BsGUIManager.cpp 52 KB

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  1. #include "BsGUIManager.h"
  2. #include "BsCGUIWidget.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 "BsGUIInputCaret.h"
  21. #include "BsGUIInputSelection.h"
  22. #include "BsGUIListBox.h"
  23. #include "BsGUIButton.h"
  24. #include "BsGUIDropDownMenu.h"
  25. #include "BsGUIContextMenu.h"
  26. #include "BsDragAndDropManager.h"
  27. #include "BsGUIDropDownBoxManager.h"
  28. #include "BsGUIContextMenu.h"
  29. #include "BsProfilerCPU.h"
  30. #include "BsMeshHeap.h"
  31. #include "BsTransientMesh.h"
  32. #include "BsVirtualInput.h"
  33. #include "BsCursor.h"
  34. #include "BsCoreThread.h"
  35. #include "BsRendererManager.h"
  36. #include "BsRenderer.h"
  37. #include "BsCamera.h"
  38. using namespace std::placeholders;
  39. namespace BansheeEngine
  40. {
  41. struct GUIGroupElement
  42. {
  43. GUIGroupElement()
  44. { }
  45. GUIGroupElement(GUIElement* _element, UINT32 _renderElement)
  46. :element(_element), renderElement(_renderElement)
  47. { }
  48. GUIElement* element;
  49. UINT32 renderElement;
  50. };
  51. struct GUIMaterialGroup
  52. {
  53. GUIMaterialInfo matInfo;
  54. UINT32 numQuads;
  55. UINT32 depth;
  56. Rect2I bounds;
  57. Vector<GUIGroupElement> elements;
  58. };
  59. const UINT32 GUIManager::DRAG_DISTANCE = 3;
  60. const UINT32 GUIManager::MESH_HEAP_INITIAL_NUM_VERTS = 16384;
  61. const UINT32 GUIManager::MESH_HEAP_INITIAL_NUM_INDICES = 49152;
  62. GUIManager::GUIManager()
  63. :mSeparateMeshesByWidget(true), mActiveMouseButton(GUIMouseButton::Left),
  64. mCaretBlinkInterval(0.5f), mCaretLastBlinkTime(0.0f), mCaretColor(1.0f, 0.6588f, 0.0f), mIsCaretOn(false),
  65. mTextSelectionColor(1.0f, 0.6588f, 0.0f), mInputCaret(nullptr), mInputSelection(nullptr), mDragState(DragState::NoDrag),
  66. mActiveCursor(CursorType::Arrow), mCoreDirty(false)
  67. {
  68. mOnPointerMovedConn = gInput().onPointerMoved.connect(std::bind(&GUIManager::onPointerMoved, this, _1));
  69. mOnPointerPressedConn = gInput().onPointerPressed.connect(std::bind(&GUIManager::onPointerPressed, this, _1));
  70. mOnPointerReleasedConn = gInput().onPointerReleased.connect(std::bind(&GUIManager::onPointerReleased, this, _1));
  71. mOnPointerDoubleClick = gInput().onPointerDoubleClick.connect(std::bind(&GUIManager::onPointerDoubleClick, this, _1));
  72. mOnTextInputConn = gInput().onCharInput.connect(std::bind(&GUIManager::onTextInput, this, _1));
  73. mOnInputCommandConn = gInput().onInputCommand.connect(std::bind(&GUIManager::onInputCommandEntered, this, _1));
  74. mOnVirtualButtonDown = VirtualInput::instance().onButtonDown.connect(std::bind(&GUIManager::onVirtualButtonDown, this, _1, _2));
  75. mWindowGainedFocusConn = RenderWindowManager::instance().onFocusGained.connect(std::bind(&GUIManager::onWindowFocusGained, this, _1));
  76. mWindowLostFocusConn = RenderWindowManager::instance().onFocusLost.connect(std::bind(&GUIManager::onWindowFocusLost, this, _1));
  77. mMouseLeftWindowConn = RenderWindowManager::instance().onMouseLeftWindow.connect(std::bind(&GUIManager::onMouseLeftWindow, this, _1));
  78. mInputCaret = bs_new<GUIInputCaret>();
  79. mInputSelection = bs_new<GUIInputSelection>();
  80. DragAndDropManager::startUp();
  81. mDragEndedConn = DragAndDropManager::instance().onDragEnded.connect(std::bind(&GUIManager::onMouseDragEnded, this, _1, _2));
  82. GUIDropDownBoxManager::startUp();
  83. mVertexDesc = bs_shared_ptr_new<VertexDataDesc>();
  84. mVertexDesc->addVertElem(VET_FLOAT2, VES_POSITION);
  85. mVertexDesc->addVertElem(VET_FLOAT2, VES_TEXCOORD);
  86. mMeshHeap = MeshHeap::create(MESH_HEAP_INITIAL_NUM_VERTS, MESH_HEAP_INITIAL_NUM_INDICES, mVertexDesc);
  87. // Need to defer this call because I want to make sure all managers are initialized first
  88. deferredCall(std::bind(&GUIManager::updateCaretTexture, this));
  89. deferredCall(std::bind(&GUIManager::updateTextSelectionTexture, this));
  90. mCore.store(bs_new<GUIManagerCore>(), std::memory_order_release);
  91. }
  92. GUIManager::~GUIManager()
  93. {
  94. GUIDropDownBoxManager::shutDown();
  95. DragAndDropManager::shutDown();
  96. // Make a copy of widgets, since destroying them will remove them from mWidgets and
  97. // we can't iterate over an array thats getting modified
  98. Vector<WidgetInfo> widgetCopy = mWidgets;
  99. for(auto& widget : widgetCopy)
  100. widget.widget->destroy();
  101. // Ensure everything queued get destroyed, loop until queue empties
  102. while (processDestroyQueue())
  103. { }
  104. mOnPointerPressedConn.disconnect();
  105. mOnPointerReleasedConn.disconnect();
  106. mOnPointerMovedConn.disconnect();
  107. mOnPointerDoubleClick.disconnect();
  108. mOnTextInputConn.disconnect();
  109. mOnInputCommandConn.disconnect();
  110. mOnVirtualButtonDown.disconnect();
  111. mDragEndedConn.disconnect();
  112. mWindowGainedFocusConn.disconnect();
  113. mWindowLostFocusConn.disconnect();
  114. mMouseLeftWindowConn.disconnect();
  115. bs_delete(mInputCaret);
  116. bs_delete(mInputSelection);
  117. gCoreAccessor().queueCommand(std::bind(&GUIManager::destroyCore, this, mCore.load(std::memory_order_relaxed)));
  118. assert(mCachedGUIData.size() == 0);
  119. }
  120. void GUIManager::destroyCore(GUIManagerCore* core)
  121. {
  122. bs_delete(core);
  123. }
  124. void GUIManager::registerWidget(CGUIWidget* widget)
  125. {
  126. mWidgets.push_back(WidgetInfo(widget));
  127. const Viewport* renderTarget = widget->getTarget();
  128. auto findIter = mCachedGUIData.find(renderTarget);
  129. if(findIter == end(mCachedGUIData))
  130. mCachedGUIData[renderTarget] = GUIRenderData();
  131. GUIRenderData& windowData = mCachedGUIData[renderTarget];
  132. windowData.widgets.push_back(widget);
  133. windowData.isDirty = true;
  134. }
  135. void GUIManager::unregisterWidget(CGUIWidget* widget)
  136. {
  137. {
  138. auto findIter = std::find_if(begin(mWidgets), end(mWidgets), [=] (const WidgetInfo& x) { return x.widget == widget; } );
  139. if(findIter != mWidgets.end())
  140. mWidgets.erase(findIter);
  141. }
  142. {
  143. auto findIter = std::find_if(begin(mElementsInFocus), end(mElementsInFocus), [=](const ElementInfo& x) { return x.widget == widget; });
  144. if (findIter != mElementsInFocus.end())
  145. findIter->widget = nullptr;
  146. }
  147. {
  148. auto findIter = std::find_if(begin(mElementsUnderPointer), end(mElementsUnderPointer), [=](const ElementInfoUnderPointer& x) { return x.widget == widget; });
  149. if (findIter != mElementsUnderPointer.end())
  150. findIter->widget = nullptr;
  151. }
  152. {
  153. auto findIter = std::find_if(begin(mActiveElements), end(mActiveElements), [=](const ElementInfo& x) { return x.widget == widget; });
  154. if (findIter != mActiveElements.end())
  155. findIter->widget = nullptr;
  156. }
  157. const Viewport* renderTarget = widget->getTarget();
  158. GUIRenderData& renderData = mCachedGUIData[renderTarget];
  159. {
  160. auto findIter = std::find(begin(renderData.widgets), end(renderData.widgets), widget);
  161. if(findIter != end(renderData.widgets))
  162. renderData.widgets.erase(findIter);
  163. }
  164. if(renderData.widgets.size() == 0)
  165. {
  166. for (auto& mesh : renderData.cachedMeshes)
  167. {
  168. if (mesh != nullptr)
  169. mMeshHeap->dealloc(mesh);
  170. }
  171. mCachedGUIData.erase(renderTarget);
  172. mCoreDirty = true;
  173. }
  174. else
  175. renderData.isDirty = true;
  176. }
  177. void GUIManager::update()
  178. {
  179. DragAndDropManager::instance()._update();
  180. // Update layouts
