Control.cpp 29 KB

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  1. #include "Base.h"
  2. #include "Game.h"
  3. #include "Control.h"
  4. namespace gameplay
  5. {
  6. Control::Control()
  7. : _id(""), _state(Control::NORMAL), _position(Vector2::zero()), _size(Vector2::zero()), _bounds(Rectangle::empty()), _clip(Rectangle::empty()),
  8. _autoWidth(true), _autoHeight(true), _dirty(true), _consumeTouchEvents(true), _listeners(NULL), _styleOverridden(false)
  9. {
  10. }
  11. Control::Control(const Control& copy)
  12. {
  13. }
  14. Control::~Control()
  15. {
  16. if (_listeners)
  17. {
  18. for (ListenerMap::const_iterator itr = _listeners->begin(); itr != _listeners->end(); itr++)
  19. {
  20. std::list<Listener*>* list = itr->second;
  21. SAFE_DELETE(list);
  22. }
  23. SAFE_DELETE(_listeners);
  24. }
  25. if (_styleOverridden)
  26. {
  27. SAFE_DELETE(_style);
  28. }
  29. }
  30. void Control::init(Theme::Style* style, Properties* properties)
  31. {
  32. _style = style;
  33. properties->getVector2("position", &_position);
  34. properties->getVector2("size", &_size);
  35. _state = Control::getStateFromString(properties->getString("state"));
  36. const char* id = properties->getId();
  37. if (id)
  38. _id = id;
  39. }
  40. const char* Control::getID() const
  41. {
  42. return _id.c_str();
  43. }
  44. void Control::setPosition(float x, float y, unsigned long duration)
  45. {
  46. if (duration > 0L)
  47. {
  48. AnimationController* animationController = Game::getInstance()->getAnimationController();
  49. float from[2] = { _position.x, _position.y };
  50. float to[2] = { x, y };
  51. Animation* moveAnimation = animationController->createAnimationFromTo("Control::setPosition", this, Control::ANIMATE_POSITION,
  52. from, to, gameplay::Curve::QUADRATIC_IN_OUT, duration);
  53. AnimationClip* clip = moveAnimation->getClip();
  54. clip->play();
  55. }
  56. else
  57. {
  58. _position.set(x, y);
  59. }
  60. _dirty = true;
  61. }
  62. const Vector2& Control::getPosition() const
  63. {
  64. return _position;
  65. }
  66. void Control::setSize(float width, float height, unsigned long duration)
  67. {
  68. if (duration > 0L)
  69. {
  70. AnimationController* animationController = Game::getInstance()->getAnimationController();
  71. float from[2] = { _size.x, _size.y };
  72. float to[2] = { width, height };
  73. Animation* resizeAnimation = animationController->createAnimationFromTo("Control::setSize", this, Control::ANIMATE_SIZE,
  74. from, to, gameplay::Curve::QUADRATIC_IN_OUT, duration);
  75. AnimationClip* clip = resizeAnimation->getClip();
  76. clip->play();
  77. }
  78. else
  79. {
  80. _size.set(width, height);
  81. }
  82. _dirty = true;
  83. }
  84. const Vector2& Control::getSize() const
  85. {
  86. return _size;
  87. }
  88. void Control::setOpacity(float opacity, unsigned char states, unsigned long duration)
  89. {
  90. overrideStyle();
  91. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  92. getOverlays(states, overlays);
  93. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  94. {
  95. if (duration > 0L)
  96. {
  97. float from[1] = { overlays[i]->getOpacity() };
  98. float to[1] = { opacity };
  99. // Fun with chaining.
  100. Game::getInstance()->getAnimationController()->createAnimationFromTo("Overlay::setOpacity", overlays[i], Theme::Style::Overlay::ANIMATE_OPACITY,
  101. from, to, gameplay::Curve::QUADRATIC_IN_OUT, duration)->getClip()->play();
  102. }
  103. else
  104. {
  105. overlays[i]->setOpacity(opacity);
  106. }
  107. }
  108. if (duration > 0L)
  109. {
  110. // All this animation does is make sure this control sets its dirty flag during the animation.
