| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678 |
- #include "Base.h"
- #include "Form.h"
- #include "AbsoluteLayout.h"
- #include "FlowLayout.h"
- #include "VerticalLayout.h"
- #include "Game.h"
- #include "Theme.h"
- #include "Label.h"
- #include "Button.h"
- #include "CheckBox.h"
- #include "Scene.h"
- // Default form shaders
- #define FORM_VSH "res/shaders/form.vert"
- #define FORM_FSH "res/shaders/form.frag"
- namespace gameplay
- {
- static Effect* __formEffect = NULL;
- static std::vector<Form*> __forms;
- Form::Form() : _theme(NULL), _frameBuffer(NULL), _spriteBatch(NULL), _node(NULL),
- _nodeQuad(NULL), _nodeMaterial(NULL) , _u2(0), _v1(0), _isGamepad(false)
- {
- }
- Form::~Form()
- {
- SAFE_DELETE(_spriteBatch);
- SAFE_RELEASE(_frameBuffer);
- SAFE_RELEASE(_theme);
- if (__formEffect)
- {
- if (__formEffect->getRefCount() == 1)
- {
- __formEffect->release();
- __formEffect = NULL;
- }
- }
- // Remove this Form from the global list.
- std::vector<Form*>::iterator it = std::find(__forms.begin(), __forms.end(), this);
- if (it != __forms.end())
- {
- __forms.erase(it);
- }
- }
- Form* Form::create(const char* id, Theme::Style* style, Layout::Type layoutType)
- {
- GP_ASSERT(style);
- Layout* layout;
- switch (layoutType)
- {
- case Layout::LAYOUT_ABSOLUTE:
- layout = AbsoluteLayout::create();
- break;
- case Layout::LAYOUT_FLOW:
- layout = FlowLayout::create();
- break;
- case Layout::LAYOUT_VERTICAL:
- layout = VerticalLayout::create();
- break;
- default:
- GP_ERROR("Unsupported layout type '%d'.", layoutType);
- break;
- }
- Form* form = new Form();
- if (id)
- form->_id = id;
- form->_style = style;
- form->_layout = layout;
- form->_theme = style->getTheme();
- form->_theme->addRef();
- form->updateFrameBuffer();
- __forms.push_back(form);
- return form;
- }
- Form* Form::create(const char* url)
- {
- // Load Form from .form file.
- Properties* properties = Properties::create(url);
- if (properties == NULL)
- {
- GP_ASSERT(properties);
- return NULL;
- }
- // Check if the Properties is valid and has a valid namespace.
- Properties* formProperties = (strlen(properties->getNamespace()) > 0) ? properties : properties->getNextNamespace();
- assert(formProperties);
- if (!formProperties || !(strcmp(formProperties->getNamespace(), "form") == 0))
- {
- GP_ASSERT(formProperties);
- SAFE_DELETE(properties);
- return NULL;
- }
- // Create new form with given ID, theme and layout.
- std::string themeFile;
- formProperties->getPath("theme", &themeFile);
- // Parse layout
- Layout* layout = NULL;
- Properties* layoutNS = formProperties->getNamespace("layout", true, false);
- if (layoutNS)
- {
- Layout::Type layoutType = getLayoutType(layoutNS->getString("type"));
- switch (layoutType)
- {
- case Layout::LAYOUT_ABSOLUTE:
- layout = AbsoluteLayout::create();
- break;
- case Layout::LAYOUT_FLOW:
- layout = FlowLayout::create();
- static_cast<FlowLayout*>(layout)->setSpacing(layoutNS->getInt("horizontalSpacing"), layoutNS->getInt("verticalSpacing"));
- break;
- case Layout::LAYOUT_VERTICAL:
- layout = VerticalLayout::create();
- static_cast<VerticalLayout*>(layout)->setSpacing(layoutNS->getInt("spacing"));
- break;
- }
- }
- else
- {
- switch (getLayoutType(formProperties->getString("layout")))
- {
- case Layout::LAYOUT_ABSOLUTE:
- layout = AbsoluteLayout::create();
- break;
- case Layout::LAYOUT_FLOW:
- layout = FlowLayout::create();
- break;
- case Layout::LAYOUT_VERTICAL:
- layout = VerticalLayout::create();
- break;
- }
- }
- if (layout == NULL)
- {
- GP_ERROR("Unsupported layout type for form: %s", url);
- }
- Theme* theme = Theme::create(themeFile.c_str());
- GP_ASSERT(theme);
- Form* form = new Form();
- form->_layout = layout;
- form->_theme = theme;
- Theme::Style* style = NULL;
- const char* styleName = formProperties->getString("style");
- if (styleName)
- {
- style = theme->getStyle(styleName);
- }
- else
- {
- style = theme->getEmptyStyle();
- }
- form->initialize(style, formProperties);
- form->_consumeInputEvents = formProperties->getBool("consumeInputEvents", false);
- form->_scroll = getScroll(formProperties->getString("scroll"));
- form->_scrollBarsAutoHide = formProperties->getBool("scrollBarsAutoHide");
- if (form->_scrollBarsAutoHide)
- {
- form->_scrollBarOpacity = 0.0f;
- }
- // Add all the controls to the form.
