#include "Base.h" #include "Control.h" namespace gameplay { Control::Control() : _id(""), _state(Control::NORMAL), _position(Vector2::zero()), _size(Vector2::zero()), _bounds(Rectangle::empty()), _clip(Rectangle::empty()), _autoWidth(true), _autoHeight(true), _dirty(true), _consumeTouchEvents(true), _listeners(NULL) { } Control::Control(const Control& copy) { } Control::~Control() { if (_listeners) { for (ListenerMap::const_iterator itr = _listeners->begin(); itr != _listeners->end(); itr++) { std::list* list = itr->second; SAFE_DELETE(list); } SAFE_DELETE(_listeners); } } void Control::init(Theme::Style* style, Properties* properties) { _style = style; properties->getVector2("position", &_position); properties->getVector2("size", &_size); _state = Control::getStateFromString(properties->getString("state")); const char* id = properties->getId(); if (id) { _id = id; } } const char* Control::getID() const { return _id.c_str(); } void Control::setPosition(float x, float y) { _position.set(x, y); } const Vector2& Control::getPosition() const { return _position; } void Control::setSize(float width, float height) { _size.set(width, height); } const Vector2& Control::getSize() const { return _size; } const Rectangle& Control::getBounds() const { return _bounds; } const Rectangle& Control::getClip() const { return _clip; } void Control::setAutoSize(bool width, bool height) { _autoWidth = width; _autoHeight = height; } void Control::setStyle(Theme::Style* style) { if (style != _style) { _dirty = true; } _style = style; } Theme::Style* Control::getStyle() const { return _style; } void Control::setState(State state) { _state = state; } Control::State Control::getState() { return _state; } void Control::disable() { _state = DISABLED; } void Control::enable() { _state = NORMAL; } bool Control::isEnabled() { return _state != DISABLED; } Theme::Style::OverlayType Control::getOverlayType() const { switch (_state) { 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; default: return Theme::Style::OVERLAY_NORMAL; } } void Control::setConsumeTouchEvents(bool consume) { _consumeTouchEvents = consume; } bool Control::getConsumeTouchEvents() { return _consumeTouchEvents; } void Control::addListener(Control::Listener* listener, int eventFlags) { if ((eventFlags & Listener::PRESS) == Listener::PRESS) { addSpecificListener(listener, Listener::PRESS); } if ((eventFlags & Listener::RELEASE) == Listener::RELEASE) { addSpecificListener(listener, Listener::RELEASE); } if ((eventFlags & Listener::CLICK) == Listener::CLICK) { addSpecificListener(listener, Listener::CLICK); } if ((eventFlags & Listener::VALUE_CHANGED) == Listener::VALUE_CHANGED) { addSpecificListener(listener, Listener::VALUE_CHANGED); } if ((eventFlags & Listener::TEXT_CHANGED) == Listener::TEXT_CHANGED) { addSpecificListener(listener, Listener::TEXT_CHANGED); } } void Control::addSpecificListener(Control::Listener* listener, Listener::EventType eventType) { if (!_listeners) { _listeners = new std::map*>(); } ListenerMap::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) { if (!isEnabled()) { return false; } switch (evt) { case Touch::TOUCH_PRESS: notifyListeners(Listener::PRESS); break; case Touch::TOUCH_RELEASE: // Always trigger Listener::RELEASE notifyListeners(Listener::RELEASE); // Only trigger Listener::CLICK if both PRESS and RELEASE took place within the control's bounds. if (x > 0 && x <= _bounds.width && y > 0 && y <= _bounds.height) { notifyListeners(Listener::CLICK); } break; } return _consumeTouchEvents; } void Control::keyEvent(Keyboard::KeyEvent evt, int key) { } void Control::notifyListeners(Listener::EventType eventType) { if (_listeners) { ListenerMap::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++) { (*listenerItr)->controlEvent(this, eventType); } } } } void Control::update(const Rectangle& clip) { // Calculate the bounds. float x = clip.x + _position.x; float y = clip.y + _position.y; float width = _size.x; float height = _size.y; float clipX2 = clip.x + clip.width; float x2 = x + width; if (x2 > clipX2) { width = clipX2 - x; } float clipY2 = clip.y + clip.height; float y2 = y + height; if (y2 > clipY2) { height = clipY2 - y; } _bounds.set(_position.x, _position.y, width, height); // Calculate the clipping viewport. Theme::Style::Overlay* overlay = _style->getOverlay(getOverlayType()); Theme::Border