine elements that gained focus
  784. mCommandEvent.setType(GUICommandEventType::FocusGained);
  785. for(auto& elementInfo : mElementsUnderPointer)
  786. {
  787. mNewElementsInFocus.push_back(ElementInfo(elementInfo.element, elementInfo.widget));
  788. auto iterFind = std::find_if(begin(mElementsInFocus), end(mElementsInFocus),
  789. [=] (const ElementInfo& x) { return x.element == elementInfo.element; });
  790. if(iterFind == mElementsInFocus.end())
  791. {
  792. sendCommandEvent(elementInfo.widget, elementInfo.element, mCommandEvent);
  793. }
  794. }
  795. // Determine elements that lost focus
  796. mCommandEvent.setType(GUICommandEventType::FocusLost);
  797. for(auto& elementInfo : mElementsInFocus)
  798. {
  799. auto iterFind = std::find_if(begin(mNewElementsInFocus), end(mNewElementsInFocus),
  800. [=] (const ElementInfo& x) { return x.element == elementInfo.element; });
  801. if(iterFind == mNewElementsInFocus.end())
  802. {
  803. sendCommandEvent(elementInfo.widget, elementInfo.element, mCommandEvent);
  804. }
  805. }
  806. if(mElementsUnderPointer.size() > 0)
  807. event.markAsUsed();
  808. mElementsInFocus.swap(mNewElementsInFocus);
  809. // If right click try to open context menu
  810. if(buttonStates[2] == true)
  811. {
  812. for(auto& elementInfo : mElementsUnderPointer)
  813. {
  814. GUIContextMenuPtr menu = elementInfo.element->_getContextMenu();
  815. if(menu != nullptr)
  816. {
  817. const RenderWindow* window = getWidgetWindow(*elementInfo.widget);
  818. Vector2I windowPos = window->screenToWindowPos(event.screenPos);
  819. menu->open(windowPos, *elementInfo.widget);
  820. event.markAsUsed();
  821. break;
  822. }
  823. }
  824. }
  825. }
  826. void GUIManager::onPointerDoubleClick(const PointerEvent& event)
  827. {
  828. if(event.isUsed())
  829. return;
  830. bool buttonStates[(int)GUIMouseButton::Count];
  831. buttonStates[0] = event.buttonStates[0];
  832. buttonStates[1] = event.buttonStates[1];
  833. buttonStates[2] = event.buttonStates[2];
  834. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  835. event.markAsUsed();
  836. mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
  837. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  838. // We only check for mouse down if we are hovering over an element
  839. for(auto& elementInfo : mElementsUnderPointer)
  840. {
  841. Vector2I localPos = getWidgetRelativePos(*elementInfo.widget, event.screenPos);
  842. mMouseEvent.setMouseDoubleClickData(localPos, guiButton);
  843. if(sendMouseEvent(elementInfo.widget, elementInfo.element, mMouseEvent))
  844. {
  845. event.markAsUsed();
  846. break;
  847. }
  848. }
  849. }
  850. void GUIManager::onInputCommandEntered(InputCommandType commandType)
  851. {
  852. if(mElementsInFocus.size() == 0)
  853. return;
  854. mCommandEvent = GUICommandEvent();
  855. switch(commandType)
  856. {
  857. case InputCommandType::Backspace:
  858. mCommandEvent.setType(GUICommandEventType::Backspace);
  859. break;
  860. case InputCommandType::Delete:
  861. mCommandEvent.setType(GUICommandEventType::Delete);
  862. break;
  863. case InputCommandType::Return:
  864. mCommandEvent.setType(GUICommandEventType::Return);
  865. break;
  866. case InputCommandType::Escape:
  867. mCommandEvent.setType(GUICommandEventType::Escape);
  868. break;
  869. case InputCommandType::CursorMoveLeft:
  870. mCommandEvent.setType(GUICommandEventType::MoveLeft);
  871. break;
  872. case InputCommandType::CursorMoveRight:
  873. mCommandEvent.setType(GUICommandEventType::MoveRight);
  874. break;
  875. case InputCommandType::CursorMoveUp:
  876. mCommandEvent.setType(GUICommandEventType::MoveUp);
  877. break;
  878. case InputCommandType::CursorMoveDown:
  879. mCommandEvent.setType(GUICommandEventType::MoveDown);
  880. break;
  881. case InputCommandType::SelectLeft:
  882. mCommandEvent.setType(GUICommandEventType::SelectLeft);
  883. break;
  884. case InputCommandType::SelectRight:
  885. mCommandEvent.setType(GUICommandEventType::SelectRight);
  886. break;
  887. case InputCommandType::SelectUp:
  888. mCommandEvent.setType(GUICommandEventType::SelectUp);
  889. break;
  890. case InputCommandType::SelectDown:
  891. mCommandEvent.setType(GUICommandEventType::SelectDown);
  892. break;
  893. }
  894. for(auto& elementInfo : mElementsInFocus)
  895. {
  896. sendCommandEvent(elementInfo.widget, elementInfo.element, mCommandEvent);
  897. }
  898. }
  899. void GUIManager::onVirtualButtonDown(const VirtualButton& button, UINT32 deviceIdx)
  900. {
  901. mVirtualButtonEvent.setButton(button);
  902. for(auto& elementInFocus : mElementsInFocus)
  903. {
  904. bool processed = sendVirtualButtonEvent(elementInFocus.widget, elementInFocus.element, mVirtualButtonEvent);
  905. if(processed)
  906. break;
  907. }
  908. }
  909. bool GUIManager::findElementUnderPointer(const Vector2I& pointerScreenPos, bool buttonStates[3], bool shift, bool control, bool alt)
  910. {
  911. Vector<const RenderWindow*> widgetWindows;
  912. for(auto& widgetInfo : mWidgets)
  913. widgetWindows.push_back(getWidgetWindow(*widgetInfo.widget));
  914. #if BS_DEBUG_MODE
  915. // Checks if all referenced windows actually exist
  916. Vector<RenderWindow*> activeWindows = RenderWindowManager::instance().getRenderWindows();
  917. for(auto& window : widgetWindows)
  918. {
  919. if(window == nullptr)
  920. continue;
  921. auto iterFind = std::find(begin(activeWindows), end(activeWindows), window);
  922. if(iterFind == activeWindows.end())
  923. {
  924. BS_EXCEPT(InternalErrorException, "GUI manager has a reference to a window that doesn't exist. \
  925. Please detach all GUIWidgets from windows before destroying a window.");
  926. }
  927. }
  928. #endif
  929. mNewElementsUnderPointer.clear();
  930. const RenderWindow* windowUnderPointer = nullptr;
  931. UnorderedSet<const RenderWindow*> uniqueWindows;
  932. for(auto& window : widgetWindows)
  933. {
  934. if(window == nullptr)
  935. continue;
  936. uniqueWindows.insert(window);
  937. }
  938. for(auto& window : uniqueWindows)
  939. {
  940. if(Platform::isPointOverWindow(*window, pointerScreenPos))
  941. {
  942. windowUnderPointer = window;
  943. break;
  944. }
  945. }
  946. if(windowUnderPointer != nullptr)
  947. {
  948. Vector2I windowPos = windowUnderPointer->screenToWindowPos(pointerScreenPos);
  949. Vector4 vecWindowPos((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f);
  950. UINT32 widgetIdx = 0;
  951. for(auto& widgetInfo : mWidgets)
  952. {
  953. if(widgetWindows[widgetIdx] == nullptr)
  954. {
  955. widgetIdx++;
  956. continue;
  957. }
  958. GUIWidget* widget = widgetInfo.widget;
  959. if(widgetWindows[widgetIdx] == windowUnderPointer && widget->inBounds(windowToBridgedCoords(*widget, windowPos)))