- form->addControls(theme, formProperties);
- SAFE_DELETE(properties);
-
- form->updateFrameBuffer();
- __forms.push_back(form);
- return form;
- }
- Form* Form::getForm(const char* id)
- {
- std::vector<Form*>::const_iterator it;
- for (it = __forms.begin(); it < __forms.end(); ++it)
- {
- Form* f = *it;
- GP_ASSERT(f);
- if (strcmp(id, f->getId()) == 0)
- {
- return f;
- }
- }
- return NULL;
- }
- Theme* Form::getTheme() const
- {
- return _theme;
- }
- void Form::updateFrameBuffer()
- {
- float width = _absoluteClipBounds.width;
- float height = _absoluteClipBounds.height;
- SAFE_RELEASE(_frameBuffer);
- SAFE_DELETE(_spriteBatch);
- if (width != 0.0f && height != 0.0f)
- {
- // Width and height must be powers of two to create a texture.
- unsigned int w = nextPowerOfTwo(width);
- unsigned int h = nextPowerOfTwo(height);
- _u2 = width / (float)w;
- _v1 = height / (float)h;
-
- _frameBuffer = FrameBuffer::create(_id.c_str(), w, h);
- GP_ASSERT(_frameBuffer);
- // Re-create projection matrix for drawing onto framebuffer
- Matrix::createOrthographicOffCenter(0, width, height, 0, 0, 1, &_projectionMatrix);
- // Re-create sprite batch
- _spriteBatch = SpriteBatch::create(_frameBuffer->getRenderTarget()->getTexture());
- GP_ASSERT(_spriteBatch);
- // Compute full-viewport ortho matrix for drawing frame buffer onto screen
- Matrix viewportProjection;
- Matrix::createOrthographicOffCenter(0, Game::getInstance()->getViewport().width, Game::getInstance()->getViewport().height, 0, 0, 1, &viewportProjection);
- _spriteBatch->setProjectionMatrix(viewportProjection);
- // Clear the framebuffer black
- Game* game = Game::getInstance();
- FrameBuffer* previousFrameBuffer = _frameBuffer->bind();
- Rectangle previousViewport = game->getViewport();
- game->setViewport(Rectangle(0, 0, width, height));
- _theme->setProjectionMatrix(_projectionMatrix);
- game->clear(Game::CLEAR_COLOR, Vector4::zero(), 1.0, 0);
- previousFrameBuffer->bind();
- game->setViewport(previousViewport);
- // Force any attached node to be updated
- setNode(_node);
- }
- }
- static Effect* createEffect()
- {
- Effect* effect = NULL;
- if (__formEffect == NULL)
- {
- __formEffect = Effect::createFromFile(FORM_VSH, FORM_FSH);
- if (__formEffect == NULL)
- {
- GP_ERROR("Unable to load form effect.");
- return NULL;
- }
- effect = __formEffect;
- }
- else
- {
- effect = __formEffect;
- }
- return effect;
- }
- void Form::setNode(Node* node)
- {
- // If we were already attached to a node, remove ourself from it
- if (_node)
- {
- _node->setModel(NULL);
- _nodeQuad = NULL;
- _nodeMaterial = NULL;
- _node = NULL;
- }
- if (node)
- {
- // Set this Form up to be 3D by initializing a quad.