  111. float from[1] = { 0.0f };
  112. float to[1] = { 1.0f };
  113. Game::getInstance()->getAnimationController()->createAnimationFromTo("Control::setOpacity", this, Control::ANIMATE_OPACITY,
  114. from, to, gameplay::Curve::QUADRATIC_IN_OUT, duration)->getClip()->play();
  115. }
  116. _dirty = true;
  117. }
  118. float Control::getOpacity(State state) const
  119. {
  120. return getOverlay(state)->getOpacity();
  121. }
  122. void Control::setBorder(float top, float bottom, float left, float right, unsigned char states)
  123. {
  124. overrideStyle();
  125. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  126. getOverlays(states, overlays);
  127. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  128. {
  129. overlays[i]->setBorder(top, bottom, left, right);
  130. }
  131. _dirty = true;
  132. }
  133. const Theme::Border& Control::getBorder(State state) const
  134. {
  135. return getOverlay(state)->getBorder();
  136. }
  137. void Control::setSkinRegion(const Rectangle& region, unsigned char states)
  138. {
  139. overrideStyle();
  140. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  141. getOverlays(states, overlays);
  142. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  143. {
  144. overlays[i]->setSkinRegion(region, _style->_tw, _style->_th);
  145. }
  146. _dirty = true;
  147. }
  148. const Rectangle& Control::getSkinRegion(State state) const
  149. {
  150. return getOverlay(state)->getSkinRegion();
  151. }
  152. const Theme::UVs& Control::getSkinUVs(Theme::Skin::SkinArea area, State state) const
  153. {
  154. return getOverlay(state)->getSkinUVs(area);
  155. }
  156. void Control::setSkinColor(const Vector4& color, unsigned char states)
  157. {
  158. overrideStyle();
  159. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  160. getOverlays(states, overlays);
  161. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  162. {
  163. overlays[i]->setSkinColor(color);
  164. }
  165. _dirty = true;
  166. }
  167. const Vector4& Control::getSkinColor(State state) const
  168. {
  169. return getOverlay(state)->getSkinColor();
  170. }
  171. void Control::setMargin(float top, float bottom, float left, float right)
  172. {
  173. _style->setMargin(top, bottom, left, right);
  174. _dirty = true;
  175. }
  176. const Theme::Margin& Control::getMargin() const
  177. {
  178. return _style->getMargin();
  179. }
  180. void Control::setPadding(float top, float bottom, float left, float right)
  181. {
  182. _style->setPadding(top, bottom, left, right);
  183. _dirty = true;
  184. }
  185. const Theme::Padding& Control::getPadding() const
  186. {
  187. return _style->getPadding();
  188. }
  189. void Control::setImageRegion(const char* id, const Rectangle& region, unsigned char states)
  190. {
  191. overrideStyle();
  192. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  193. getOverlays(states, overlays);
  194. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  195. {
  196. overlays[i]->setImageRegion(id, region, _style->_tw, _style->_th);
  197. }
  198. _dirty = true;
  199. }
  200. const Rectangle& Control::getImageRegion(const char* id, State state) const
  201. {
  202. return getOverlay(state)->getImageRegion(id);
  203. }
  204. void Control::setImageColor(const char* id, const Vector4& color, unsigned char states)
  205. {
  206. overrideStyle();
  207. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  208. getOverlays(states, overlays);
  209. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  210. {
  211. overlays[i]->setImageColor(id, color);
  212. }
  213. _dirty = true;
  214. }
  215. const Vector4& Control::getImageColor(const char* id, State state) const
  216. {
  217. return getOverlay(state)->getImageColor(id);
  218. }
  219. const Theme::UVs& Control::getImageUVs(const char* id, State state) const
  220. {
  221. return getOverlay(state)->getImageUVs(id);
  222. }
  223. void Control::setCursorRegion(const Rectangle& region, unsigned char states)
  224. {
  225. overrideStyle();
  226. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  227. getOverlays(states, overlays);
  228. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  229. {