  181. gProfilerCPU().beginSample("UpdateLayout");
  182. for(auto& widgetInfo : mWidgets)
  183. {
  184. widgetInfo.widget->_updateLayout();
  185. }
  186. gProfilerCPU().endSample("UpdateLayout");
  187. // Destroy all queued elements (and loop in case any new ones get queued during destruction)
  188. do
  189. {
  190. mNewElementsUnderPointer.clear();
  191. for (auto& elementInfo : mElementsUnderPointer)
  192. {
  193. if (!elementInfo.element->_isDestroyed())
  194. mNewElementsUnderPointer.push_back(elementInfo);
  195. }
  196. mElementsUnderPointer.swap(mNewElementsUnderPointer);
  197. mNewActiveElements.clear();
  198. for (auto& elementInfo : mActiveElements)
  199. {
  200. if (!elementInfo.element->_isDestroyed())
  201. mNewActiveElements.push_back(elementInfo);
  202. }
  203. mActiveElements.swap(mNewActiveElements);
  204. mNewElementsInFocus.clear();
  205. for (auto& elementInfo : mElementsInFocus)
  206. {
  207. if (!elementInfo.element->_isDestroyed())
  208. mNewElementsInFocus.push_back(elementInfo);
  209. }
  210. mElementsInFocus.swap(mNewElementsInFocus);
  211. for (auto& focusElementInfo : mForcedFocusElements)
  212. {
  213. if (focusElementInfo.element->_isDestroyed())
  214. continue;
  215. if (focusElementInfo.focus)
  216. {
  217. auto iterFind = std::find_if(mElementsInFocus.begin(), mElementsInFocus.end(),
  218. [&](const ElementInfo& x) { return x.element == focusElementInfo.element; });
  219. if (iterFind == mElementsInFocus.end())
  220. {
  221. mElementsInFocus.push_back(ElementInfo(focusElementInfo.element, focusElementInfo.element->_getParentWidget()));
  222. mCommandEvent = GUICommandEvent();
  223. mCommandEvent.setType(GUICommandEventType::FocusGained);
  224. sendCommandEvent(focusElementInfo.element, mCommandEvent);
  225. }
  226. }
  227. else
  228. {
  229. mNewElementsInFocus.clear();
  230. for (auto& elementInfo : mElementsInFocus)
  231. {
  232. if (elementInfo.element == focusElementInfo.element)
  233. {
  234. mCommandEvent = GUICommandEvent();
  235. mCommandEvent.setType(GUICommandEventType::FocusLost);
  236. sendCommandEvent(elementInfo.element, mCommandEvent);
  237. }
  238. else
  239. mNewElementsInFocus.push_back(elementInfo);
  240. }
  241. mElementsInFocus.swap(mNewElementsInFocus);
  242. }
  243. }
  244. mForcedFocusElements.clear();
  245. } while (processDestroyQueue());
  246. // Blink caret
  247. float curTime = gTime().getTime();
  248. if ((curTime - mCaretLastBlinkTime) >= mCaretBlinkInterval)
  249. {
  250. mCaretLastBlinkTime = curTime;
  251. mIsCaretOn = !mIsCaretOn;
  252. mCommandEvent = GUICommandEvent();
  253. mCommandEvent.setType(GUICommandEventType::Redraw);
  254. for (auto& elementInfo : mElementsInFocus)
  255. {
  256. sendCommandEvent(elementInfo.element, mCommandEvent);
  257. }
  258. }
  259. PROFILE_CALL(updateMeshes(), "UpdateMeshes");
  260. // Send potentially updated meshes to core for rendering
  261. if (mCoreDirty)
  262. {
  263. UnorderedMap<SPtr<CameraCore>, Vector<GUICoreRenderData>> corePerCameraData;
  264. for (auto& viewportData : mCachedGUIData)
  265. {
  266. const GUIRenderData& renderData = viewportData.second;
  267. SPtr<Camera> camera;
  268. for (auto& widget : viewportData.second.widgets)
  269. {
  270. camera = widget->getCamera();
  271. if (camera != nullptr)
  272. break;
  273. }
  274. if (camera == nullptr)
  275. continue;
  276. auto insertedData = corePerCameraData.insert(std::make_pair(camera->getCore(), Vector<GUICoreRenderData>()));
  277. Vector<GUICoreRenderData>& cameraData = insertedData.first->second;
  278. UINT32 meshIdx = 0;
  279. for (auto& mesh : renderData.cachedMeshes)
  280. {
  281. GUIMaterialInfo materialInfo = renderData.cachedMaterials[meshIdx];
  282. CGUIWidget* widget = renderData.cachedWidgetsPerMesh[meshIdx];
  283. if (materialInfo.material == nullptr || !materialInfo.material.isLoaded())
  284. {
  285. meshIdx++;
  286. continue;
  287. }
  288. if (mesh == nullptr)
  289. {
  290. meshIdx++;
  291. continue;
  292. }
  293. cameraData.push_back(GUICoreRenderData());
  294. GUICoreRenderData& newEntry = cameraData.back();
  295. newEntry.material = materialInfo.material->getCore();
  296. newEntry.mesh = mesh->getCore();
  297. newEntry.worldTransform = widget->SO()->getWorldTfrm();
  298. meshIdx++;
  299. }
  300. }
  301. GUIManagerCore* core = mCore.load(std::memory_order_relaxed);
  302. gCoreAccessor().queueCommand(std::bind(&GUIManagerCore::updateData, core, corePerCameraData));
  303. mCoreDirty = false;
  304. }
  305. }
  306. void GUIManager::updateMeshes()
  307. {
  308. for(auto& cachedMeshData : mCachedGUIData)
  309. {
  310. GUIRenderData& renderData = cachedMeshData.second;
  311. // Check if anything is dirty. If nothing is we can skip the update
  312. bool isDirty = renderData.isDirty;
  313. renderData.isDirty = false;
  314. for(auto& widget : renderData.widgets)
  315. {
  316. if (widget->isDirty(true))
  317. {
  318. isDirty = true;
  319. }
  320. }
  321. if(!isDirty)
  322. continue;
  323. mCoreDirty = true;
  324. bs_frame_mark();
  325. {
  326. // Make a list of all GUI elements, sorted from farthest to nearest (highest depth to lowest)
  327. auto elemComp = [](const GUIGroupElement& a, const GUIGroupElement& b)
  328. {
  329. UINT32 aDepth = a.element->_getRenderElementDepth(a.renderElement);
  330. UINT32 bDepth = b.element->_getRenderElementDepth(b.renderElement);
  331. // Compare pointers just to differentiate between two elements with the same depth, their order doesn't really matter, but std::set
  332. // requires all elements to be unique
  333. return (aDepth > bDepth) ||
  334. (aDepth == bDepth && a.element > b.element) ||
  335. (aDepth == bDepth && a.element == b.element && a.renderElement > b.renderElement);
  336. };
  337. FrameSet<GUIGroupElement, std::function<bool(const GUIGroupElement&, const GUIGroupElement&)>> allElements(elemComp);
  338. for (auto& widget : renderData.widgets)
  339. {
  340. const Vector<GUIElement*>& elements = widget->getElements();
  341. for (auto& element : elements)
  342. {
  343. if (element->_isDisabled())
  344. continue;
  345. UINT32 numRenderElems = element->_getNumRenderElements();
  346. for (UINT32 i = 0; i < numRenderElems; i++)
  347. {
  348. allElements.insert(GUIGroupElement(element, i));
  349. }
  350. }
  351. }
  352. // Group the elements in such a way so that we end up with a smallest amount of
  353. // meshes, without breaking back to front rendering order
  354. FrameUnorderedMap<UINT64, FrameVector<GUIMaterialGroup>> materialGroups;
  355. for (auto& elem : allElements)
  356. {
  357. GUIElement* guiElem = elem.element;
  358. UINT32 renderElemIdx = elem.renderElement;
  359. UINT32 elemDepth = guiElem->_getRenderElementDepth(renderElemIdx);
  360. Rect2I tfrmedBounds = guiElem->_getClippedBounds();
  361. tfrmedBounds.transform(guiElem->_getParentWidget()->SO()->getWorldTfrm());
  362. const GUIMaterialInfo& matInfo = guiElem->_getMaterial(renderElemIdx);
  363. UINT64 materialId = matInfo.material->getInternalID();
  364. // If this is a new material, add a new list of groups
  365. auto findIterMaterial = materialGroups.find(materialId);
  366. if (findIterMaterial == end(materialGroups))
  367. materialGroups[materialId] = FrameVector<GUIMaterialGroup>();
  368. // Try to find a group this material will fit in:
  369. // - Group that has a depth value same or one below elements depth will always be a match
  370. // - Otherwise, we search higher depth values as well, but we only use them if no elements in between those depth values
  371. // overlap the current elements bounds.