- float x2 = _absoluteBounds.width;
- float y2 = _absoluteBounds.height;
- float vertices[] =
- {
- 0, y2, 0, 0, _v1,
- 0, 0, 0, 0, 0,
- x2, y2, 0, _u2, _v1,
- x2, 0, 0, _u2, 0
- };
- VertexFormat::Element elements[] =
- {
- VertexFormat::Element(VertexFormat::POSITION, 3),
- VertexFormat::Element(VertexFormat::TEXCOORD0, 2)
- };
- Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 2), 4, false);
- GP_ASSERT(mesh);
- mesh->setPrimitiveType(Mesh::TRIANGLE_STRIP);
- mesh->setVertexData(vertices, 0, 4);
- _nodeQuad = Model::create(mesh);
- SAFE_RELEASE(mesh);
- GP_ASSERT(_nodeQuad);
- // Create the effect and material
- Effect* effect = createEffect();
- GP_ASSERT(effect);
- _nodeMaterial = Material::create(effect);
- GP_ASSERT(_nodeMaterial);
- _nodeQuad->setMaterial(_nodeMaterial);
- _nodeMaterial->release();
- node->setModel(_nodeQuad);
- _nodeQuad->release();
- // Bind the WorldViewProjection matrix.
- _nodeMaterial->setParameterAutoBinding("u_worldViewProjectionMatrix", RenderState::WORLD_VIEW_PROJECTION_MATRIX);
- // Bind the texture from the framebuffer and set the texture to clamp
- if (_frameBuffer)
- {
- Texture::Sampler* sampler = Texture::Sampler::create(_frameBuffer->getRenderTarget()->getTexture());
- GP_ASSERT(sampler);
- sampler->setWrapMode(Texture::CLAMP, Texture::CLAMP);
- _nodeMaterial->getParameter("u_texture")->setValue(sampler);
- sampler->release();
- }
- RenderState::StateBlock* rsBlock = _nodeMaterial->getStateBlock();
- rsBlock->setDepthWrite(true);
- rsBlock->setBlend(true);
- rsBlock->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
- rsBlock->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);
- }
- _node = node;
- }
- void Form::update(float elapsedTime)
- {
- if (true)//isDirty())
- {
- update(NULL, Vector2::zero());
- // Cache themed attributes for performance.
- _skin = getSkin(_state);
- _opacity = getOpacity(_state);
- GP_ASSERT(_layout);
- if (_scroll != SCROLL_NONE)
- {
- updateScroll();
- }
- else
- {
- _layout->update(this, Vector2::zero());
- }
- }
- }
- void Form::update(const Control* container, const Vector2& offset)
- {
- // Store previous absolute bounds
- Rectangle oldAbsoluteClipBounds = _absoluteClipBounds;
- _layout->align(this, NULL);
- Container::update(container, offset);
- if (_absoluteClipBounds.width != oldAbsoluteClipBounds.width || _absoluteClipBounds.height != oldAbsoluteClipBounds.height)
- {
- updateFrameBuffer();
- }
- }
- void Form::draw()
- {
- if (!_visible || !_frameBuffer)
- return;
- // The first time a form is drawn, its contents are rendered into a framebuffer.
- // The framebuffer will only be drawn into again when the contents of the form change.
- // If this form has a node then it's a 3D form and the framebuffer will be used
- // to texture a quad. The quad will be given the same dimensions as the form and
- // must be transformed appropriately by the user, unless they call setQuad() themselves.
- // On the other hand, if this form has not been set on a node, SpriteBatch will be used
- // to render the contents of the framebuffer directly to the display.
- // Check whether this form has changed since the last call to draw() and if so, render into the framebuffer.
- if (true)//isDirty())
- {
- FrameBuffer* previousFrameBuffer = _frameBuffer->bind();
- Game* game = Game::getInstance();
- Rectangle prevViewport = game->getViewport();
- game->setViewport(Rectangle(0, 0, _absoluteClipBounds.width, _absoluteClipBounds.height));
- GP_ASSERT(_theme);
- _theme->setProjectionMatrix(_projectionMatrix);
- // By setting needsClear to true here, an optimization meant to clear and redraw only areas of the form
- // that have changed is disabled. Currently, repositioning controls can result in areas of the screen being cleared
- // after another control has been drawn there. This should probably be done in two passes -- one to clear areas where
- // dirty controls were last frame, and another to draw them where they are now.