  230. overlays[i]->setCursorRegion(region, _style->_tw, _style->_th);
  231. }
  232. _dirty = true;
  233. }
  234. const Rectangle& Control::getCursorRegion(State state) const
  235. {
  236. return getOverlay(state)->getCursorRegion();
  237. }
  238. void Control::setCursorColor(const Vector4& color, unsigned char states)
  239. {
  240. overrideStyle();
  241. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  242. getOverlays(states, overlays);
  243. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  244. {
  245. overlays[i]->setCursorColor(color);
  246. }
  247. _dirty = true;
  248. }
  249. const Vector4& Control::getCursorColor(State state)
  250. {
  251. return getOverlay(state)->getCursorColor();
  252. }
  253. const Theme::UVs& Control::getCursorUVs(State state)
  254. {
  255. return getOverlay(state)->getCursorUVs();
  256. }
  257. void Control::setFont(Font* font, unsigned char states)
  258. {
  259. overrideStyle();
  260. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  261. getOverlays(states, overlays);
  262. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  263. {
  264. overlays[i]->setFont(font);
  265. }
  266. _dirty = true;
  267. }
  268. Font* Control::getFont(State state) const
  269. {
  270. return getOverlay(state)->getFont();
  271. }
  272. void Control::setFontSize(unsigned int fontSize, unsigned char states)
  273. {
  274. overrideStyle();
  275. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  276. getOverlays(states, overlays);
  277. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  278. {
  279. overlays[i]->setFontSize(fontSize);
  280. }
  281. _dirty = true;
  282. }
  283. unsigned int Control::getFontSize(State state) const
  284. {
  285. return getOverlay(state)->getFontSize();
  286. }
  287. void Control::setTextColor(const Vector4& color, unsigned char states)
  288. {
  289. overrideStyle();
  290. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  291. getOverlays(states, overlays);
  292. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  293. {
  294. overlays[i]->setTextColor(color);
  295. }
  296. _dirty = true;
  297. }
  298. const Vector4& Control::getTextColor(State state) const
  299. {
  300. return getOverlay(state)->getTextColor();
  301. }
  302. void Control::setTextAlignment(Font::Justify alignment, unsigned char states)
  303. {
  304. overrideStyle();
  305. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  306. getOverlays(states, overlays);
  307. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  308. {
  309. overlays[i]->setTextAlignment(alignment);
  310. }
  311. _dirty = true;
  312. }
  313. Font::Justify Control::getTextAlignment(State state) const
  314. {
  315. return getOverlay(state)->getTextAlignment();
  316. }
  317. void Control::setTextRightToLeft(bool rightToLeft, unsigned char states)
  318. {
  319. overrideStyle();
  320. Theme::Style::Overlay* overlays[MAX_OVERLAYS] = { 0 };
  321. getOverlays(states, overlays);
  322. for (int i = 0; i < MAX_OVERLAYS - 1 && overlays[i]; ++i)
  323. {
  324. overlays[i]->setTextRightToLeft(rightToLeft);
  325. }
  326. _dirty = true;
  327. }
  328. bool Control::getTextRightToLeft(State state) const
  329. {
  330. return getOverlay(state)->getTextRightToLeft();
  331. }
  332. const Rectangle& Control::getBounds() const
  333. {
  334. return _bounds;
  335. }
  336. const Rectangle& Control::getClip() const
  337. {
  338. return _clip;
  339. }
  340. void Control::setAutoSize(bool width, bool height)
  341. {
  342. _autoWidth = width;
  343. _autoHeight = height;
  344. _dirty = true;
  345. }
  346. void Control::setStyle(Theme::Style* style)
  347. {
  348. if (style != _style)
  349. {
  350. _dirty = true;
  351. }
  352. _style = style;
  353. }
  354. Theme::Style* Control::getStyle() const
  355. {
  356. return _style;
  357. }
  358. void Control::setState(State state)
  359. {
  360. _state = state;
  361. _dirty = true;
  362. }
  363. Control::State Control::getState() const
  364. {
  365. return _state;
  366. }
  367. void Control::disable()
  368. {
  369. _state = DISABLED;
  370. _dirty = true;