  960. {
  961. const Vector<GUIElement*>& elements = widget->getElements();
  962. Vector2I localPos = getWidgetRelativePos(*widget, pointerScreenPos);
  963. // Elements with lowest depth (most to the front) get handled first
  964. for(auto iter = elements.begin(); iter != elements.end(); ++iter)
  965. {
  966. GUIElement* element = *iter;
  967. if(!element->_isDisabled() && element->_isInBounds(localPos))
  968. {
  969. ElementInfoUnderPointer elementInfo(element, widget);
  970. auto iterFind = std::find_if(mElementsUnderPointer.begin(), mElementsUnderPointer.end(),
  971. [=](const ElementInfoUnderPointer& x) { return x.element == element; });
  972. if (iterFind != mElementsUnderPointer.end())
  973. {
  974. elementInfo.usesMouseOver = iterFind->usesMouseOver;
  975. elementInfo.receivedMouseOver = iterFind->receivedMouseOver;
  976. }
  977. mNewElementsUnderPointer.push_back(elementInfo);
  978. }
  979. }
  980. }
  981. widgetIdx++;
  982. }
  983. }
  984. std::sort(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
  985. [](const ElementInfoUnderPointer& a, const ElementInfoUnderPointer& b)
  986. {
  987. return a.element->_getDepth() < b.element->_getDepth();
  988. });
  989. // Send MouseOut and MouseOver events
  990. bool eventProcessed = false;
  991. for (auto& elementInfo : mNewElementsUnderPointer)
  992. {
  993. GUIElement* element = elementInfo.element;
  994. GUIWidget* widget = elementInfo.widget;
  995. if (elementInfo.receivedMouseOver)
  996. {
  997. elementInfo.isHovering = true;
  998. if (elementInfo.usesMouseOver)
  999. break;
  1000. continue;
  1001. }
  1002. auto iterFind = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  1003. [&](const ElementInfo& x) { return x.element == element; });
  1004. // Send MouseOver event
  1005. if (mActiveElements.size() == 0 || iterFind != mActiveElements.end())
  1006. {
  1007. Vector2I localPos;
  1008. if (widget != nullptr)
  1009. localPos = getWidgetRelativePos(*widget, pointerScreenPos);
  1010. mMouseEvent = GUIMouseEvent(buttonStates, shift, control, alt);
  1011. mMouseEvent.setMouseOverData(localPos);
  1012. elementInfo.receivedMouseOver = true;
  1013. elementInfo.isHovering = true;
  1014. if (sendMouseEvent(widget, element, mMouseEvent))
  1015. {
  1016. eventProcessed = true;
  1017. elementInfo.usesMouseOver = true;
  1018. break;
  1019. }
  1020. }
  1021. }
  1022. // Send DragAndDropLeft event - It is similar to MouseOut events but we send it to all
  1023. // elements a user might hover over, while we send mouse over/out events only to active elements while dragging
  1024. if (DragAndDropManager::instance().isDragInProgress())
  1025. {
  1026. for (auto& elementInfo : mElementsUnderPointer)
  1027. {
  1028. auto iterFind = std::find_if(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
  1029. [=](const ElementInfoUnderPointer& x) { return x.element == elementInfo.element; });
  1030. if (iterFind == mNewElementsUnderPointer.end())
  1031. {
  1032. Vector2I localPos = getWidgetRelativePos(*elementInfo.widget, pointerScreenPos);
  1033. mMouseEvent.setDragAndDropLeftData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
  1034. if (sendMouseEvent(elementInfo.widget, elementInfo.element, mMouseEvent))
  1035. {
  1036. eventProcessed = true;
  1037. break;
  1038. }