  372. FrameVector<GUIMaterialGroup>& allGroups = materialGroups[materialId];
  373. GUIMaterialGroup* foundGroup = nullptr;
  374. for (auto groupIter = allGroups.rbegin(); groupIter != allGroups.rend(); ++groupIter)
  375. {
  376. // If we separate meshes by widget, ignore any groups with widget parents other than mine
  377. if (mSeparateMeshesByWidget)
  378. {
  379. if (groupIter->elements.size() > 0)
  380. {
  381. GUIElement* otherElem = groupIter->elements.begin()->element; // We only need to check the first element
  382. if (otherElem->_getParentWidget() != guiElem->_getParentWidget())
  383. continue;
  384. }
  385. }
  386. GUIMaterialGroup& group = *groupIter;
  387. if (group.depth == elemDepth || group.depth == (elemDepth - 1))
  388. {
  389. foundGroup = &group;
  390. break;
  391. }
  392. else
  393. {
  394. UINT32 startDepth = elemDepth;
  395. UINT32 endDepth = group.depth;
  396. Rect2I potentialGroupBounds = group.bounds;
  397. potentialGroupBounds.encapsulate(tfrmedBounds);
  398. bool foundOverlap = false;
  399. for (auto& material : materialGroups)
  400. {
  401. for (auto& matGroup : material.second)
  402. {
  403. if (&matGroup == &group)
  404. continue;
  405. if (matGroup.depth > startDepth && matGroup.depth < endDepth)
  406. {
  407. if (matGroup.bounds.overlaps(potentialGroupBounds))
  408. {
  409. foundOverlap = true;
  410. break;
  411. }
  412. }
  413. }
  414. }
  415. if (!foundOverlap)
  416. {
  417. foundGroup = &group;
  418. break;
  419. }
  420. }
  421. }
  422. if (foundGroup == nullptr)
  423. {
  424. allGroups.push_back(GUIMaterialGroup());
  425. foundGroup = &allGroups[allGroups.size() - 1];
  426. foundGroup->depth = elemDepth;
  427. foundGroup->bounds = tfrmedBounds;
  428. foundGroup->elements.push_back(GUIGroupElement(guiElem, renderElemIdx));
  429. foundGroup->matInfo = matInfo;
  430. foundGroup->numQuads = guiElem->_getNumQuads(renderElemIdx);
  431. }
  432. else
  433. {
  434. foundGroup->bounds.encapsulate(tfrmedBounds);
  435. foundGroup->elements.push_back(GUIGroupElement(guiElem, renderElemIdx));
  436. foundGroup->depth = std::min(foundGroup->depth, elemDepth);
  437. foundGroup->numQuads += guiElem->_getNumQuads(renderElemIdx);
  438. }
  439. }
  440. // Make a list of all GUI elements, sorted from farthest to nearest (highest depth to lowest)
  441. auto groupComp = [](GUIMaterialGroup* a, GUIMaterialGroup* b)
  442. {
  443. return (a->depth > b->depth) || (a->depth == b->depth && a > b);
  444. // Compare pointers just to differentiate between two elements with the same depth, their order doesn't really matter, but std::set
  445. // requires all elements to be unique
  446. };
  447. FrameSet<GUIMaterialGroup*, std::function<bool(GUIMaterialGroup*, GUIMaterialGroup*)>> sortedGroups(groupComp);
  448. for(auto& material : materialGroups)
  449. {
  450. for(auto& group : material.second)
  451. {
  452. sortedGroups.insert(&group);
  453. }
  454. }
  455. UINT32 numMeshes = (UINT32)sortedGroups.size();
  456. UINT32 oldNumMeshes = (UINT32)renderData.cachedMeshes.size();
  457. if(numMeshes < oldNumMeshes)
  458. {
  459. for (UINT32 i = numMeshes; i < oldNumMeshes; i++)
  460. mMeshHeap->dealloc(renderData.cachedMeshes[i]);
  461. renderData.cachedMeshes.resize(numMeshes);
  462. }
  463. renderData.cachedMaterials.resize(numMeshes);
  464. if(mSeparateMeshesByWidget)
  465. renderData.cachedWidgetsPerMesh.resize(numMeshes);
  466. // Fill buffers for each group and update their meshes
  467. UINT32 groupIdx = 0;
  468. for(auto& group : sortedGroups)
  469. {
  470. renderData.cachedMaterials[groupIdx] = group->matInfo;
  471. if(mSeparateMeshesByWidget)
  472. {
  473. if(group->elements.size() == 0)
  474. renderData.cachedWidgetsPerMesh[groupIdx] = nullptr;
  475. else
  476. {
  477. GUIElement* elem = group->elements.begin()->element;
  478. renderData.cachedWidgetsPerMesh[groupIdx] = elem->_getParentWidget();
  479. }
  480. }
  481. MeshDataPtr meshData = bs_shared_ptr_new<MeshData>(group->numQuads * 4, group->numQuads * 6, mVertexDesc);
  482. UINT8* vertices = meshData->getElementData(VES_POSITION);
  483. UINT8* uvs = meshData->getElementData(VES_TEXCOORD);
  484. UINT32* indices = meshData->getIndices32();
  485. UINT32 vertexStride = meshData->getVertexDesc()->getVertexStride();
  486. UINT32 indexStride = meshData->getIndexElementSize();
  487. UINT32 quadOffset = 0;
  488. for(auto& matElement : group->elements)
  489. {
  490. matElement.element->_fillBuffer(vertices, uvs, indices, quadOffset, group->numQuads, vertexStride, indexStride, matElement.renderElement);
  491. UINT32 numQuads = matElement.element->_getNumQuads(matElement.renderElement);
  492. UINT32 indexStart = quadOffset * 6;
  493. UINT32 indexEnd = indexStart + numQuads * 6;
  494. UINT32 vertOffset = quadOffset * 4;
  495. for(UINT32 i = indexStart; i < indexEnd; i++)
  496. indices[i] += vertOffset;
  497. quadOffset += numQuads;
  498. }
  499. if(groupIdx < (UINT32)renderData.cachedMeshes.size())
  500. {
  501. mMeshHeap->dealloc(renderData.cachedMeshes[groupIdx]);
  502. renderData.cachedMeshes[groupIdx] = mMeshHeap->alloc(meshData);
  503. }
  504. else
  505. {
  506. renderData.cachedMeshes.push_back(mMeshHeap->alloc(meshData));
  507. }
  508. groupIdx++;
  509. }
  510. }
  511. bs_frame_clear();
  512. }
  513. }
  514. void GUIManager::updateCaretTexture()
  515. {
  516. if(mCaretTexture == nullptr)
  517. {
  518. HTexture newTex = Texture::create(TEX_TYPE_2D, 1, 1, 0, PF_R8G8B8A8);
  519. mCaretTexture = SpriteTexture::create(newTex);
  520. }
  521. const HTexture& tex = mCaretTexture->getTexture();
  522. UINT32 subresourceIdx = tex->getProperties().mapToSubresourceIdx(0, 0);
  523. PixelDataPtr data = tex->getProperties().allocateSubresourceBuffer(subresourceIdx);
  524. data->setColorAt(mCaretColor, 0, 0);
  525. tex->writeSubresource(gCoreAccessor(), subresourceIdx, data, false);
  526. }
  527. void GUIManager::updateTextSelectionTexture()
  528. {
  529. if(mTextSelectionTexture == nullptr)
  530. {
  531. HTexture newTex = Texture::create(TEX_TYPE_2D, 1, 1, 0, PF_R8G8B8A8);
  532. mTextSelectionTexture = SpriteTexture::create(newTex);
  533. }
  534. const HTexture& tex = mTextSelectionTexture->getTexture();
  535. UINT32 subresourceIdx = tex->getProperties().mapToSubresourceIdx(0, 0);
  536. PixelDataPtr data = tex->getProperties().allocateSubresourceBuffer(subresourceIdx);