  371. }
  372. void Control::enable()
  373. {
  374. _state = NORMAL;
  375. _dirty = true;
  376. }
  377. bool Control::isEnabled()
  378. {
  379. return _state != DISABLED;
  380. }
  381. Theme::Style::OverlayType Control::getOverlayType() const
  382. {
  383. switch (_state)
  384. {
  385. case Control::NORMAL:
  386. return Theme::Style::OVERLAY_NORMAL;
  387. case Control::FOCUS:
  388. return Theme::Style::OVERLAY_FOCUS;
  389. case Control::ACTIVE:
  390. return Theme::Style::OVERLAY_ACTIVE;
  391. case Control::DISABLED:
  392. return Theme::Style::OVERLAY_DISABLED;
  393. default:
  394. return Theme::Style::OVERLAY_NORMAL;
  395. }
  396. }
  397. void Control::setConsumeTouchEvents(bool consume)
  398. {
  399. _consumeTouchEvents = consume;
  400. }
  401. bool Control::getConsumeTouchEvents()
  402. {
  403. return _consumeTouchEvents;
  404. }
  405. void Control::addListener(Control::Listener* listener, int eventFlags)
  406. {
  407. if ((eventFlags & Listener::PRESS) == Listener::PRESS)
  408. {
  409. addSpecificListener(listener, Listener::PRESS);
  410. }
  411. if ((eventFlags & Listener::RELEASE) == Listener::RELEASE)
  412. {
  413. addSpecificListener(listener, Listener::RELEASE);
  414. }
  415. if ((eventFlags & Listener::CLICK) == Listener::CLICK)
  416. {
  417. addSpecificListener(listener, Listener::CLICK);
  418. }
  419. if ((eventFlags & Listener::VALUE_CHANGED) == Listener::VALUE_CHANGED)
  420. {
  421. addSpecificListener(listener, Listener::VALUE_CHANGED);
  422. }
  423. if ((eventFlags & Listener::TEXT_CHANGED) == Listener::TEXT_CHANGED)
  424. {
  425. addSpecificListener(listener, Listener::TEXT_CHANGED);
  426. }
  427. }
  428. void Control::addSpecificListener(Control::Listener* listener, Listener::EventType eventType)
  429. {
  430. if (!_listeners)
  431. {
  432. _listeners = new std::map<Listener::EventType, std::list<Listener*>*>();
  433. }
  434. ListenerMap::const_iterator itr = _listeners->find(eventType);
  435. if (itr == _listeners->end())
  436. {
  437. _listeners->insert(std::make_pair(eventType, new std::list<Listener*>()));
  438. itr = _listeners->find(eventType);
  439. }
  440. std::list<Listener*>* listenerList = itr->second;
  441. listenerList->push_back(listener);
  442. }
  443. bool Control::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex)
  444. {
  445. if (!isEnabled())
  446. {
  447. return false;
  448. }
  449. switch (evt)
  450. {
  451. case Touch::TOUCH_PRESS:
  452. notifyListeners(Listener::PRESS);
  453. break;
  454. case Touch::TOUCH_RELEASE:
  455. // Always trigger Listener::RELEASE
  456. notifyListeners(Listener::RELEASE);
  457. // Only trigger Listener::CLICK if both PRESS and RELEASE took place within the control's bounds.
  458. if (x > 0 && x <= _bounds.width &&
  459. y > 0 && y <= _bounds.height)
  460. {
  461. notifyListeners(Listener::CLICK);
  462. }
  463. break;
  464. }
  465. return _consumeTouchEvents;
  466. }
  467. void Control::keyEvent(Keyboard::KeyEvent evt, int key)
  468. {
  469. }
  470. void Control::notifyListeners(Listener::EventType eventType)
  471. {
  472. if (_listeners)
  473. {
  474. ListenerMap::const_iterator itr = _listeners->find(eventType);
  475. if (itr != _listeners->end())
  476. {
  477. std::list<Listener*>* listenerList = itr->second;
  478. for (std::list<Listener*>::iterator listenerItr = listenerList->begin(); listenerItr != listenerList->end(); listenerItr++)
  479. {
  480. (*listenerItr)->controlEvent(this, eventType);
  481. }
  482. }
  483. }
  484. }
  485. void Control::update(const Rectangle& clip)
  486. {
  487. // Calculate the bounds.
  488. float x = clip.x + _position.x;
  489. float y = clip.y + _position.y;
  490. float width = _size.x;
  491. float height = _size.y;
  492. float clipX2 = clip.x + clip.width;
  493. float x2 = x + width;
  494. if (x2 > clipX2)
  495. {
  496. width = clipX2 - x;
  497. }
  498. float clipY2 = clip.y + clip.height;
  499. float y2 = y + height;
  500. if (y2 > clipY2)
  501. {
  502. height = clipY2 - y;
  503. }
  504. _bounds.set(_position.x, _position.y, width, height);
  505. // Calculate the clipping viewport.