border; Theme::ContainerRegion* containerRegion = overlay->getContainerRegion(); if (containerRegion) { border = overlay->getContainerRegion()->getBorder(); } Theme::Padding padding = _style->getPadding(); x += border.left + padding.left; y += border.top + padding.top; width = _size.x - border.left - padding.left - border.right - padding.right; height = _size.y - border.top - padding.top - border.bottom - padding.bottom; _textBounds.set(x, y, width, height); clipX2 = clip.x + clip.width; x2 = x + width; if (x2 > clipX2) { width = clipX2 - x; } clipY2 = clip.y + clip.height; y2 = y + height; if (y2 > clipY2) { height = clipY2 - y; } if (x < clip.x) { x = clip.x; } if (y < clip.y) { y = clip.y; } _clip.set(x, y, width, height); } void Control::drawBorder(SpriteBatch* spriteBatch, const Rectangle& clip) { Vector2 pos(clip.x + _position.x, clip.y + _position.y); // Get the border and background images for this control's current state. Theme::ContainerRegion* containerRegion = _style->getOverlay(getOverlayType())->getContainerRegion(); if (containerRegion) { // Get the UVs. Theme::UVs topLeft, top, topRight, left, center, right, bottomLeft, bottom, bottomRight; topLeft = containerRegion->getUVs(Theme::ContainerRegion::TOP_LEFT); top = containerRegion->getUVs(Theme::ContainerRegion::TOP); topRight = containerRegion->getUVs(Theme::ContainerRegion::TOP_RIGHT); left = containerRegion->getUVs(Theme::ContainerRegion::LEFT); center = containerRegion->getUVs(Theme::ContainerRegion::CENTER); right = containerRegion->getUVs(Theme::ContainerRegion::RIGHT); bottomLeft = containerRegion->getUVs(Theme::ContainerRegion::BOTTOM_LEFT); bottom = containerRegion->getUVs(Theme::ContainerRegion::BOTTOM); bottomRight = containerRegion->getUVs(Theme::ContainerRegion::BOTTOM_RIGHT); // Calculate screen-space positions. Theme::Border border = containerRegion->getBorder(); Theme::Padding padding = _style->getPadding(); Vector4 borderColor = containerRegion->getColor(); float midWidth = _size.x - border.left - border.right; float midHeight = _size.y - border.top - border.bottom; float midX = pos.x + border.left; float midY = pos.y + border.top; float rightX = pos.x + _size.x - border.right; float bottomY = pos.y + _size.y - border.bottom; // Draw themed border sprites. if (!border.left && !border.right && !border.top && !border.bottom) { // No border, just draw the image. spriteBatch->draw(pos.x, pos.y, _size.x, _size.y, center.u1, center.v1, center.u2, center.v2, borderColor, clip); } else { if (border.left && border.top) spriteBatch->draw(pos.x, pos.y, border.left, border.top, topLeft.u1, topLeft.v1, topLeft.u2, topLeft.v2, borderColor, clip); if (border.top) spriteBatch->draw(pos.x + border.left, pos.y, midWidth, border.top, top.u1, top.v1, top.u2, top.v2, borderColor, clip); if (border.right && border.top) spriteBatch->draw(rightX, pos.y, border.right, border.top, topRight.u1, topRight.v1, topRight.u2, topRight.v2, borderColor, clip); if (border.left) spriteBatch->draw(pos.x, midY, border.left, midHeight, left.u1, left.v1, left.u2, left.v2, borderColor, clip); if (border.left && border.right && border.top && border.bottom) spriteBatch->draw(pos.x + border.left, pos.y + border.top, _size.x - border.left - border.right, _size.y - border.top - border.bottom, center.u1, center.v1, center.u2, center.v2, borderColor, clip); if (border.right) spriteBatch->draw(rightX, midY, border.right, midHeight, right.u1, right.v1, right.u2, right.v2, borderColor, clip); if (border.bottom && border.left) spriteBatch->draw(pos.x, bottomY, border.left, border.bottom, bottomLeft.u1, bottomLeft.v1, bottomLeft.u2, bottomLeft.v2, borderColor, clip); if (border.bottom) spriteBatch->draw(midX, bottomY, midWidth, border.bottom, bottom.u1, bottom.v1, bottom.u2, bottom.v2, borderColor, clip); if (border.bottom && border.right) spriteBatch->draw(rightX, bottomY, border.right, border.bottom, bottomRight.u1, bottomRight.v1, bottomRight.u2, bottomRight.v2, borderColor, clip); } } } void Control::drawSprites(SpriteBatch* spriteBatch, const Rectangle& position) { } void Control::drawText(const Rectangle& position) { } bool Control::isDirty() { return _dirty; } bool Control::isContainer() { return false; } Control::State Control::getStateFromString(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; } return NORMAL; } }