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- #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)
- {
- }
- Control::Control(const Control& copy)
- {
- }
- Control::~Control()
- {
- }
- 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)
- {
- _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;
- }
- bool Control::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex)
- {
- // Empty stub to be implemented by Button and its descendents.
- return _consumeTouchEvents;
- }
- void Control::keyEvent(Keyboard::KeyEvent evt, int key)
- {
- }
- 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;
- 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;
- }
- _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;
- }
- }
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