  506. const Theme::Border& border = getBorder(_state);
  507. const Theme::Padding& padding = getPadding();
  508. x += border.left + padding.left;
  509. y += border.top + padding.top;
  510. width = _size.x - border.left - padding.left - border.right - padding.right;
  511. height = _size.y - border.top - padding.top - border.bottom - padding.bottom;
  512. _textBounds.set(x, y, width, height);
  513. clipX2 = clip.x + clip.width;
  514. x2 = x + width;
  515. if (x2 > clipX2)
  516. {
  517. width = clipX2 - x;
  518. }
  519. clipY2 = clip.y + clip.height;
  520. y2 = y + height;
  521. if (y2 > clipY2)
  522. {
  523. height = clipY2 - y;
  524. }
  525. if (x < clip.x)
  526. {
  527. x = clip.x;
  528. }
  529. if (y < clip.y)
  530. {
  531. y = clip.y;
  532. }
  533. _clip.set(x, y, width, height);
  534. }
  535. void Control::drawBorder(SpriteBatch* spriteBatch, const Rectangle& clip)
  536. {
  537. Vector2 pos(clip.x + _position.x, clip.y + _position.y);
  538. // Get the border and background images for this control's current state.
  539. //Theme::UVs topLeft, top, topRight, left, center, right, bottomLeft, bottom, bottomRight;
  540. const Theme::UVs& topLeft = getSkinUVs(Theme::Skin::TOP_LEFT, _state);
  541. const Theme::UVs& top = getSkinUVs(Theme::Skin::TOP, _state);
  542. const Theme::UVs& topRight = getSkinUVs(Theme::Skin::TOP_RIGHT, _state);
  543. const Theme::UVs& left = getSkinUVs(Theme::Skin::LEFT, _state);
  544. const Theme::UVs& center = getSkinUVs(Theme::Skin::CENTER, _state);
  545. const Theme::UVs& right = getSkinUVs(Theme::Skin::RIGHT, _state);
  546. const Theme::UVs& bottomLeft = getSkinUVs(Theme::Skin::BOTTOM_LEFT, _state);
  547. const Theme::UVs& bottom = getSkinUVs(Theme::Skin::BOTTOM, _state);
  548. const Theme::UVs& bottomRight = getSkinUVs(Theme::Skin::BOTTOM_RIGHT, _state);
  549. // Calculate screen-space positions.
  550. const Theme::Border& border = getBorder(_state);
  551. const Theme::Padding& padding = getPadding();
  552. Vector4 skinColor = getSkinColor(_state);
  553. skinColor.w *= getOpacity(_state);
  554. float midWidth = _size.x - border.left - border.right;
  555. float midHeight = _size.y - border.top - border.bottom;
  556. float midX = pos.x + border.left;
  557. float midY = pos.y + border.top;
  558. float rightX = pos.x + _size.x - border.right;
  559. float bottomY = pos.y + _size.y - border.bottom;
  560. // Draw themed border sprites.
  561. if (!border.left && !border.right && !border.top && !border.bottom)
  562. {
  563. // No border, just draw the image.
  564. spriteBatch->draw(pos.x, pos.y, _size.x, _size.y, center.u1, center.v1, center.u2, center.v2, skinColor, clip);
  565. }
  566. else
  567. {
  568. if (border.left && border.top)
  569. spriteBatch->draw(pos.x, pos.y, border.left, border.top, topLeft.u1, topLeft.v1, topLeft.u2, topLeft.v2, skinColor, clip);
  570. if (border.top)
  571. spriteBatch->draw(pos.x + border.left, pos.y, midWidth, border.top, top.u1, top.v1, top.u2, top.v2, skinColor, clip);
  572. if (border.right && border.top)
  573. spriteBatch->draw(rightX, pos.y, border.right, border.top, topRight.u1, topRight.v1, topRight.u2, topRight.v2, skinColor, clip);
  574. if (border.left)
  575. spriteBatch->draw(pos.x, midY, border.left, midHeight, left.u1, left.v1, left.u2, left.v2, skinColor, clip);
  576. if (border.left && border.right && border.top && border.bottom)
  577. spriteBatch->draw(pos.x + border.left, pos.y + border.top, _size.x - border.left - border.right, _size.y - border.top - border.bottom,
  578. center.u1, center.v1, center.u2, center.v2, skinColor, clip);
  579. if (border.right)