  1039. }
  1040. }
  1041. }
  1042. for(auto& elementInfo : mElementsUnderPointer)
  1043. {
  1044. GUIElement* element = elementInfo.element;
  1045. GUIWidget* widget = elementInfo.widget;
  1046. auto iterFind = std::find_if(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
  1047. [=](const ElementInfoUnderPointer& x) { return x.element == element; });
  1048. if (!elementInfo.receivedMouseOver)
  1049. continue;
  1050. if (iterFind == mNewElementsUnderPointer.end() || !iterFind->isHovering)
  1051. {
  1052. auto iterFind2 = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  1053. [=](const ElementInfo& x) { return x.element == element; });
  1054. // Send MouseOut event
  1055. if(mActiveElements.size() == 0 || iterFind2 != mActiveElements.end())
  1056. {
  1057. Vector2I localPos = getWidgetRelativePos(*widget, pointerScreenPos);
  1058. mMouseEvent.setMouseOutData(localPos);
  1059. if (sendMouseEvent(widget, element, mMouseEvent))
  1060. {
  1061. eventProcessed = true;
  1062. break;
  1063. }
  1064. }
  1065. }
  1066. }
  1067. mElementsUnderPointer.swap(mNewElementsUnderPointer);
  1068. return eventProcessed;
  1069. }
  1070. void GUIManager::onTextInput(const TextInputEvent& event)
  1071. {
  1072. mTextInputEvent = GUITextInputEvent();
  1073. mTextInputEvent.setData(event.textChar);
  1074. for(auto& elementInFocus : mElementsInFocus)
  1075. {
  1076. if(sendTextInputEvent(elementInFocus.widget, elementInFocus.element, mTextInputEvent))
  1077. event.markAsUsed();
  1078. }
  1079. }
  1080. void GUIManager::onWindowFocusGained(RenderWindow& win)
  1081. {
  1082. for(auto& widgetInfo : mWidgets)
  1083. {
  1084. GUIWidget* widget = widgetInfo.widget;
  1085. if(getWidgetWindow(*widget) == &win)
  1086. widget->ownerWindowFocusChanged();
  1087. }
  1088. }
  1089. void GUIManager::onWindowFocusLost(RenderWindow& win)
  1090. {
  1091. for(auto& widgetInfo : mWidgets)
  1092. {
  1093. GUIWidget* widget = widgetInfo.widget;
  1094. if(getWidgetWindow(*widget) == &win)
  1095. widget->ownerWindowFocusChanged();
  1096. }
  1097. mNewElementsInFocus.clear();
  1098. for(auto& focusedElement : mElementsInFocus)
  1099. {
  1100. if (focusedElement.element->_isDestroyed())
  1101. continue;
  1102. if(getWidgetWindow(*focusedElement.widget) == &win)
  1103. {
  1104. mCommandEvent = GUICommandEvent();
  1105. mCommandEvent.setType(GUICommandEventType::FocusLost);
  1106. sendCommandEvent(focusedElement.widget, focusedElement.element, mCommandEvent);
  1107. }
  1108. else
  1109. mNewElementsInFocus.push_back(focusedElement);
  1110. }
  1111. mElementsInFocus.swap(mNewElementsInFocus);
  1112. }
  1113. // We stop getting mouse move events once it leaves the window, so make sure
  1114. // nothing stays in hover state
  1115. void GUIManager::onMouseLeftWindow(RenderWindow& win)
  1116. {
  1117. bool buttonStates[3];
  1118. buttonStates[0] = false;
  1119. buttonStates[1] = false;
  1120. buttonStates[2] = false;
  1121. mNewElementsUnderPointer.clear();
  1122. for(auto& elementInfo : mElementsUnderPointer)
  1123. {
  1124. GUIElement* element = elementInfo.element;
  1125. GUIWidget* widget = elementInfo.widget;
  1126. if(widget->getTarget()->getTarget().get() != &win)
  1127. {
  1128. mNewElementsUnderPointer.push_back(elementInfo);
  1129. continue;
  1130. }
