#include "Base.h" #include "Game.h" #include "Control.h" #include "Form.h" #define BOUNDS_X_PERCENTAGE_BIT 1 #define BOUNDS_Y_PERCENTAGE_BIT 2 #define BOUNDS_WIDTH_PERCENTAGE_BIT 4 #define BOUNDS_HEIGHT_PERCENTAGE_BIT 8 namespace gameplay { static std::string toString(float v) { std::ostringstream s; s << v; return s.str(); } static float parseCoord(const char* s, bool* isPercentage) { const char* p; if ((p = strchr(s, '%')) != NULL) { std::string value(s, (std::string::size_type)(p - s)); *isPercentage = true; return (float)(atof(value.c_str()) * 0.01); } *isPercentage = false; return (float)atof(s); } static bool parseCoordPair(const char* s, float* v1, float* v2, bool* v1Percentage, bool* v2Percentage) { size_t len = strlen(s); const char* s2 = strchr(s, ','); if (s2 == NULL) return false; std::string v1Str(s, (std::string::size_type)(s2 - s)); std::string v2Str(s2 + 1); *v1 = parseCoord(v1Str.c_str(), v1Percentage); *v2 = parseCoord(v2Str.c_str(), v2Percentage); return true; } Control::Control() : _id(""), _enabled(true), _boundsBits(0), _dirty(true), _consumeInputEvents(true), _alignment(ALIGN_TOP_LEFT), _isAlignmentSet(false), _autoWidth(AUTO_SIZE_NONE), _autoHeight(AUTO_SIZE_NONE), _listeners(NULL), _visible(true), _zIndex(-1), _contactIndex(INVALID_CONTACT_INDEX), _focusIndex(-1), _canFocus(false), _parent(NULL), _styleOverridden(false), _skin(NULL) { addScriptEvent("controlEvent", "[Control::Listener::EventType]"); } Control::~Control() { Form::verifyRemovedControlState(this); if (_listeners) { for (std::map*>::const_iterator itr = _listeners->begin(); itr != _listeners->end(); ++itr) { std::list* list = itr->second; SAFE_DELETE(list); } SAFE_DELETE(_listeners); } if (_styleOverridden) { SAFE_DELETE(_style); } } static Control::AutoSize parseAutoSize(const char* str) { if (str == NULL) return Control::AUTO_SIZE_NONE; if (strcmp(str, "AUTO_SIZE_STRETCH") == 0 || strcmp(str, "true") == 0) // left for backwards compatibility return Control::AUTO_SIZE_STRETCH; if (strcmp(str, "AUTO_SIZE_FIT") == 0) return Control::AUTO_SIZE_FIT; return Control::AUTO_SIZE_NONE; } void Control::initialize(Theme::Style* style, Properties* properties) { GP_ASSERT(properties); _style = style; // Properties not defined by the style. const char * alignmentString = properties->getString("alignment"); _isAlignmentSet = alignmentString != NULL; _alignment = getAlignment(alignmentString); _autoWidth = parseAutoSize(properties->getString("autoWidth")); _autoHeight = parseAutoSize(properties->getString("autoHeight")); _consumeInputEvents = properties->getBool("consumeInputEvents", true); _visible = properties->getBool("visible", true); if (properties->exists("zIndex")) { _zIndex = properties->getInt("zIndex"); } else { _zIndex = -1; } if (properties->exists("canFocus")) _canFocus = properties->getBool("canFocus", false); if (properties->exists("focusIndex")) { _focusIndex = properties->getInt("focusIndex"); } else { _focusIndex = -1; } float bounds[4]; bool boundsBits[4]; if (properties->exists("position")) { parseCoordPair(properties->getString("position", "0,0"), &bounds[0], &bounds[1], &boundsBits[0], &boundsBits[1]); } else { bounds[0] = parseCoord(properties->getString("x", "0"), &boundsBits[0]); bounds[1] = parseCoord(properties->getString("y", "0"), &boundsBits[1]); } if (properties->exists("size")) { parseCoordPair(properties->getString("size", "0,0"), &bounds[2], &bounds[3], &boundsBits[2], &boundsBits[3]); } else { bounds[2] = parseCoord(properties->getString("width", "0"), &boundsBits[2]); bounds[3] = parseCoord(properties->getString("height", "0"), &boundsBits[3]); } setX(bounds[0], boundsBits[0]); setY(bounds[1], boundsBits[1]); setWidth(bounds[2], boundsBits[2]); setHeight(bounds[3], boundsBits[3]); const char* id = properties->getId(); if (id) _id = id; if (properties->exists("enabled")) { setEnabled(properties->getBool("enabled")); } // Register script listeners for control events if (properties->exists("listener")) addScriptCallback("controlEvent", properties->getString("listener")); // Potentially override themed properties for all states. overrideThemedProperties(properties, STATE_ALL); // Override themed properties on specific states. Properties* innerSpace = properties->getNextNamespace(); while (innerSpace != NULL) { std::string