  537. data->setColorAt(mTextSelectionColor, 0, 0);
  538. tex->writeSubresource(gCoreAccessor(), subresourceIdx, data, false);
  539. }
  540. void GUIManager::onMouseDragEnded(const PointerEvent& event, DragCallbackInfo& dragInfo)
  541. {
  542. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  543. if(DragAndDropManager::instance().isDragInProgress() && guiButton == GUIMouseButton::Left)
  544. {
  545. for(auto& elementInfo : mElementsUnderPointer)
  546. {
  547. Vector2I localPos;
  548. if(elementInfo.widget != nullptr)
  549. localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  550. bool acceptDrop = true;
  551. if(DragAndDropManager::instance().needsValidDropTarget())
  552. {
  553. acceptDrop = elementInfo.element->_acceptDragAndDrop(localPos, DragAndDropManager::instance().getDragTypeId());
  554. }
  555. if(acceptDrop)
  556. {
  557. mMouseEvent.setDragAndDropDroppedData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
  558. dragInfo.processed = sendMouseEvent(elementInfo.element, mMouseEvent);
  559. if(dragInfo.processed)
  560. return;
  561. }
  562. }
  563. }
  564. dragInfo.processed = false;
  565. }
  566. void GUIManager::onPointerMoved(const PointerEvent& event)
  567. {
  568. if(event.isUsed())
  569. return;
  570. bool buttonStates[(int)GUIMouseButton::Count];
  571. buttonStates[0] = event.buttonStates[0];
  572. buttonStates[1] = event.buttonStates[1];
  573. buttonStates[2] = event.buttonStates[2];
  574. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  575. event.markAsUsed();
  576. if(mDragState == DragState::HeldWithoutDrag)
  577. {
  578. UINT32 dist = mLastPointerClickPos.manhattanDist(event.screenPos);
  579. if(dist > DRAG_DISTANCE)
  580. {
  581. for(auto& activeElement : mActiveElements)
  582. {
  583. Vector2I localPos = getWidgetRelativePos(activeElement.widget, event.screenPos);
  584. Vector2I localDragStartPos = getWidgetRelativePos(activeElement.widget, mLastPointerClickPos);
  585. mMouseEvent.setMouseDragStartData(localPos, localDragStartPos);
  586. if(sendMouseEvent(activeElement.element, mMouseEvent))
  587. event.markAsUsed();
  588. }
  589. mDragState = DragState::Dragging;
  590. mDragStartPos = event.screenPos;
  591. }
  592. }
  593. // If mouse is being held down send MouseDrag events
  594. if(mDragState == DragState::Dragging)
  595. {
  596. for(auto& activeElement : mActiveElements)
  597. {
  598. if(mLastPointerScreenPos != event.screenPos)
  599. {
  600. Vector2I localPos = getWidgetRelativePos(activeElement.widget, event.screenPos);
  601. mMouseEvent.setMouseDragData(localPos, event.screenPos - mDragStartPos);
  602. if(sendMouseEvent(activeElement.element, mMouseEvent))
  603. event.markAsUsed();
  604. }
  605. }
  606. mLastPointerScreenPos = event.screenPos;
  607. // Also if drag is in progress send DragAndDrop events
  608. if(DragAndDropManager::instance().isDragInProgress())
  609. {
  610. bool acceptDrop = true;
  611. for(auto& elementInfo : mElementsUnderPointer)
  612. {
  613. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  614. acceptDrop = true;
  615. if(DragAndDropManager::instance().needsValidDropTarget())
  616. {
  617. acceptDrop = elementInfo.element->_acceptDragAndDrop(localPos, DragAndDropManager::instance().getDragTypeId());
  618. }
  619. if(acceptDrop)
  620. {
  621. mMouseEvent.setDragAndDropDraggedData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
  622. if(sendMouseEvent(elementInfo.element, mMouseEvent))
  623. {
  624. event.markAsUsed();
  625. break;
  626. }
  627. }
  628. }
  629. if(acceptDrop)
  630. {
  631. if(mActiveCursor != CursorType::ArrowDrag)
  632. {
  633. Cursor::instance().setCursor(CursorType::ArrowDrag);
  634. mActiveCursor = CursorType::ArrowDrag;
  635. }
  636. }
  637. else
  638. {
  639. if(mActiveCursor != CursorType::Deny)
  640. {
  641. Cursor::instance().setCursor(CursorType::Deny);
  642. mActiveCursor = CursorType::Deny;
  643. }
  644. }
  645. }
  646. }
  647. else // Otherwise, send MouseMove events if we are hovering over any element
  648. {
  649. if(mLastPointerScreenPos != event.screenPos)
  650. {
  651. bool moveProcessed = false;
  652. bool hasCustomCursor = false;
  653. for(auto& elementInfo : mElementsUnderPointer)
  654. {
  655. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  656. if(!moveProcessed)
  657. {
  658. // Send MouseMove event
  659. mMouseEvent.setMouseMoveData(localPos);
  660. moveProcessed = sendMouseEvent(elementInfo.element, mMouseEvent);
  661. if(moveProcessed)
  662. event.markAsUsed();
  663. }
  664. if (!hasCustomCursor && mDragState == DragState::NoDrag)
  665. {
  666. CursorType newCursor = CursorType::Arrow;
  667. if(elementInfo.element->_hasCustomCursor(localPos, newCursor))
  668. {
  669. if(newCursor != mActiveCursor)
  670. {
  671. Cursor::instance().setCursor(newCursor);
  672. mActiveCursor = newCursor;
  673. }
  674. hasCustomCursor = true;
  675. }
  676. }
  677. if(moveProcessed && hasCustomCursor)
  678. break;
  679. }
  680. // While dragging we don't want to modify the cursor
  681. if (mDragState == DragState::NoDrag)
  682. {
  683. if (!hasCustomCursor)
  684. {
  685. if (mActiveCursor != CursorType::Arrow)
  686. {
  687. Cursor::instance().setCursor(CursorType::Arrow);
  688. mActiveCursor = CursorType::Arrow;
  689. }
  690. }
  691. }
  692. }
  693. mLastPointerScreenPos = event.screenPos;
  694. if(Math::abs(event.mouseWheelScrollAmount) > 0.00001f)
  695. {
  696. for(auto& elementInfo : mElementsUnderPointer)
  697. {
  698. mMouseEvent.setMouseWheelScrollData(event.mouseWheelScrollAmount);
  699. if(sendMouseEvent(elementInfo.element, mMouseEvent))
  700. {
  701. event.markAsUsed();
  702. break;
  703. }
  704. }
  705. }
  706. }
  707. }
  708. void GUIManager::onPointerReleased(const PointerEvent& event)
  709. {
  710. if(event.isUsed())
  711. return;
  712. bool buttonStates[(int)GUIMouseButton::Count];
  713. buttonStates[0] = event.buttonStates[0];
  714. buttonStates[1] = event.buttonStates[1];
  715. buttonStates[2] = event.buttonStates[2];
  716. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  717. event.markAsUsed();
  718. mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
  719. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  720. // Send MouseUp event only if we are over the active element (we don't want to accidentally trigger other elements).