  1131. auto iterFind = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  1132. [&](const ElementInfo& x) { return x.element == element; });
  1133. // Send MouseOut event
  1134. if(mActiveElements.size() == 0 || iterFind != mActiveElements.end())
  1135. {
  1136. Vector2I curLocalPos = getWidgetRelativePos(*widget, Vector2I());
  1137. mMouseEvent.setMouseOutData(curLocalPos);
  1138. sendMouseEvent(widget, element, mMouseEvent);
  1139. }
  1140. }
  1141. mElementsUnderPointer.swap(mNewElementsUnderPointer);
  1142. if(mDragState != DragState::Dragging)
  1143. {
  1144. if(mActiveCursor != CursorType::Arrow)
  1145. {
  1146. Cursor::instance().setCursor(CursorType::Arrow);
  1147. mActiveCursor = CursorType::Arrow;
  1148. }
  1149. }
  1150. }
  1151. void GUIManager::queueForDestroy(GUIElement* element)
  1152. {
  1153. mScheduledForDestruction.push(element);
  1154. }
  1155. void GUIManager::setFocus(GUIElement* element, bool focus)
  1156. {
  1157. ElementFocusInfo efi;
  1158. efi.element = element;
  1159. efi.focus = focus;
  1160. mForcedFocusElements.push_back(efi);
  1161. }
  1162. bool GUIManager::processDestroyQueue()
  1163. {
  1164. Stack<GUIElement*> toDestroy = mScheduledForDestruction;
  1165. mScheduledForDestruction = Stack<GUIElement*>();
  1166. while (!toDestroy.empty())
  1167. {
  1168. bs_delete<PoolAlloc>(toDestroy.top());
  1169. toDestroy.pop();
  1170. }
  1171. return !mScheduledForDestruction.empty();
  1172. }
  1173. void GUIManager::setInputBridge(const RenderTexture* renderTex, const GUIElement* element)
  1174. {
  1175. if(element == nullptr)
  1176. mInputBridge.erase(renderTex);
  1177. else
  1178. mInputBridge[renderTex] = element;
  1179. }
  1180. GUIMouseButton GUIManager::buttonToGUIButton(PointerEventButton pointerButton) const
  1181. {
  1182. if(pointerButton == PointerEventButton::Left)
  1183. return GUIMouseButton::Left;
  1184. else if(pointerButton == PointerEventButton::Middle)
  1185. return GUIMouseButton::Middle;
  1186. else if(pointerButton == PointerEventButton::Right)
  1187. return GUIMouseButton::Right;
  1188. BS_EXCEPT(InvalidParametersException, "Provided button is not a GUI supported mouse button.");
  1189. }
  1190. Vector2I GUIManager::getWidgetRelativePos(const GUIWidget& widget, const Vector2I& screenPos) const
  1191. {
  1192. const RenderWindow* window = getWidgetWindow(widget);
  1193. if(window == nullptr)
  1194. return Vector2I();
  1195. Vector2I windowPos = window->screenToWindowPos(screenPos);
  1196. windowPos = windowToBridgedCoords(widget, windowPos);
  1197. const Matrix4& worldTfrm = widget.SO()->getWorldTfrm();
  1198. Vector4 vecLocalPos = worldTfrm.inverse().multiplyAffine(Vector4((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f));
  1199. Vector2I curLocalPos(Math::roundToInt(vecLocalPos.x), Math::roundToInt(vecLocalPos.y));
  1200. return curLocalPos;
  1201. }
  1202. Vector2I GUIManager::windowToBridgedCoords(const GUIWidget& widget, const Vector2I& windowPos) const
  1203. {
  1204. // This cast might not be valid (the render target could be a window), but we only really need to cast
  1205. // so that mInputBridge map allows us to search through it - we don't access anything unless the target is bridged
  1206. // (in which case we know it is a RenderTexture)
  1207. const RenderTexture* renderTexture = static_cast<const RenderTexture*>(widget.getTarget()->getTarget().get());