spaceName(innerSpace->getNamespace()); std::transform(spaceName.begin(), spaceName.end(), spaceName.begin(), (int(*)(int))toupper); if (spaceName == "STATENORMAL") { overrideThemedProperties(innerSpace, NORMAL); } else if (spaceName == "STATEFOCUS") { overrideThemedProperties(innerSpace, FOCUS); } else if (spaceName == "STATEACTIVE") { overrideThemedProperties(innerSpace, ACTIVE); } else if (spaceName == "STATEDISABLED") { overrideThemedProperties(innerSpace, DISABLED); } else if (spaceName == "STATEHOVER") { overrideThemedProperties(innerSpace, HOVER); } else if (spaceName == "MARGIN") { setMargin(innerSpace->getFloat("top"), innerSpace->getFloat("bottom"), innerSpace->getFloat("left"), innerSpace->getFloat("right")); } else if (spaceName == "PADDING") { setPadding(innerSpace->getFloat("top"), innerSpace->getFloat("bottom"), innerSpace->getFloat("left"), innerSpace->getFloat("right")); } innerSpace = properties->getNextNamespace(); } } const char* Control::getId() const { return _id.c_str(); } float Control::getX() const { return _bounds.x; } void Control::setX(float x, bool percentage) { if (_relativeBounds.x != x || percentage != ((_boundsBits & BOUNDS_X_PERCENTAGE_BIT) != 0)) { _relativeBounds.x = x; if (percentage) { _boundsBits |= BOUNDS_X_PERCENTAGE_BIT; } else { _boundsBits &= ~BOUNDS_X_PERCENTAGE_BIT; _bounds.x = x; } _dirty = true; } } bool Control::isXPercentage() const { return (_boundsBits & BOUNDS_X_PERCENTAGE_BIT) != 0; } float Control::getY() const { return _bounds.y; } void Control::setY(float y, bool percentage) { if (_relativeBounds.y != y || percentage != ((_boundsBits & BOUNDS_Y_PERCENTAGE_BIT) != 0)) { _relativeBounds.y = y; if (percentage) { _boundsBits |= BOUNDS_Y_PERCENTAGE_BIT; } else { _boundsBits &= ~BOUNDS_Y_PERCENTAGE_BIT; _bounds.y = y; } _dirty = true; } } bool Control::isYPercentage() const { return (_boundsBits & BOUNDS_Y_PERCENTAGE_BIT) != 0; } float Control::getWidth() const { return _bounds.width; } void Control::setWidth(float width, bool percentage) { if (_relativeBounds.width != width || percentage != ((_boundsBits & BOUNDS_WIDTH_PERCENTAGE_BIT) != 0)) { _relativeBounds.width = width; if (percentage) { _boundsBits |= BOUNDS_WIDTH_PERCENTAGE_BIT; } else { _boundsBits &= ~BOUNDS_WIDTH_PERCENTAGE_BIT; _bounds.width = width; } _dirty = true; } } bool Control::isWidthPercentage() const { return (_boundsBits & BOUNDS_WIDTH_PERCENTAGE_BIT) != 0; } float Control::getHeight() const { return _bounds.height; } void Control::setHeight(float height, bool percentage) { if (_relativeBounds.height != height || percentage != ((_boundsBits & BOUNDS_HEIGHT_PERCENTAGE_BIT) != 0)) { _relativeBounds.height = height; if (percentage) { _boundsBits |= BOUNDS_HEIGHT_PERCENTAGE_BIT; } else { _boundsBits &= ~BOUNDS_HEIGHT_PERCENTAGE_BIT; _bounds.height = height; } _dirty = true; } } bool Control::isHeightPercentage() const { return (_boundsBits & BOUNDS_HEIGHT_PERCENTAGE_BIT) != 0; } void Control::setPosition(float x, float y) { setX(x); setY(y); } void Control::setSize(float width, float height) { setWidth(width); setHeight(height); } const Rectangle& Control::getBounds() const { return _bounds; } void Control::setBounds(const Rectangle& bounds) { setX(bounds.x); setY(bounds.y); setWidth(bounds.width); setHeight(bounds.height); } const Rectangle& Control::getAbsoluteBounds() const { return _absoluteBounds; } const Rectangle& Control::getClipBounds() const { return _clipBounds; } const Rectangle& Control::getClip() const { return _viewportClipBounds; } void Control::setAlignment(Alignment alignment) { _alignment = alignment; _isAlignmentSet = true; _dirty = true; } Control::Alignment Control::getAlignment() const { return _alignment; } Control::AutoSize Control::getAutoWidth() const { return _autoWidth; } void Control::setAutoWidth(bool autoWidth) { setAutoWidth(autoWidth ? AUTO_SIZE_STRETCH : AUTO_SIZE_NONE); } void Control::setAutoWidth(AutoSize mode) { if (_autoWidth != mode) { _autoWidth = mode; _dirty = true; } } Control::AutoSize Control::getAutoHeight() const { return _autoHeight; } void Control::setAutoHeight(bool autoHeight) { setAutoHeight(autoHeight ? AUTO_SIZE_STRETCH : AUTO_SIZE_NONE); } void Control::setAutoHeight(AutoSize mode) { if (_autoHeight != mode) { _autoHeight = mode; _dirty = true; } } void Control::setVisible(bool visible) { if (_visible != visible) { _visible = visible; _dirty = true; if (!