  721. // And only activate when a button that originally caused the active state is released, otherwise ignore it.
  722. if(mActiveMouseButton == guiButton)
  723. {
  724. for(auto& elementInfo : mElementsUnderPointer)
  725. {
  726. auto iterFind2 = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  727. [&](const ElementInfo& x) { return x.element == elementInfo.element; });
  728. if(iterFind2 != mActiveElements.end())
  729. {
  730. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  731. mMouseEvent.setMouseUpData(localPos, guiButton);
  732. if(sendMouseEvent(elementInfo.element, mMouseEvent))
  733. {
  734. event.markAsUsed();
  735. break;
  736. }
  737. }
  738. }
  739. }
  740. // Send DragEnd event to whichever element is active
  741. bool acceptEndDrag = (mDragState == DragState::Dragging || mDragState == DragState::HeldWithoutDrag) && mActiveMouseButton == guiButton &&
  742. (guiButton == GUIMouseButton::Left);
  743. if(acceptEndDrag)
  744. {
  745. if(mDragState == DragState::Dragging)
  746. {
  747. for(auto& activeElement : mActiveElements)
  748. {
  749. Vector2I localPos = getWidgetRelativePos(activeElement.widget, event.screenPos);
  750. mMouseEvent.setMouseDragEndData(localPos);
  751. if(sendMouseEvent(activeElement.element, mMouseEvent))
  752. event.markAsUsed();
  753. }
  754. }
  755. mDragState = DragState::NoDrag;
  756. }
  757. if(mActiveMouseButton == guiButton)
  758. {
  759. mActiveElements.clear();
  760. mActiveMouseButton = GUIMouseButton::Left;
  761. }
  762. if(mActiveCursor != CursorType::Arrow)
  763. {
  764. Cursor::instance().setCursor(CursorType::Arrow);
  765. mActiveCursor = CursorType::Arrow;
  766. }
  767. }
  768. void GUIManager::onPointerPressed(const PointerEvent& event)
  769. {
  770. if(event.isUsed())
  771. return;
  772. bool buttonStates[(int)GUIMouseButton::Count];
  773. buttonStates[0] = event.buttonStates[0];
  774. buttonStates[1] = event.buttonStates[1];
  775. buttonStates[2] = event.buttonStates[2];
  776. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  777. event.markAsUsed();
  778. mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
  779. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  780. // We only check for mouse down if mouse isn't already being held down, and we are hovering over an element
  781. if(mActiveElements.size() == 0)
  782. {
  783. mNewActiveElements.clear();
  784. for(auto& elementInfo : mElementsUnderPointer)
  785. {
  786. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  787. mMouseEvent.setMouseDownData(localPos, guiButton);
  788. bool processed = sendMouseEvent(elementInfo.element, mMouseEvent);
  789. if(guiButton == GUIMouseButton::Left)
  790. {
  791. mDragState = DragState::HeldWithoutDrag;
  792. mLastPointerClickPos = event.screenPos;
  793. }
  794. mNewActiveElements.push_back(ElementInfo(elementInfo.element, elementInfo.widget));
  795. mActiveMouseButton = guiButton;
  796. if(processed)
  797. {
  798. event.markAsUsed();
  799. break;
  800. }
  801. }
  802. mActiveElements.swap(mNewActiveElements);
  803. }
  804. mNewElementsInFocus.clear();
  805. mCommandEvent = GUICommandEvent();
  806. // Determine elements that gained focus
  807. mCommandEvent.setType(GUICommandEventType::FocusGained);
  808. for(auto& elementInfo : mElementsUnderPointer)
  809. {
  810. mNewElementsInFocus.push_back(ElementInfo(elementInfo.element, elementInfo.widget));
  811. auto iterFind = std::find_if(begin(mElementsInFocus), end(mElementsInFocus),
  812. [=] (const ElementInfo& x) { return x.element == elementInfo.element; });
  813. if(iterFind == mElementsInFocus.end())
  814. {
  815. sendCommandEvent(elementInfo.element, mCommandEvent);
  816. }
  817. }
  818. // Determine elements that lost focus
  819. mCommandEvent.setType(GUICommandEventType::FocusLost);
  820. for(auto& elementInfo : mElementsInFocus)
  821. {
  822. auto iterFind = std::find_if(begin(mNewElementsInFocus), end(mNewElementsInFocus),
  823. [=] (const ElementInfo& x) { return x.element == elementInfo.element; });
  824. if(iterFind == mNewElementsInFocus.end())
  825. {
  826. sendCommandEvent(elementInfo.element, mCommandEvent);
  827. }
  828. }
  829. if(mElementsUnderPointer.size() > 0)
  830. event.markAsUsed();
  831. mElementsInFocus.swap(mNewElementsInFocus);
  832. // If right click try to open context menu
  833. if(buttonStates[2] == true)
  834. {
  835. for(auto& elementInfo : mElementsUnderPointer)
  836. {
  837. GUIContextMenuPtr menu = elementInfo.element->_getContextMenu();
  838. if(menu != nullptr && elementInfo.widget != nullptr)
  839. {
  840. const RenderWindow* window = getWidgetWindow(*elementInfo.widget);
  841. Vector2I windowPos = window->screenToWindowPos(event.screenPos);
  842. menu->open(windowPos, *elementInfo.widget);
  843. event.markAsUsed();
  844. break;
  845. }
  846. }
  847. }
  848. }
  849. void GUIManager::onPointerDoubleClick(const PointerEvent& event)
  850. {
  851. if(event.isUsed())
  852. return;
  853. bool buttonStates[(int)GUIMouseButton::Count];
  854. buttonStates[0] = event.buttonStates[0];
  855. buttonStates[1] = event.buttonStates[1];
  856. buttonStates[2] = event.buttonStates[2];
  857. if(findElementUnderPointer(event.screenPos, buttonStates, event.shift, event.control, event.alt))
  858. event.markAsUsed();
  859. mMouseEvent = GUIMouseEvent(buttonStates, event.shift, event.control, event.alt);
  860. GUIMouseButton guiButton = buttonToGUIButton(event.button);
  861. // We only check for mouse down if we are hovering over an element
  862. for(auto& elementInfo : mElementsUnderPointer)
  863. {
  864. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, event.screenPos);
  865. mMouseEvent.setMouseDoubleClickData(localPos, guiButton);
  866. if(sendMouseEvent(elementInfo.element, mMouseEvent))
  867. {
  868. event.markAsUsed();
  869. break;
  870. }
  871. }
  872. }
  873. void GUIManager::onInputCommandEntered(InputCommandType commandType)
  874. {
  875. if(mElementsInFocus.size() == 0)
  876. return;
  877. mCommandEvent = GUICommandEvent();
  878. switch(commandType)
  879. {
  880. case InputCommandType::Backspace:
  881. mCommandEvent.setType(GUICommandEventType::Backspace);
  882. break;
  883. case InputCommandType::Delete:
  884. mCommandEvent.setType(GUICommandEventType::Delete);
  885. break;
  886. case InputCommandType::Return:
  887. mCommandEvent.setType(GUICommandEventType::Return);
  888. break;
  889. case InputCommandType::Escape:
  890. mCommandEvent.setType(GUICommandEventType::Escape);
  891. break;
  892. case InputCommandType::CursorMoveLeft:
  893. mCommandEvent.setType(GUICommandEventType::MoveLeft);
  894. break;
  895. case InputCommandType::CursorMoveRight:
  896. mCommandEvent.setType(GUICommandEventType::MoveRight);
  897. break;
  898. case InputCommandType::CursorMoveUp:
  899. mCommandEvent.setType(GUICommandEventType::MoveUp);
  900. break;
  901. case InputCommandType::CursorMoveDown:
  902. mCommandEvent.setType(GUICommandEventType::MoveDown);
  903. break;
  904. case InputCommandType::SelectLeft:
  905. mCommandEvent.setType(GUICommandEventType::SelectLeft);
  906. break;
  907. case InputCommandType::SelectRight:
  908. mCommandEvent.setType(GUICommandEventType::SelectRight);
  909. break;
  910. case InputCommandType::SelectUp:
  911. mCommandEvent.setType(GUICommandEventType::SelectUp);
  912. break;
  913. case InputCommandType::SelectDown:
  914. mCommandEvent.setType(GUICommandEventType::SelectDown);
  915. break;
  916. }
  917. for(auto& elementInfo : mElementsInFocus)
  918. {
  919. sendCommandEvent(elementInfo.element, mCommandEvent);
  920. }
  921. }
  922. void GUIManager::onVirtualButtonDown(const VirtualButton& button, UINT32 deviceIdx)
  923. {
  924. mVirtualButtonEvent.setButton(button);
  925. for(auto& elementInFocus : mElementsInFocus)
  926. {
  927. bool processed = sendVirtualButtonEvent(elementInFocus.element, mVirtualButtonEvent);
  928. if(processed)
  929. break;
  930. }
  931. }
  932. bool GUIManager::findElementUnderPointer(const Vector2I& pointerScreenPos, bool buttonStates[3], bool shift, bool control, bool alt)
  933. {
  934. Vector<const RenderWindow*> widgetWindows;
  935. for(auto& widgetInfo : mWidgets)
  936. widgetWindows.push_back(getWidgetWindow(*widgetInfo.widget));
  937. #if BS_DEBUG_MODE
  938. // Checks if all referenced windows actually exist
  939. Vector<RenderWindow*> activeWindows = RenderWindowManager::instance().getRenderWindows();
  940. for(auto& window : widgetWindows)
  941. {
  942. if(window == nullptr)
  943. continue;
  944. auto iterFind = std::find(begin(activeWindows), end(activeWindows), window);
  945. if(iterFind == activeWindows.end())
  946. {
  947. BS_EXCEPT(InternalErrorException, "GUI manager has a reference to a window that doesn't exist. \
  948. Please detach all GUIWidgets from windows before destroying a window.");
  949. }
  950. }
  951. #endif
  952. mNewElementsUnderPointer.clear();
  953. const RenderWindow* windowUnderPointer = nullptr;
  954. UnorderedSet<const RenderWindow*> uniqueWindows;
  955. for(auto& window : widgetWindows)
  956. {
  957. if(window == nullptr)
  958. continue;
  959. uniqueWindows.insert(window);
  960. }
  961. for(auto& window : uniqueWindows)
  962. {
  963. if(Platform::isPointOverWindow(*window, pointerScreenPos))
  964. {
  965. windowUnderPointer = window;
  966. break;
  967. }
  968. }
  969. if(windowUnderPointer != nullptr)
  970. {
  971. Vector2I windowPos = windowUnderPointer->screenToWindowPos(pointerScreenPos);
  972. Vector4 vecWindowPos((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f);
  973. UINT32 widgetIdx = 0;
  974. for(auto& widgetInfo : mWidgets)
  975. {
  976. if(widgetWindows[widgetIdx] == nullptr)
  977. {
  978. widgetIdx++;
  979. continue;
  980. }
  981. CGUIWidget* widget = widgetInfo.widget;
  982. if(widgetWindows[widgetIdx] == windowUnderPointer && widget->inBounds(windowToBridgedCoords(*widget, windowPos)))
  983. {
  984. const Vector<GUIElement*>& elements = widget->getElements();
  985. Vector2I localPos = getWidgetRelativePos(widget, pointerScreenPos);
  986. // Elements with lowest depth (most to the front) get handled first
  987. for(auto iter = elements.begin(); iter != elements.end(); ++iter)
  988. {
  989. GUIElement* element = *iter;
  990. if(!element->_isDisabled() && element->_isInBounds(localPos))
  991. {
  992. ElementInfoUnderPointer elementInfo(element, widget);
  993. auto iterFind = std::find_if(mElementsUnderPointer.begin(), mElementsUnderPointer.end(),
  994. [=](const ElementInfoUnderPointer& x) { return x.element == element; });
  995. if (iterFind != mElementsUnderPointer.end())
  996. {
  997. elementInfo.usesMouseOver = iterFind->usesMouseOver;
  998. elementInfo.receivedMouseOver = iterFind->receivedMouseOver;
  999. }
  1000. mNewElementsUnderPointer.push_back(elementInfo);
  1001. }
  1002. }
  1003. }
  1004. widgetIdx++;
  1005. }
  1006. }
  1007. std::sort(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
  1008. [](const ElementInfoUnderPointer& a, const ElementInfoUnderPointer& b)
  1009. {
  1010. return a.element->_getDepth() < b.element->_getDepth();
  1011. });
  1012. // Send MouseOut and MouseOver events
  1013. bool eventProcessed = false;
  1014. for (auto& elementInfo : mNewElementsUnderPointer)
  1015. {
  1016. GUIElement* element = elementInfo.element;
  1017. CGUIWidget* widget = elementInfo.widget;
  1018. if (elementInfo.receivedMouseOver)
  1019. {
  1020. elementInfo.isHovering = true;
  1021. if (elementInfo.usesMouseOver)
  1022. break;
  1023. continue;
  1024. }
  1025. auto iterFind = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  1026. [&](const ElementInfo& x) { return x.element == element; });
  1027. // Send MouseOver event
  1028. if (mActiveElements.size() == 0 || iterFind != mActiveElements.end())
  1029. {
  1030. Vector2I localPos = getWidgetRelativePos(widget, pointerScreenPos);
  1031. mMouseEvent = GUIMouseEvent(buttonStates, shift, control, alt);
  1032. mMouseEvent.setMouseOverData(localPos);
  1033. elementInfo.receivedMouseOver = true;
  1034. elementInfo.isHovering = true;
  1035. if (sendMouseEvent(element, mMouseEvent))
  1036. {
  1037. eventProcessed = true;
  1038. elementInfo.usesMouseOver = true;
  1039. break;
  1040. }
  1041. }
  1042. }
  1043. // Send DragAndDropLeft event - It is similar to MouseOut events but we send it to all
  1044. // elements a user might hover over, while we send mouse over/out events only to active elements while dragging
  1045. if (DragAndDropManager::instance().isDragInProgress())
  1046. {
  1047. for (auto& elementInfo : mElementsUnderPointer)
  1048. {
  1049. auto iterFind = std::find_if(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
  1050. [=](const ElementInfoUnderPointer& x) { return x.element == elementInfo.element; });
  1051. if (iterFind == mNewElementsUnderPointer.end())
  1052. {
  1053. Vector2I localPos = getWidgetRelativePos(elementInfo.widget, pointerScreenPos);
  1054. mMouseEvent.setDragAndDropLeftData(localPos, DragAndDropManager::instance().getDragTypeId(), DragAndDropManager::instance().getDragData());