  580. spriteBatch->draw(rightX, midY, border.right, midHeight, right.u1, right.v1, right.u2, right.v2, skinColor, clip);
  581. if (border.bottom && border.left)
  582. spriteBatch->draw(pos.x, bottomY, border.left, border.bottom, bottomLeft.u1, bottomLeft.v1, bottomLeft.u2, bottomLeft.v2, skinColor, clip);
  583. if (border.bottom)
  584. spriteBatch->draw(midX, bottomY, midWidth, border.bottom, bottom.u1, bottom.v1, bottom.u2, bottom.v2, skinColor, clip);
  585. if (border.bottom && border.right)
  586. spriteBatch->draw(rightX, bottomY, border.right, border.bottom, bottomRight.u1, bottomRight.v1, bottomRight.u2, bottomRight.v2, skinColor, clip);
  587. }
  588. }
  589. void Control::drawImages(SpriteBatch* spriteBatch, const Rectangle& position)
  590. {
  591. }
  592. void Control::drawText(const Rectangle& position)
  593. {
  594. }
  595. bool Control::isDirty()
  596. {
  597. return _dirty;
  598. }
  599. bool Control::isContainer()
  600. {
  601. return false;
  602. }
  603. Control::State Control::getStateFromString(const char* state)
  604. {
  605. if (!state)
  606. {
  607. return NORMAL;
  608. }
  609. if (strcmp(state, "NORMAL") == 0)
  610. {
  611. return NORMAL;
  612. }
  613. else if (strcmp(state, "ACTIVE") == 0)
  614. {
  615. return ACTIVE;
  616. }
  617. else if (strcmp(state, "FOCUS") == 0)
  618. {
  619. return FOCUS;
  620. }
  621. else if (strcmp(state, "DISABLED") == 0)
  622. {
  623. return DISABLED;
  624. }
  625. return NORMAL;
  626. }
  627. // Implementation of AnimationHandler
  628. unsigned int Control::getAnimationPropertyComponentCount(int propertyId) const
  629. {
  630. switch(propertyId)
  631. {
  632. case ANIMATE_POSITION:
  633. case ANIMATE_SIZE:
  634. return 2;
  635. case ANIMATE_POSITION_X:
  636. case ANIMATE_POSITION_Y:
  637. case ANIMATE_SIZE_WIDTH:
  638. case ANIMATE_SIZE_HEIGHT:
  639. case ANIMATE_OPACITY:
  640. return 1;
  641. default:
  642. return -1;
  643. }
  644. }
  645. void Control::getAnimationPropertyValue(int propertyId, AnimationValue* value)
  646. {
  647. switch(propertyId)
  648. {
  649. case ANIMATE_POSITION:
  650. value->setFloat(0, _position.x);
  651. value->setFloat(1, _position.y);
  652. break;
  653. case ANIMATE_SIZE:
  654. value->setFloat(0, _size.x);
  655. value->setFloat(1, _size.y);
  656. break;
  657. case ANIMATE_POSITION_X:
  658. value->setFloat(0, _position.x);
  659. break;
  660. case ANIMATE_POSITION_Y:
  661. value->setFloat(0, _position.y);
  662. break;
  663. case ANIMATE_SIZE_WIDTH:
  664. value->setFloat(0, _size.x);
  665. break;
  666. case ANIMATE_SIZE_HEIGHT:
  667. value->setFloat(0, _size.y);
  668. break;
  669. case ANIMATE_OPACITY:
  670. default:
  671. break;
  672. }
  673. }
  674. void Control::setAnimationPropertyValue(int propertyId, AnimationValue* value, float blendWeight)
  675. {
  676. switch(propertyId)
  677. {
  678. case ANIMATE_POSITION:
  679. applyAnimationValuePositionX(value->getFloat(0), blendWeight);
  680. applyAnimationValuePositionY(value->getFloat(1), blendWeight);
  681. break;
  682. case ANIMATE_POSITION_X:
  683. applyAnimationValuePositionX(value->getFloat(0), blendWeight);
  684. break;
  685. case ANIMATE_POSITION_Y:
  686. applyAnimationValuePositionY(value->getFloat(0), blendWeight);
  687. break;
  688. case ANIMATE_SIZE:
  689. applyAnimationValueSizeWidth(value->getFloat(0), blendWeight);
  690. applyAnimationValueSizeHeight(value->getFloat(1), blendWeight);
  691. break;
  692. case ANIMATE_SIZE_WIDTH:
  693. applyAnimationValueSizeWidth(value->getFloat(0), blendWeight);
  694. break;
  695. case ANIMATE_SIZE_HEIGHT:
  696. applyAnimationValueSizeHeight(value->getFloat(0), blendWeight);
  697. break;
  698. case ANIMATE_OPACITY:
  699. applyAnimationValueOpacity();
  700. default:
  701. break;
  702. }
  703. }
  704. void Control::applyAnimationValuePositionX(float x, float blendWeight)
  705. {
  706. if ((_animationPropertyBitFlag & ANIMATION_POSITION_X_BIT) != ANIMATION_POSITION_X_BIT)
  707. {
  708. _animationPropertyBitFlag |= ANIMATION_POSITION_X_BIT;
  709. }
  710. else
  711. {
  712. x = Curve::lerp(blendWeight, _position.x, x);
  713. }
  714. _position.x = x;
  715. _dirty = true;
  716. }
  717. void Control::applyAnimationValuePositionY(float y, float blendWeight)
  718. {
  719. if ((_animationPropertyBitFlag & ANIMATION_POSITION_Y_BIT) != ANIMATION_POSITION_Y_BIT)
  720. {
  721. _animationPropertyBitFlag |= ANIMATION_POSITION_Y_BIT;
  722. }
  723. else
  724. {
  725. y = Curve::lerp(blendWeight, _position.y, y);
  726. }
  727. _position.y = y;
  728. _dirty = true;
  729. }
  730. void Control::applyAnimationValueSizeWidth(float width, float blendWeight)
  731. {
  732. if ((_animationPropertyBitFlag & ANIMATION_SIZE_WIDTH_BIT) != ANIMATION_SIZE_WIDTH_BIT)
  733. {
  734. _animationPropertyBitFlag |= ANIMATION_SIZE_WIDTH_BIT;
  735. }
  736. else
  737. {
  738. width = Curve::lerp(blendWeight, _size.x, width);
  739. }
  740. _size.x = width;
  741. _dirty = true;
  742. }
  743. void Control::applyAnimationValueSizeHeight(float height, float blendWeight)
  744. {
  745. if ((_animationPropertyBitFlag & ANIMATION_SIZE_HEIGHT_BIT) != ANIMATION_SIZE_HEIGHT_BIT)
  746. {
  747. _animationPropertyBitFlag |= ANIMATION_SIZE_HEIGHT_BIT;
  748. }
  749. else
  750. {
  751. height = Curve::lerp(blendWeight, _size.y, height);
  752. }
  753. _size.y = height;
  754. _dirty = true;
  755. }
  756. void Control::applyAnimationValueOpacity()
  757. {
  758. if ((_animationPropertyBitFlag & ANIMATION_OPACITY_BIT) != ANIMATION_OPACITY_BIT)
  759. {
  760. _animationPropertyBitFlag |= ANIMATION_OPACITY_BIT;
  761. }
  762. _dirty = true;
  763. }
  764. Theme::Style::Overlay** Control::getOverlays(unsigned char overlayTypes, Theme::Style::Overlay** overlays)
  765. {
  766. unsigned int index = 0;
  767. if ((overlayTypes & NORMAL) == NORMAL)
  768. {
  769. overlays[index++] = _style->getOverlay(Theme::Style::OVERLAY_NORMAL);
  770. }
  771. if ((overlayTypes & FOCUS) == FOCUS)
  772. {
  773. overlays[index++] = _style->getOverlay(Theme::Style::OVERLAY_FOCUS);
  774. }
  775. if ((overlayTypes & ACTIVE) == ACTIVE)
  776. {
  777. overlays[index++] = _style->getOverlay(Theme::Style::OVERLAY_ACTIVE);
  778. }
  779. if ((overlayTypes & DISABLED) == DISABLED)
  780. {
  781. overlays[index++] = _style->getOverlay(Theme::Style::OVERLAY_DISABLED);
  782. }
  783. return overlays;
  784. }
  785. Theme::Style::Overlay* Control::getOverlay(State state) const
  786. {
  787. switch(state)
  788. {
  789. case Control::NORMAL:
  790. return _style->getOverlay(Theme::Style::OVERLAY_NORMAL);
  791. case Control::FOCUS:
  792. return _style->getOverlay(Theme::Style::OVERLAY_FOCUS);
  793. case Control::ACTIVE:
  794. return _style->getOverlay(Theme::Style::OVERLAY_ACTIVE);
  795. case Control::DISABLED:
  796. return _style->getOverlay(Theme::Style::OVERLAY_DISABLED);
  797. default:
  798. return NULL;
  799. }
  800. }
  801. void Control::overrideStyle()
  802. {
  803. if (_styleOverridden)
  804. {
  805. return;
  806. }
  807. // Copy the style.
  808. WARN_VARG("%d", sizeof(Theme::Style::Overlay));
  809. _style = new Theme::Style(*_style);
  810. _styleOverridden = true;
  811. }
  812. }