  1208. const RenderTargetProperties& rtProps = renderTexture->getProperties();
  1209. auto iterFind = mInputBridge.find(renderTexture);
  1210. if(iterFind != mInputBridge.end()) // Widget input is bridged, which means we need to transform the coordinates
  1211. {
  1212. const GUIElement* bridgeElement = iterFind->second;
  1213. const Matrix4& worldTfrm = bridgeElement->_getParentWidget()->SO()->getWorldTfrm();
  1214. Vector4 vecLocalPos = worldTfrm.inverse().multiplyAffine(Vector4((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f));
  1215. Rect2I bridgeBounds = bridgeElement->_getLayoutData().area;
  1216. // Find coordinates relative to the bridge element
  1217. float x = vecLocalPos.x - (float)bridgeBounds.x;
  1218. float y = vecLocalPos.y - (float)bridgeBounds.y;
  1219. float scaleX = rtProps.getWidth() / (float)bridgeBounds.width;
  1220. float scaleY = rtProps.getHeight() / (float)bridgeBounds.height;
  1221. return Vector2I(Math::roundToInt(x * scaleX), Math::roundToInt(y * scaleY));
  1222. }
  1223. return windowPos;
  1224. }
  1225. const RenderWindow* GUIManager::getWidgetWindow(const GUIWidget& widget) const
  1226. {
  1227. // This cast might not be valid (the render target could be a window), but we only really need to cast
  1228. // so that mInputBridge map allows us to search through it - we don't access anything unless the target is bridged
  1229. // (in which case we know it is a RenderTexture)
  1230. const RenderTexture* renderTexture = static_cast<const RenderTexture*>(widget.getTarget()->getTarget().get());
  1231. auto iterFind = mInputBridge.find(renderTexture);
  1232. if(iterFind != mInputBridge.end())
  1233. {
  1234. GUIWidget* parentWidget = iterFind->second->_getParentWidget();
  1235. if(parentWidget != &widget)
  1236. {
  1237. return getWidgetWindow(*parentWidget);
  1238. }
  1239. }
  1240. RenderTargetPtr renderTarget = widget.getTarget()->getTarget();
  1241. Vector<RenderWindow*> renderWindows = RenderWindowManager::instance().getRenderWindows();
  1242. auto iterFindWin = std::find(renderWindows.begin(), renderWindows.end(), renderTarget.get());
  1243. if(iterFindWin != renderWindows.end())
  1244. return static_cast<RenderWindow*>(renderTarget.get());
  1245. return nullptr;
  1246. }
  1247. bool GUIManager::sendMouseEvent(GUIWidget* widget, GUIElement* element, const GUIMouseEvent& event)
  1248. {
  1249. if (element->_isDestroyed())
  1250. return false;
  1251. return widget->_mouseEvent(element, event);
  1252. }
  1253. bool GUIManager::sendTextInputEvent(GUIWidget* widget, GUIElement* element, const GUITextInputEvent& event)
  1254. {
  1255. if (element->_isDestroyed())
  1256. return false;
  1257. return widget->_textInputEvent(element, event);
  1258. }
  1259. bool GUIManager::sendCommandEvent(GUIWidget* widget, GUIElement* element, const GUICommandEvent& event)
  1260. {
  1261. if (element->_isDestroyed())
  1262. return false;
  1263. return widget->_commandEvent(element, event);
  1264. }
  1265. bool GUIManager::sendVirtualButtonEvent(GUIWidget* widget, GUIElement* element, const GUIVirtualButtonEvent& event)
  1266. {
  1267. if (element->_isDestroyed())
  1268. return false;
  1269. return widget->_virtualButtonEvent(element, event);
  1270. }
  1271. GUIManager& gGUIManager()
  1272. {
  1273. return GUIManager::instance();
  1274. }
  1275. }