  1055. if (sendMouseEvent(elementInfo.element, mMouseEvent))
  1056. {
  1057. eventProcessed = true;
  1058. break;
  1059. }
  1060. }
  1061. }
  1062. }
  1063. for(auto& elementInfo : mElementsUnderPointer)
  1064. {
  1065. GUIElement* element = elementInfo.element;
  1066. CGUIWidget* widget = elementInfo.widget;
  1067. auto iterFind = std::find_if(mNewElementsUnderPointer.begin(), mNewElementsUnderPointer.end(),
  1068. [=](const ElementInfoUnderPointer& x) { return x.element == element; });
  1069. if (!elementInfo.receivedMouseOver)
  1070. continue;
  1071. if (iterFind == mNewElementsUnderPointer.end() || !iterFind->isHovering)
  1072. {
  1073. auto iterFind2 = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  1074. [=](const ElementInfo& x) { return x.element == element; });
  1075. // Send MouseOut event
  1076. if(mActiveElements.size() == 0 || iterFind2 != mActiveElements.end())
  1077. {
  1078. Vector2I localPos = getWidgetRelativePos(widget, pointerScreenPos);
  1079. mMouseEvent.setMouseOutData(localPos);
  1080. if (sendMouseEvent(element, mMouseEvent))
  1081. {
  1082. eventProcessed = true;
  1083. break;
  1084. }
  1085. }
  1086. }
  1087. }
  1088. mElementsUnderPointer.swap(mNewElementsUnderPointer);
  1089. return eventProcessed;
  1090. }
  1091. void GUIManager::onTextInput(const TextInputEvent& event)
  1092. {
  1093. mTextInputEvent = GUITextInputEvent();
  1094. mTextInputEvent.setData(event.textChar);
  1095. for(auto& elementInFocus : mElementsInFocus)
  1096. {
  1097. if(sendTextInputEvent(elementInFocus.element, mTextInputEvent))
  1098. event.markAsUsed();
  1099. }
  1100. }
  1101. void GUIManager::onWindowFocusGained(RenderWindow& win)
  1102. {
  1103. for(auto& widgetInfo : mWidgets)
  1104. {
  1105. CGUIWidget* widget = widgetInfo.widget;
  1106. if(getWidgetWindow(*widget) == &win)
  1107. widget->ownerWindowFocusChanged();
  1108. }
  1109. }
  1110. void GUIManager::onWindowFocusLost(RenderWindow& win)
  1111. {
  1112. for(auto& widgetInfo : mWidgets)
  1113. {
  1114. CGUIWidget* widget = widgetInfo.widget;
  1115. if(getWidgetWindow(*widget) == &win)
  1116. widget->ownerWindowFocusChanged();
  1117. }
  1118. mNewElementsInFocus.clear();
  1119. for(auto& focusedElement : mElementsInFocus)
  1120. {
  1121. if (focusedElement.element->_isDestroyed())
  1122. continue;
  1123. if (focusedElement.widget != nullptr && getWidgetWindow(*focusedElement.widget) == &win)
  1124. {
  1125. mCommandEvent = GUICommandEvent();
  1126. mCommandEvent.setType(GUICommandEventType::FocusLost);
  1127. sendCommandEvent(focusedElement.element, mCommandEvent);
  1128. }
  1129. else
  1130. mNewElementsInFocus.push_back(focusedElement);
  1131. }
  1132. mElementsInFocus.swap(mNewElementsInFocus);
  1133. }
  1134. // We stop getting mouse move events once it leaves the window, so make sure
  1135. // nothing stays in hover state
  1136. void GUIManager::onMouseLeftWindow(RenderWindow& win)
  1137. {
  1138. bool buttonStates[3];
  1139. buttonStates[0] = false;
  1140. buttonStates[1] = false;
  1141. buttonStates[2] = false;
  1142. mNewElementsUnderPointer.clear();
  1143. for(auto& elementInfo : mElementsUnderPointer)
  1144. {
  1145. GUIElement* element = elementInfo.element;
  1146. CGUIWidget* widget = elementInfo.widget;
  1147. if (widget != nullptr && widget->getTarget()->getTarget().get() != &win)
  1148. {
  1149. mNewElementsUnderPointer.push_back(elementInfo);
  1150. continue;
  1151. }
  1152. auto iterFind = std::find_if(mActiveElements.begin(), mActiveElements.end(),
  1153. [&](const ElementInfo& x) { return x.element == element; });
  1154. // Send MouseOut event
  1155. if(mActiveElements.size() == 0 || iterFind != mActiveElements.end())
  1156. {
  1157. Vector2I localPos = getWidgetRelativePos(widget, Vector2I());
  1158. mMouseEvent.setMouseOutData(localPos);
  1159. sendMouseEvent(element, mMouseEvent);
  1160. }
  1161. }
  1162. mElementsUnderPointer.swap(mNewElementsUnderPointer);
  1163. if(mDragState != DragState::Dragging)
  1164. {
  1165. if(mActiveCursor != CursorType::Arrow)
  1166. {
  1167. Cursor::instance().setCursor(CursorType::Arrow);
  1168. mActiveCursor = CursorType::Arrow;
  1169. }
  1170. }
  1171. }
  1172. void GUIManager::queueForDestroy(GUIElement* element)
  1173. {
  1174. mScheduledForDestruction.push(element);
  1175. }
  1176. void GUIManager::setFocus(GUIElement* element, bool focus)
  1177. {
  1178. ElementFocusInfo efi;
  1179. efi.element = element;
  1180. efi.focus = focus;
  1181. mForcedFocusElements.push_back(efi);
  1182. }
  1183. bool GUIManager::processDestroyQueue()
  1184. {
  1185. Stack<GUIElement*> toDestroy = mScheduledForDestruction;
  1186. mScheduledForDestruction = Stack<GUIElement*>();
  1187. while (!toDestroy.empty())
  1188. {
  1189. bs_delete(toDestroy.top());
  1190. toDestroy.pop();
  1191. }
  1192. return !mScheduledForDestruction.empty();
  1193. }
  1194. void GUIManager::setInputBridge(const RenderTexture* renderTex, const GUIElement* element)
  1195. {
  1196. if(element == nullptr)
  1197. mInputBridge.erase(renderTex);
  1198. else
  1199. mInputBridge[renderTex] = element;
  1200. }
  1201. GUIMouseButton GUIManager::buttonToGUIButton(PointerEventButton pointerButton) const
  1202. {
  1203. if(pointerButton == PointerEventButton::Left)
  1204. return GUIMouseButton::Left;
  1205. else if(pointerButton == PointerEventButton::Middle)
  1206. return GUIMouseButton::Middle;
  1207. else if(pointerButton == PointerEventButton::Right)
  1208. return GUIMouseButton::Right;
  1209. BS_EXCEPT(InvalidParametersException, "Provided button is not a GUI supported mouse button.");
  1210. }
  1211. Vector2I GUIManager::getWidgetRelativePos(const CGUIWidget* widget, const Vector2I& screenPos) const
  1212. {
  1213. if (widget == nullptr)
  1214. return screenPos;
  1215. const RenderWindow* window = getWidgetWindow(*widget);
  1216. if(window == nullptr)
  1217. return Vector2I();
  1218. Vector2I windowPos = window->screenToWindowPos(screenPos);
  1219. windowPos = windowToBridgedCoords(*widget, windowPos);
  1220. const Matrix4& worldTfrm = widget->SO()->getWorldTfrm();
  1221. Vector4 vecLocalPos = worldTfrm.inverse().multiplyAffine(Vector4((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f));
  1222. Vector2I curLocalPos(Math::roundToInt(vecLocalPos.x), Math::roundToInt(vecLocalPos.y));
  1223. return curLocalPos;
  1224. }
  1225. Vector2I GUIManager::windowToBridgedCoords(const CGUIWidget& widget, const Vector2I& windowPos) 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. const RenderTargetProperties& rtProps = renderTexture->getProperties();