_visible) Form::controlDisabled(this); } } bool Control::isVisible() const { return _visible; } bool Control::isVisibleInHierarchy() const { if (!_visible) return false; if (_parent) return _parent->isVisibleInHierarchy(); return true; } bool Control::canFocus() const { return _canFocus; } void Control::setCanFocus(bool acceptsFocus) { _canFocus = acceptsFocus; } bool Control::hasFocus() const { return (Form::_focusControl == this); } bool Control::setFocus() { if (Form::_focusControl != this && canFocus()) { Form::setFocusControl(this); return true; } return false; } void Control::setOpacity(float opacity, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setOpacity(opacity); } _dirty = true; } float Control::getOpacity(State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getOpacity(); } void Control::setEnabled(bool enabled) { if (_enabled != enabled) { _enabled = enabled; _dirty = true; if (!_enabled) Form::controlDisabled(this); } } bool Control::isEnabled() const { return _enabled; } bool Control::isEnabledInHierarchy() const { if (!_enabled) return false; if (_parent) return _parent->isEnabledInHierarchy(); return true; } void Control::setBorder(float top, float bottom, float left, float right, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setBorder(top, bottom, left, right); } _dirty = true; } const Theme::Border& Control::getBorder(State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getBorder(); } void Control::setSkinRegion(const Rectangle& region, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setSkinRegion(region, _style->_tw, _style->_th); } _dirty = true; } const Rectangle& Control::getSkinRegion(State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getSkinRegion(); } void Control::setSkinColor(const Vector4& color, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setSkinColor(color); } _dirty = true; } const Vector4& Control::getSkinColor(State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getSkinColor(); } void Control::setMargin(float top, float bottom, float left, float right) { GP_ASSERT(_style); overrideStyle(); _style->setMargin(top, bottom, left, right); _dirty = true; } const Theme::Margin& Control::getMargin() const { GP_ASSERT(_style); return _style->getMargin(); } void Control::setPadding(float top, float bottom, float left, float right) { GP_ASSERT(_style); overrideStyle(); _style->setPadding(top, bottom, left, right); _dirty = true; } const Theme::Padding& Control::getPadding() const { GP_ASSERT(_style); return _style->getPadding(); } void Control::setImageRegion(const char* id, const Rectangle& region, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setImageRegion(id, region, _style->_tw, _style->_th); } _dirty = true; } const Rectangle& Control::getImageRegion(const char* id, State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getImageRegion(id); } void Control::setImageColor(const char* id, const Vector4& color, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setImageColor(id, color); } _dirty = true; } const Vector4& Control::getImageColor(const char* id, State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getImageColor(id); } const Theme::UVs& Control::getImageUVs(const char* id, State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getImageUVs(id); } void Control::setCursorRegion(const Rectangle& region, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setCursorRegion(region, _style->_tw, _style->_th); } _dirty = true; } const Rectangle& Control::getCursorRegion(State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getCursorRegion(); } void Control::setCursorColor(const Vector4& color, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setCursorColor(color); } _dirty = true; } const Vector4& Control::getCursorColor(State state) { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getCursorColor(); } const Theme::UVs& Control::getCursorUVs(State state) { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getCursorUVs(); } void Control::setFont(Font* font, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setFont(font); } _dirty = true; } Font* Control::getFont(State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getFont(); } void Control::setFontSize(unsigned int fontSize, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setFontSize(fontSize); } _dirty = true; } unsigned int Control::getFontSize(State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getFontSize(); } void Control::setTextColor(const Vector4& color, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setTextColor(color); } _dirty = true; } const Vector4& Control::getTextColor(State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getTextColor(); } void Control::setTextAlignment(Font::Justify alignment, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setTextAlignment(alignment); } _dirty = true; } Font::Justify Control::getTextAlignment(State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getTextAlignment(); } void Control::setTextRightToLeft(bool rightToLeft, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setTextRightToLeft(rightToLeft); } _dirty = true; } bool Control::getTextRightToLeft(State state) const { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getTextRightToLeft(); } void Control::setStyle(Theme::Style* style) { if (style != _style) { _dirty = true; } _style = style; } Theme::Style* Control::getStyle() const { return _style; } Control::State Control::getState() const { if (!_enabled) return DISABLED; if (Form::_activeControl == this) { if (Form::_activeControlState == ACTIVE) return ACTIVE; if (Form::_focusControl == this) return FOCUS; return Form::_activeControlState; } if (Form::_focusControl == this) return FOCUS; return NORMAL; } Theme::Style::OverlayType Control::getOverlayType() const { switch (getState()) { case Control::NORMAL: return Theme::Style::OVERLAY_NORMAL; case Control::FOCUS: return Theme::Style::OVERLAY_FOCUS; case Control::ACTIVE: return Theme::Style::OVERLAY_ACTIVE; case Control::DISABLED: return Theme::Style::OVERLAY_DISABLED; case Control::HOVER: return Theme::Style::OVERLAY_HOVER; default: return Theme::Style::OVERLAY_NORMAL; } } void Control::setConsumeInputEvents(bool consume) { _consumeInputEvents = consume; } bool Control::getConsumeInputEvents() { return _consumeInputEvents; } int Control::getZIndex() const { return _zIndex; } void Control::setZIndex(int zIndex) { if (zIndex != _zIndex) { _zIndex = zIndex; _dirty = true; if (_parent) { _parent->sortControls(); } } } int Control::getFocusIndex() const { return _focusIndex; } void Control::setFocusIndex(int focusIndex) { _focusIndex = focusIndex; } void Control::addListener(Control::Listener* listener, int eventFlags) { GP_ASSERT(listener); if ((eventFlags & Control::Listener::PRESS) == Control::Listener::PRESS) { addSpecificListener(listener, Control::Listener::PRESS); } if ((eventFlags & Control::Listener::RELEASE) == Control::Listener::RELEASE) { addSpecificListener(listener, Control::Listener::RELEASE); } if ((eventFlags & Control::Listener::CLICK) == Control::Listener::CLICK) { addSpecificListener(listener, Control::Listener::CLICK); } if ((eventFlags & Control::Listener::VALUE_CHANGED) == Control::Listener::VALUE_CHANGED) { addSpecificListener(listener, Control::Listener::VALUE_CHANGED); } if ((eventFlags & Control::Listener::TEXT_CHANGED) == Control::Listener::TEXT_CHANGED) { addSpecificListener(listener, Control::Listener::TEXT_CHANGED); } } void Control::removeListener(Control::Listener* listener) { if (_listeners == NULL || listener == NULL) return; for (std::map*>::iterator itr = _listeners->begin(); itr != _listeners->end();) { itr->second->remove(listener); if(itr->second->empty()) { std::list* list = itr->second; _listeners->erase(itr++); SAFE_DELETE(list); } else ++itr; } if (_listeners->empty()) SAFE_DELETE(_listeners); } void Control::addSpecificListener(Control::Listener* listener, Control::Listener::EventType eventType) { GP_ASSERT(listener); if (!_listeners) { _listeners = new std::map*>(); } std::map*>::const_iterator itr = _listeners->find(eventType); if (itr == _listeners->end()) { _listeners->insert(std::make_pair(eventType, new std::list())); itr = _listeners->find(eventType); } std::list* listenerList = itr->second; listenerList->push_back(listener); } bool Control::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex) { return _consumeInputEvents; } bool Control::keyEvent(Keyboard::KeyEvent evt, int key) { return _consumeInputEvents; } bool Control::mouseEvent(Mouse::MouseEvent evt, int x, int y, int wheelDelta) { // Return false instead of _consumeInputEvents to allow handling to be // routed to touchEvent before consuming. return false; } bool Control::gamepadEvent(Gamepad::GamepadEvent evt, Gamepad* gamepad, unsigned int analogIndex) { return _consumeInputEvents; } void Control::notifyListeners(Control::Listener::EventType eventType) { // This method runs untrusted code by notifying listeners of events. // If the user calls exit() or otherwise releases this control, we // need to keep it alive until the method returns. addRef(); controlEvent(eventType); if (_listeners) { std::map*>::const_iterator itr = _listeners->find(eventType); if (itr != _listeners->end()) { std::list* listenerList = itr->second; for (std::list::iterator listenerItr = listenerList->begin(); listenerItr != listenerList->end(); ++listenerItr) { GP_ASSERT(*listenerItr); (*listenerItr)->controlEvent(this, eventType); } } } fireScriptEvent("controlEvent", this, eventType); release(); } void Control::controlEvent(Control::Listener::EventType evt) { } void Control::update(const Control* container, const Vector2& offset) { Game* game = Game::getInstance(); const Rectangle parentAbsoluteBounds = container ? container->_viewportBounds : Rectangle(0, 0, game->getViewport().width, game->getViewport().height); const Rectangle parentAbsoluteClip = container ? container->getClip() : parentAbsoluteBounds; // Store previous absolute clip bounds _clearBounds.set(_absoluteClipBounds); // Calculate local un-clipped bounds. _bounds.set(_relativeBounds); if (isXPercentage()) _bounds.x *= parentAbsoluteBounds.width; if (isYPercentage()) _bounds.y *= parentAbsoluteBounds.height; if (_autoWidth == AUTO_SIZE_STRETCH) _bounds.width = parentAbsoluteBounds.width; else if (isWidthPercentage()) _bounds.width *= parentAbsoluteBounds.width; if (_autoHeight == AUTO_SIZE_STRETCH) _bounds.height = parentAbsoluteBounds.height; else if (isHeightPercentage()) _bounds.height *= parentAbsoluteBounds.height; float x, y, width, height, clipX2, x2, clipY2, y2; // Calculate the local clipped bounds width = _bounds.width; height = _bounds.height; if (container) { x = _bounds.x + offset.x; y = _bounds.y + offset.y; x2 = parentAbsoluteClip.x + x + width; y2 = parentAbsoluteClip.y + y + height; } else { x = 0; y = 0; x2 = width; y2 = height; } clipX2 = parentAbsoluteClip.x + parentAbsoluteClip.width; clipY2 = parentAbsoluteClip.y + parentAbsoluteClip.height; if (x2 > clipX2) width -= x2 - clipX2; if (y2 > clipY2) height -= y2 - clipY2; if (x < 0) { width += x; x = -x; } else { x = 0; } if (y < 0) { height += y; y = -y; } else { y = 0; } _clipBounds.set(x, y, width, height); // Calculate absolute bounds un-clipped bounds if (container) { x = _bounds.x + offset.x + parentAbsoluteBounds.x; y = _bounds.y + offset.y + parentAbsoluteBounds.y; } else { x = 0; y = 0; } _absoluteBounds.set(x, y, _bounds.width, _bounds.height); // Calculate the absolute viewport bounds (content area, which does not include border and padding) // Absolute bounds minus border and padding. const Theme::Border& border = getBorder(getState()); const Theme::Padding& padding = getPadding(); x += border.left + padding.left; y += border.top + padding.top; width = _bounds.width - border.left - padding.left - border.right - padding.right; height = _bounds.height - border.top - padding.top - border.bottom - padding.bottom; _viewportBounds.set(x, y, width, height); // Calculate the clip area. // Absolute bounds, minus border and padding, // clipped to the parent container's clip area. if (container) { clipX2 = parentAbsoluteClip.x + parentAbsoluteClip.width; clipY2 = parentAbsoluteClip.y + parentAbsoluteClip.height; } else { clipX2 = parentAbsoluteClip.width; clipY2 = parentAbsoluteClip.height; } x2 = x + width; if (x2 > clipX2) width = clipX2 - x; y2 = y + height; if (y2 > clipY2) height = clipY2 - y; if (x < parentAbsoluteClip.x) { float dx = parentAbsoluteClip.x - x; width -= dx; x = parentAbsoluteClip.x; } if (y < parentAbsoluteClip.y) { float dy = parentAbsoluteClip.y - y; height -= dy; y = parentAbsoluteClip.y; } _viewportClipBounds.set(x, y, width, height); width += border.left + padding.left + border.right + padding.right; height += border.top + padding.top + border.bottom + padding.bottom; _absoluteClipBounds.set(x - border.left - padding.left, y - border.top - padding.top, max(width, 0.0f), max(height, 0.0f)); if (_clearBounds.isEmpty()) { _clearBounds.set(_absoluteClipBounds); } // Cache themed attributes for performance. _skin = getSkin(getState()); // Current opacity should be multiplied by that of the parent container. _opacity = getOpacity(getState()); if (container) _opacity *= container->_opacity; } void Control::drawBorder(SpriteBatch* spriteBatch, const Rectangle& clip) { if (!spriteBatch || !