- Container::draw(_theme->getSpriteBatch(), _absoluteClipBounds, /*_skin != NULL*/ true, false, _absoluteClipBounds.height);
- // Restore the previous game viewport.
- game->setViewport(prevViewport);
- // Rebind the previous framebuffer and game viewport.
- previousFrameBuffer->bind();
- }
- // Draw either with a 3D quad or sprite batch.
- if (_node)
- {
- // If we have the node set, then draw a 3D quad model.
- _nodeQuad->draw();
- }
- else
- {
- // Otherwise we draw the framebuffer in ortho space with a spritebatch.
- _spriteBatch->start();
- _spriteBatch->draw(_bounds.x, _bounds.y, 0, _bounds.width, _bounds.height, 0, _v1, _u2, 0, Vector4::one());
- _spriteBatch->finish();
- }
- }
- const char* Form::getType() const
- {
- return "form";
- }
- void Form::updateInternal(float elapsedTime)
- {
- size_t size = __forms.size();
- for (size_t i = 0; i < size; ++i)
- {
- Form* form = __forms[i];
- GP_ASSERT(form);
- if (form->isEnabled() && form->isVisible())
- {
- form->update(elapsedTime);
- }
- }
- }
- static bool shouldPropagateTouchEvent(Control::State state, Touch::TouchEvent evt, const Rectangle& bounds, int x, int y)
- {
- return (state != Control::NORMAL ||
- (evt == Touch::TOUCH_PRESS &&
- x >= bounds.x &&
- x <= bounds.x + bounds.width &&
- y >= bounds.y &&
- y <= bounds.y + bounds.height));
- }
- bool Form::touchEventInternal(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex)
- {
- // Check for a collision with each Form in __forms.
- // Pass the event on.
- size_t size = __forms.size();
- for (size_t i = 0; i < size; ++i)
- {
- Form* form = __forms[i];
- GP_ASSERT(form);
- if (form->isEnabled() && form->isVisible())
- {
- if (form->_node)
- {
- Vector3 point;
- if (form->projectPoint(x, y, &point))
- {
- const Rectangle& bounds = form->getBounds();
- if (shouldPropagateTouchEvent(form->getState(), evt, bounds, point.x, point.y))
- {
- if (form->touchEvent(evt, point.x - bounds.x, bounds.height - point.y - bounds.y, contactIndex))
- return true;
- }
- }
- }
- else
- {
- // Simply compare with the form's bounds.
- const Rectangle& bounds = form->getBounds();
- if (shouldPropagateTouchEvent(form->getState(), evt, bounds, x, y))
- {
- // Pass on the event's position relative to the form.
- if (form->touchEvent(evt, x - bounds.x, y - bounds.y, contactIndex))
- return true;
- }
- }
- }
- }
- return false;
- }
- bool Form::keyEventInternal(Keyboard::KeyEvent evt, int key)
- {
- size_t size = __forms.size();
- for (size_t i = 0; i < size; ++i)
- {
- Form* form = __forms[i];
- GP_ASSERT(form);
- if (form->isEnabled() && form->isVisible() && form->hasFocus() && !form->_isGamepad)
- {
- if (form->keyEvent(evt, key))
- return true;
- }
- }
- return false;
- }
- static bool shouldPropagateMouseEvent(Control::State state, Mouse::MouseEvent evt, const Rectangle& bounds, int x, int y)
- {
- return (state != Control::NORMAL ||
- ((evt == Mouse::MOUSE_PRESS_LEFT_BUTTON ||
- evt == Mouse::MOUSE_PRESS_MIDDLE_BUTTON ||
- evt == Mouse::MOUSE_PRESS_RIGHT_BUTTON ||
- evt == Mouse::MOUSE_MOVE ||
- evt == Mouse::MOUSE_WHEEL) &&
- x >= bounds.x &&
- x <= bounds.x + bounds.width &&
- y >= bounds.y &&
- y <= bounds.y + bounds.height));
- }
- bool Form::mouseEventInternal(Mouse::MouseEvent evt, int x, int y, int wheelDelta)
- {
- // Do not process mouse input when mouse is captured
- if (Game::getInstance()->isMouseCaptured())
- return false;
- for (size_t i = 0; i < __forms.size(); ++i)
- {
- Form* form = __forms[i];
- GP_ASSERT(form);
- if (form->isEnabled() && form->isVisible())
- {
- if (form->_node)
- {
- Vector3 point;
- if (form->projectPoint(x, y, &point))
- {
- const Rectangle& bounds = form->getBounds();
- if (shouldPropagateMouseEvent(form->getState(), evt, bounds, point.x, point.y))
- {
- if (form->mouseEvent(evt, point.x - bounds.x, bounds.height - point.y - bounds.y, wheelDelta))
- return true;
- }
- }
- }
- else
- {
- // Simply compare with the form's bounds.