  1232. auto iterFind = mInputBridge.find(renderTexture);
  1233. if(iterFind != mInputBridge.end()) // Widget input is bridged, which means we need to transform the coordinates
  1234. {
  1235. const GUIElement* bridgeElement = iterFind->second;
  1236. const Matrix4& worldTfrm = bridgeElement->_getParentWidget()->SO()->getWorldTfrm();
  1237. Vector4 vecLocalPos = worldTfrm.inverse().multiplyAffine(Vector4((float)windowPos.x, (float)windowPos.y, 0.0f, 1.0f));
  1238. Rect2I bridgeBounds = bridgeElement->_getLayoutData().area;
  1239. // Find coordinates relative to the bridge element
  1240. float x = vecLocalPos.x - (float)bridgeBounds.x;
  1241. float y = vecLocalPos.y - (float)bridgeBounds.y;
  1242. float scaleX = rtProps.getWidth() / (float)bridgeBounds.width;
  1243. float scaleY = rtProps.getHeight() / (float)bridgeBounds.height;
  1244. return Vector2I(Math::roundToInt(x * scaleX), Math::roundToInt(y * scaleY));
  1245. }
  1246. return windowPos;
  1247. }
  1248. const RenderWindow* GUIManager::getWidgetWindow(const CGUIWidget& widget) const
  1249. {
  1250. // This cast might not be valid (the render target could be a window), but we only really need to cast
  1251. // so that mInputBridge map allows us to search through it - we don't access anything unless the target is bridged
  1252. // (in which case we know it is a RenderTexture)
  1253. const RenderTexture* renderTexture = static_cast<const RenderTexture*>(widget.getTarget()->getTarget().get());
  1254. auto iterFind = mInputBridge.find(renderTexture);
  1255. if(iterFind != mInputBridge.end())
  1256. {
  1257. CGUIWidget* parentWidget = iterFind->second->_getParentWidget();
  1258. if(parentWidget != &widget)
  1259. {
  1260. return getWidgetWindow(*parentWidget);
  1261. }
  1262. }
  1263. RenderTargetPtr renderTarget = widget.getTarget()->getTarget();
  1264. Vector<RenderWindow*> renderWindows = RenderWindowManager::instance().getRenderWindows();
  1265. auto iterFindWin = std::find(renderWindows.begin(), renderWindows.end(), renderTarget.get());
  1266. if(iterFindWin != renderWindows.end())
  1267. return static_cast<RenderWindow*>(renderTarget.get());
  1268. return nullptr;
  1269. }
  1270. bool GUIManager::sendMouseEvent(GUIElement* element, const GUIMouseEvent& event)
  1271. {
  1272. if (element->_isDestroyed())
  1273. return false;
  1274. return element->_mouseEvent(event);
  1275. }
  1276. bool GUIManager::sendTextInputEvent(GUIElement* element, const GUITextInputEvent& event)
  1277. {
  1278. if (element->_isDestroyed())
  1279. return false;
  1280. return element->_textInputEvent(event);
  1281. }
  1282. bool GUIManager::sendCommandEvent(GUIElement* element, const GUICommandEvent& event)
  1283. {
  1284. if (element->_isDestroyed())
  1285. return false;
  1286. return element->_commandEvent(event);
  1287. }
  1288. bool GUIManager::sendVirtualButtonEvent(GUIElement* element, const GUIVirtualButtonEvent& event)
  1289. {
  1290. if (element->_isDestroyed())
  1291. return false;
  1292. return element->_virtualButtonEvent(event);
  1293. }
  1294. GUIManager& gGUIManager()
  1295. {
  1296. return GUIManager::instance();
  1297. }
  1298. GUIManagerCore::~GUIManagerCore()
  1299. {
  1300. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  1301. for (auto& cameraData : mPerCameraData)
  1302. activeRenderer->_unregisterRenderCallback(cameraData.first.get(), -30);
  1303. }
  1304. void GUIManagerCore::updateData(const UnorderedMap<SPtr<CameraCore>, Vector<GUIManager::GUICoreRenderData>>& newPerCameraData)
  1305. {
  1306. bs_frame_mark();
  1307. {
  1308. FrameSet<SPtr<CameraCore>> validCameras;
  1309. CoreRendererPtr activeRenderer = RendererManager::instance().getActive();
  1310. for (auto& newCameraData : newPerCameraData)
  1311. {
  1312. UINT32 idx = 0;
  1313. Vector<RenderData>* renderData = nullptr;
  1314. for (auto& oldCameraData : mPerCameraData)
  1315. {
  1316. if (newCameraData.first == oldCameraData.first)
  1317. {
  1318. renderData = &oldCameraData.second;
  1319. validCameras.insert(oldCameraData.first);
  1320. break;
  1321. }
  1322. idx++;
  1323. }
  1324. if (renderData == nullptr)
  1325. {
  1326. SPtr<CameraCore> camera = newCameraData.first;
  1327. auto insertedData = mPerCameraData.insert(std::make_pair(newCameraData.first, Vector<RenderData>()));
  1328. renderData = &insertedData.first->second;
  1329. activeRenderer->_registerRenderCallback(camera.get(), -30, std::bind(&GUIManagerCore::render, this, camera));
  1330. validCameras.insert(camera);
  1331. }
  1332. renderData->clear();
  1333. for (auto& entry : newCameraData.second)
  1334. {
  1335. renderData->push_back(RenderData());
  1336. RenderData& newEntry = renderData->back();
  1337. newEntry.mesh = entry.mesh;
  1338. newEntry.material = entry.material;
  1339. newEntry.worldTransform = entry.worldTransform;
  1340. newEntry.invViewportWidthParam = newEntry.material->getParamFloat("invViewportWidth");
  1341. newEntry.invViewportHeightParam = newEntry.material->getParamFloat("invViewportHeight");
  1342. newEntry.worldTransformParam = newEntry.material->getParamMat4("worldTransform");
  1343. }
  1344. }
  1345. FrameVector<SPtr<CameraCore>> cameraToRemove;
  1346. for (auto& cameraData : mPerCameraData)
  1347. {
  1348. auto iterFind = validCameras.find(cameraData.first);
  1349. if (iterFind == validCameras.end())
  1350. cameraToRemove.push_back(cameraData.first);
  1351. }
  1352. for (auto& camera : cameraToRemove)
  1353. {
  1354. activeRenderer->_unregisterRenderCallback(camera.get(), -30);
  1355. mPerCameraData.erase(camera);
  1356. }
  1357. }
  1358. bs_frame_clear();
  1359. }
  1360. void GUIManagerCore::render(const SPtr<CameraCore>& camera)
  1361. {
  1362. Vector<RenderData>& renderData = mPerCameraData[camera];
  1363. float invViewportWidth = 1.0f / (camera->getViewport()->getWidth() * 0.5f);
  1364. float invViewportHeight = 1.0f / (camera->getViewport()->getHeight() * 0.5f);
  1365. for (auto& entry : renderData)
  1366. {
  1367. entry.invViewportWidthParam.set(invViewportWidth);
  1368. entry.invViewportHeightParam.set(invViewportHeight);
  1369. entry.worldTransformParam.set(entry.worldTransform);
  1370. // TODO - I shouldn't be re-applying the entire material for each entry, instead just check which programs
  1371. // changed, and apply only those + the modified constant buffers and/or texture.
  1372. CoreRenderer::setPass(entry.material, 0);
  1373. CoreRenderer::draw(entry.mesh, entry.mesh->getProperties().getSubMesh(0));
  1374. }
  1375. }
  1376. }