_skin || _absoluteBounds.width <= 0 || _absoluteBounds.height <= 0) return; // Get the border and background images for this control's current state. const Theme::UVs& topLeft = _skin->getUVs(Theme::Skin::TOP_LEFT); const Theme::UVs& top = _skin->getUVs(Theme::Skin::TOP); const Theme::UVs& topRight = _skin->getUVs(Theme::Skin::TOP_RIGHT); const Theme::UVs& left = _skin->getUVs(Theme::Skin::LEFT); const Theme::UVs& center = _skin->getUVs(Theme::Skin::CENTER); const Theme::UVs& right = _skin->getUVs(Theme::Skin::RIGHT); const Theme::UVs& bottomLeft = _skin->getUVs(Theme::Skin::BOTTOM_LEFT); const Theme::UVs& bottom = _skin->getUVs(Theme::Skin::BOTTOM); const Theme::UVs& bottomRight = _skin->getUVs(Theme::Skin::BOTTOM_RIGHT); // Calculate screen-space positions. const Theme::Border& border = getBorder(getState()); const Theme::Padding& padding = getPadding(); Vector4 skinColor = _skin->getColor(); skinColor.w *= _opacity; float midWidth = _absoluteBounds.width - border.left - border.right; float midHeight = _absoluteBounds.height - border.top - border.bottom; float midX = _absoluteBounds.x + border.left; float midY = _absoluteBounds.y + border.top; float rightX = _absoluteBounds.x + _absoluteBounds.width - border.right; float bottomY = _absoluteBounds.y + _absoluteBounds.height - border.bottom; // Draw themed border sprites. if (!border.left && !border.right && !border.top && !border.bottom) { // No border, just draw the image. spriteBatch->draw(_absoluteBounds.x, _absoluteBounds.y, _absoluteBounds.width, _absoluteBounds.height, center.u1, center.v1, center.u2, center.v2, skinColor, clip); } else { if (border.left && border.top) spriteBatch->draw(_absoluteBounds.x, _absoluteBounds.y, border.left, border.top, topLeft.u1, topLeft.v1, topLeft.u2, topLeft.v2, skinColor, clip); if (border.top) spriteBatch->draw(_absoluteBounds.x + border.left, _absoluteBounds.y, midWidth, border.top, top.u1, top.v1, top.u2, top.v2, skinColor, clip); if (border.right && border.top) spriteBatch->draw(rightX, _absoluteBounds.y, border.right, border.top, topRight.u1, topRight.v1, topRight.u2, topRight.v2, skinColor, clip); if (border.left) spriteBatch->draw(_absoluteBounds.x, midY, border.left, midHeight, left.u1, left.v1, left.u2, left.v2, skinColor, clip); // Always draw the background. spriteBatch->draw(_absoluteBounds.x + border.left, _absoluteBounds.y + border.top, _absoluteBounds.width - border.left - border.right, _absoluteBounds.height - border.top - border.bottom, center.u1, center.v1, center.u2, center.v2, skinColor, clip); if (border.right) spriteBatch->draw(rightX, midY, border.right, midHeight, right.u1, right.v1, right.u2, right.v2, skinColor, clip); if (border.bottom && border.left) spriteBatch->draw(_absoluteBounds.x, bottomY, border.left, border.bottom, bottomLeft.u1, bottomLeft.v1, bottomLeft.u2, bottomLeft.v2, skinColor, clip); if (border.bottom) spriteBatch->draw(midX, bottomY, midWidth, border.bottom, bottom.u1, bottom.v1, bottom.u2, bottom.v2, skinColor, clip); if (border.bottom && border.right) spriteBatch->draw(rightX, bottomY, border.right, border.bottom, bottomRight.u1, bottomRight.v1, bottomRight.u2, bottomRight.v2, skinColor, clip); } } void Control::drawImages(SpriteBatch* spriteBatch, const Rectangle& position) { } void Control::drawText(const Rectangle& position) { } void Control::draw(SpriteBatch* spriteBatch, const Rectangle& clip, bool needsClear, bool cleared, float targetHeight) { if (needsClear) { GL_ASSERT( glEnable(GL_SCISSOR_TEST) ); GL_ASSERT( glScissor(_clearBounds.x, targetHeight - _clearBounds.y - _clearBounds.height, _clearBounds.width, _clearBounds.height) ); Game::getInstance()->clear(Game::CLEAR_COLOR, Vector4::zero(), 1.0f, 0); GL_ASSERT( glDisable(GL_SCISSOR_TEST) ); } if (!