- const Rectangle& bounds = form->getBounds();
- if (shouldPropagateMouseEvent(form->getState(), evt, bounds, x, y))
- {
- // Pass on the event's position relative to the form.
- if (form->mouseEvent(evt, x - bounds.x, y - bounds.y, wheelDelta))
- return true;
- }
- }
- }
- }
- return false;
- }
- void Form::gamepadEventInternal(Gamepad::GamepadEvent evt, Gamepad* gamepad, unsigned int analogIndex)
- {
- for (size_t i = 0; i < __forms.size(); ++i)
- {
- Form* form = __forms[i];
- GP_ASSERT(form);
- if (form->isEnabled() && form->isVisible() && form->hasFocus())
- {
- if (form->gamepadEvent(evt, gamepad, analogIndex))
- return;
- }
- }
- }
- void Form::resizeEventInternal(unsigned int width, unsigned int height)
- {
- for (size_t i = 0; i < __forms.size(); ++i)
- {
- Form* form = __forms[i];
- if (form)
- {
- if (form->_spriteBatch)
- {
- // Update viewport projection matrix
- Matrix viewportProjection;
- Matrix::createOrthographicOffCenter(0, Game::getInstance()->getViewport().width, Game::getInstance()->getViewport().height, 0, 0, 1, &viewportProjection);
- form->_spriteBatch->setProjectionMatrix(viewportProjection);
- }
- // Dirty the form
- form->_dirty = true;
- }
- }
- }
- bool Form::projectPoint(int x, int y, Vector3* point)
- {
- Scene* scene = _node->getScene();
- Camera* camera;
- if (scene && (camera = scene->getActiveCamera()))
- {
- // Get info about the form's position.
- Matrix m = _node->getWorldMatrix();
- Vector3 pointOnPlane(0, 0, 0);
- m.transformPoint(&pointOnPlane);
- // Unproject point into world space.
- Ray ray;
- camera->pickRay(Game::getInstance()->getViewport(), x, y, &ray);
- // Find the quad's plane. We know its normal is the quad's forward vector.
- Vector3 normal = _node->getForwardVectorWorld().normalize();
- // To get the plane's distance from the origin, we project a point on the
- // plane onto the plane's normal vector.
- const float distance = fabs(Vector3::dot(pointOnPlane, normal));
- Plane plane(normal, -distance);
- // Check for collision with plane.
- float collisionDistance = ray.intersects(plane);
- if (collisionDistance != Ray::INTERSECTS_NONE)
- {
- // Multiply the ray's direction vector by collision distance and add that to the ray's origin.
- point->set(ray.getOrigin() + collisionDistance*ray.getDirection());
- // Project this point into the plane.
- m.invert();
- m.transformPoint(point);
- return true;
- }
- }
- return false;
- }
- unsigned int Form::nextPowerOfTwo(unsigned int v)
- {
- if (!((v & (v - 1)) == 0))
- {
- v--;
- v |= v >> 1;
- v |= v >> 2;
- v |= v >> 4;
- v |= v >> 8;
- v |= v >> 16;
- return v + 1;
- }
- else
- {
- return v;
- }
- }
- }
|