_visible) { _dirty = false; return; } spriteBatch->start(); drawBorder(spriteBatch, clip); drawImages(spriteBatch, clip); spriteBatch->finish(); drawText(clip); _dirty = false; } bool Control::isDirty() { return _dirty; } bool Control::isContainer() const { return false; } Control::State Control::getState(const char* state) { if (!state) { return NORMAL; } if (strcmp(state, "NORMAL") == 0) { return NORMAL; } else if (strcmp(state, "ACTIVE") == 0) { return ACTIVE; } else if (strcmp(state, "FOCUS") == 0) { return FOCUS; } else if (strcmp(state, "DISABLED") == 0) { return DISABLED; } else if (strcmp(state, "HOVER") == 0) { return HOVER; } return NORMAL; } Theme::ThemeImage* Control::getImage(const char* id, State state) { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); Theme::ImageList* imageList = overlay->getImageList(); if (!imageList) return NULL; return imageList->getImage(id); } const char* Control::getType() const { return "control"; } Control* Control::getParent() const { return _parent; } bool Control::isChild(Control* control) const { if (!control) return false; Control* parent = _parent; while (parent) { if (parent == control) return true; parent = parent->_parent; } return false; } Form* Control::getTopLevelForm() const { if (_parent) return _parent->getTopLevelForm(); if (isContainer()) { Container* container = static_cast(const_cast(this)); if (container->isForm()) return static_cast(container); } return NULL; } // Implementation of AnimationHandler unsigned int Control::getAnimationPropertyComponentCount(int propertyId) const { switch(propertyId) { case ANIMATE_POSITION: case ANIMATE_SIZE: return 2; case ANIMATE_POSITION_X: case ANIMATE_POSITION_Y: case ANIMATE_SIZE_WIDTH: case ANIMATE_SIZE_HEIGHT: case ANIMATE_OPACITY: return 1; default: return -1; } } void Control::getAnimationPropertyValue(int propertyId, AnimationValue* value) { GP_ASSERT(value); switch (propertyId) { case ANIMATE_POSITION: value->setFloat(0, _bounds.x); value->setFloat(1, _bounds.y); break; case ANIMATE_SIZE: value->setFloat(0, _bounds.width); value->setFloat(1, _bounds.height); break; case ANIMATE_POSITION_X: value->setFloat(0, _bounds.x); break; case ANIMATE_POSITION_Y: value->setFloat(0, _bounds.y); break; case ANIMATE_SIZE_WIDTH: value->setFloat(0, _bounds.width); break; case ANIMATE_SIZE_HEIGHT: value->setFloat(0, _bounds.height); break; case ANIMATE_OPACITY: value->setFloat(0, _opacity); break; default: break; } } void Control::setAnimationPropertyValue(int propertyId, AnimationValue* value, float blendWeight) { GP_ASSERT(value); switch(propertyId) { case ANIMATE_POSITION: setX(Curve::lerp(blendWeight, _bounds.x, value->getFloat(0)), isXPercentage()); setY(Curve::lerp(blendWeight, _bounds.y, value->getFloat(1)), isYPercentage()); break; case ANIMATE_POSITION_X: setX(Curve::lerp(blendWeight, _bounds.x, value->getFloat(0)), isXPercentage()); break; case ANIMATE_POSITION_Y: setY(Curve::lerp(blendWeight, _bounds.y, value->getFloat(0)), isYPercentage()); break; case ANIMATE_SIZE: setWidth(Curve::lerp(blendWeight, _bounds.width, value->getFloat(0)), isWidthPercentage()); setHeight(Curve::lerp(blendWeight, _bounds.height, value->getFloat(1)), isHeightPercentage()); break; case ANIMATE_SIZE_WIDTH: setWidth(Curve::lerp(blendWeight, _bounds.width, value->getFloat(0)), isWidthPercentage()); break; case ANIMATE_SIZE_HEIGHT: setHeight(Curve::lerp(blendWeight, _bounds.height, value->getFloat(0)), isHeightPercentage()); break; case ANIMATE_OPACITY: setOpacity(Curve::lerp(blendWeight, _opacity, value->getFloat(0))); break; } } Theme::Style::Overlay** Control::getOverlays(unsigned char overlayTypes, Theme::Style::Overlay** overlays) { GP_ASSERT(overlays); GP_ASSERT(_style); unsigned int index = 0; if ((overlayTypes & NORMAL) == NORMAL) { overlays[index++] = _style->getOverlay(Theme::Style::OVERLAY_NORMAL); } if ((overlayTypes & FOCUS) == FOCUS) { overlays[index++] = _style->getOverlay(Theme::Style::OVERLAY_FOCUS); } if ((overlayTypes & ACTIVE) == ACTIVE) { overlays[index++] = _style->getOverlay(Theme::Style::OVERLAY_ACTIVE); } if ((overlayTypes & DISABLED) == DISABLED) { overlays[index++] = _style->getOverlay(Theme::Style::OVERLAY_DISABLED); } if ((overlayTypes & HOVER) == HOVER) { overlays[index++] = _style->getOverlay(Theme::Style::OVERLAY_HOVER); } return overlays; } Theme::Style::Overlay* Control::getOverlay(State state) const { GP_ASSERT(_style); Theme::Style::Overlay* overlay = NULL; switch (state) { case Control::NORMAL: return _style->getOverlay(Theme::Style::OVERLAY_NORMAL); case Control::FOCUS: overlay = _style->getOverlay(Theme::Style::OVERLAY_FOCUS); break; case Control::ACTIVE: overlay = _style->getOverlay(Theme::Style::OVERLAY_ACTIVE); if (!overlay && hasFocus()) overlay = _style->getOverlay(Theme::Style::OVERLAY_FOCUS); break; case Control::DISABLED: overlay = _style->getOverlay(Theme::Style::OVERLAY_DISABLED); break; case Control::HOVER: overlay = _style->getOverlay(Theme::Style::OVERLAY_HOVER); if (!overlay && hasFocus()) overlay = _style->getOverlay(Theme::Style::OVERLAY_FOCUS); break; } // Fall back to normal overlay if more specific state overlay not found if (!overlay) overlay = _style->getOverlay(Theme::Style::OVERLAY_NORMAL); return overlay; } void Control::overrideStyle() { if (_styleOverridden) { return; } // Copy the style. GP_ASSERT(_style); _style = new Theme::Style(*_style); _styleOverridden = true; } void Control::overrideThemedProperties(Properties* properties, unsigned char states) { GP_ASSERT(properties); GP_ASSERT(_style); GP_ASSERT(_style->_theme); Theme::ImageList* imageList = NULL; Theme::ThemeImage* cursor = NULL; Theme::Skin* skin = NULL; _style->_theme->lookUpSprites(properties, &imageList, &cursor, &skin); if (imageList) { setImageList(imageList, states); } if (cursor) { setCursor(cursor, states); } if (skin) { setSkin(skin, states); } if (properties->exists("font")) { Font* font = Font::create(properties->getString("font")); setFont(font, states); font->release(); } if (properties->exists("fontSize")) { setFontSize(properties->getInt("fontSize"), states); } if (properties->exists("textColor")) { Vector4 textColor(0, 0, 0, 1); properties->getColor("textColor", &textColor); setTextColor(textColor, states); } if (properties->exists("textAlignment")) { setTextAlignment(Font::getJustify(properties->getString("textAlignment")), states); } if (properties->exists("rightToLeft")) { setTextRightToLeft(properties->getBool("rightToLeft"), states); } if (properties->exists("opacity")) { setOpacity(properties->getFloat("opacity"), states); } } void Control::setImageList(Theme::ImageList* imageList, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setImageList(imageList); } _dirty = true; } void Control::setCursor(Theme::ThemeImage* cursor, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setCursor(cursor); } _dirty = true; } void Control::setSkin(Theme::Skin* skin, unsigned char states) { overrideStyle(); Theme::Style::Overlay* overlays[Theme::Style::OVERLAY_MAX] = { 0 }; getOverlays(states, overlays); for (int i = 0; i < Theme::Style::OVERLAY_MAX; ++i) { if( overlays[i] ) overlays[i]->setSkin(skin); } _dirty = true; } Theme::Skin* Control::getSkin(State state) { Theme::Style::Overlay* overlay = getOverlay(state); GP_ASSERT(overlay); return overlay->getSkin(); } Control::Alignment Control::getAlignment(const char* alignment) { if (!alignment) { return Control::ALIGN_TOP_LEFT; } if (strcmp(alignment, "ALIGN_LEFT") == 0) { return Control::ALIGN_LEFT; } else if (strcmp(alignment, "ALIGN_HCENTER") == 0) { return Control::ALIGN_HCENTER; } else if (strcmp(alignment, "ALIGN_RIGHT") == 0) { return Control::ALIGN_RIGHT; } else if (strcmp(alignment, "ALIGN_TOP") == 0) { return Control::ALIGN_TOP; } else if (strcmp(alignment, "ALIGN_VCENTER") == 0) { return Control::ALIGN_VCENTER; } else if (strcmp(alignment, "ALIGN_BOTTOM") == 0) { return Control::ALIGN_BOTTOM; } else if (strcmp(alignment, "ALIGN_TOP_LEFT") == 0) { return Control::ALIGN_TOP_LEFT; } else if (strcmp(alignment, "ALIGN_VCENTER_LEFT") == 0) { return Control::ALIGN_VCENTER_LEFT; } else if (strcmp(alignment, "ALIGN_BOTTOM_LEFT") == 0) { return Control::ALIGN_BOTTOM_LEFT; } else if (strcmp(alignment, "ALIGN_TOP_HCENTER") == 0) { return Control::ALIGN_TOP_HCENTER; } else if (strcmp(alignment, "ALIGN_VCENTER_HCENTER") == 0) { return Control::ALIGN_VCENTER_HCENTER; } else if (strcmp(alignment, "ALIGN_BOTTOM_HCENTER") == 0) { return Control::ALIGN_BOTTOM_HCENTER; } else if (strcmp(alignment, "ALIGN_TOP_RIGHT") == 0) { return Control::ALIGN_TOP_RIGHT; } else if (strcmp(alignment, "ALIGN_VCENTER_RIGHT") == 0) { return Control::ALIGN_VCENTER_RIGHT; } else if (strcmp(alignment, "ALIGN_BOTTOM_RIGHT") == 0) { return Control::ALIGN_BOTTOM_RIGHT; } else { GP_ERROR("Failed to get corresponding control alignment for unsupported value '%s'.", alignment); } // Default. return Control::ALIGN_TOP_LEFT; } }