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- #include "Base.h"
- #include "Form.h"
- #include "AbsoluteLayout.h"
- #include "VerticalLayout.h"
- #include "Game.h"
- #include "Theme.h"
- #include "Label.h"
- #include "Button.h"
- #include "CheckBox.h"
- #include "Scene.h"
- namespace gameplay
- {
- static std::vector<Form*> __forms;
- Form::Form() : _theme(NULL), _quad(NULL), _node(NULL), _frameBuffer(NULL)
- {
- }
- Form::Form(const Form& copy)
- {
- }
- Form::~Form()
- {
- SAFE_RELEASE(_quad);
- SAFE_RELEASE(_node);
- SAFE_RELEASE(_frameBuffer);
- SAFE_RELEASE(_theme);
- // 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* url)
- {
- // Load Form from .form file.
- assert(url);
- Properties* properties = Properties::create(url);
- assert(properties);
- if (properties == NULL)
- 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))
- {
- SAFE_DELETE(properties);
- return NULL;
- }
- // Create new form with given ID, theme and layout.
- const char* themeFile = formProperties->getString("theme");
- const char* layoutString = formProperties->getString("layout");
-
- Layout* layout;
- switch (getLayoutType(layoutString))
- {
- case Layout::LAYOUT_ABSOLUTE:
- layout = AbsoluteLayout::create();
- break;
- case Layout::LAYOUT_FLOW:
- break;
- case Layout::LAYOUT_VERTICAL:
- layout = VerticalLayout::create();
- break;
- }
- assert(themeFile);
- Theme* theme = Theme::create(themeFile);
- assert(theme);
- Form* form = new Form();
- form->_layout = layout;
- form->_theme = theme;
- //Theme* theme = form->_theme;
- const char* styleName = formProperties->getString("style");
- form->initialize(theme->getStyle(styleName), formProperties);
- if (form->_autoWidth)
- {
- form->_bounds.width = Game::getInstance()->getWidth();
- }
- if (form->_autoHeight)
- {
- form->_bounds.height = Game::getInstance()->getHeight();
- }
- // Add all the controls to the form.
- form->addControls(theme, formProperties);
- SAFE_DELETE(properties);
- __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;
- if (strcmp(id, f->getID()) == 0)
- {
- return f;
- }
- }
-
- return NULL;
- }
- void Form::setQuad(const Vector3& p1, const Vector3& p2, const Vector3& p3, const Vector3& p4)
- {
- Mesh* mesh = Mesh::createQuad(p1, p2, p3, p4);
- initializeQuad(mesh);
- SAFE_RELEASE(mesh);
- }
- void Form::setQuad(float x, float y, float width, float height)
- {
- Mesh* mesh = Mesh::createQuad(x, y, width, height);
- initializeQuad(mesh);
- SAFE_RELEASE(mesh);
- }
- void Form::setNode(Node* node)
- {
- _node = node;
- if (_node && !_quad)
- {
- // Set this Form up to be 3D by initializing a quad, projection matrix and viewport.
- setQuad(0.0f, 0.0f, _bounds.width, _bounds.height);
- Matrix::createOrthographicOffCenter(0, _bounds.width, _bounds.height, 0, 0, 1, &_projectionMatrix);
- _theme->setProjectionMatrix(_projectionMatrix);
-
- _node->setModel(_quad);
- }
- }
- void Form::update()
- {
- if (isDirty())
- {
- Container::update(Rectangle(0, 0, _bounds.width, _bounds.height));
- }
- }
- void Form::draw()
- {
- // If this form has a node then it's a 3D form. The contents will be rendered
- // into a framebuffer which 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 it will render
- // directly to the display.
- if (_node)
- {
- // Check whether this form has changed since the last call to draw()
- // and if so, render into the framebuffer.
- if (isDirty())
- {
- _frameBuffer->bind();
- Game* game = Game::getInstance();
- Rectangle prevViewport = game->getViewport();
-
- game->setViewport(Rectangle(_bounds.x, _bounds.y, _bounds.width, _bounds.height));
- draw(_theme->getSpriteBatch(), _clip);
- // Rebind the default framebuffer and game viewport.
- FrameBuffer::bindDefault();
- // restore the previous game viewport
- game->setViewport(prevViewport);
- }
- _quad->draw();
- }
- else
- {
- draw(_theme->getSpriteBatch(), _clip);
- }
- }
- void Form::draw(SpriteBatch* spriteBatch, const Rectangle& clip)
- {
- std::vector<Control*>::const_iterator it;
- // Batch for all themed border and background sprites.
- spriteBatch->begin();
- // Batch each font individually.
- std::set<Font*>::const_iterator fontIter;
- for (fontIter = _theme->_fonts.begin(); fontIter != _theme->_fonts.end(); fontIter++)
- {
- Font* font = *fontIter;
- if (font)
- {
- font->begin();
- }
- }
- // Draw the form's border and background.
- // We don't pass the form's position to itself or it will be applied twice!
- Control::drawBorder(spriteBatch, Rectangle(0, 0, _bounds.width, _bounds.height));
- for (it = _controls.begin(); it < _controls.end(); it++)
- {
- Control* control = *it;
- // Draw this control's border and background.
- control->drawBorder(spriteBatch, clip);
- // Add all themed foreground sprites (checkboxes etc.) to the same batch.
- control->drawImages(spriteBatch, clip);
- control->drawText(clip);
- }
- // Done all batching.
- spriteBatch->end();
- for (fontIter = _theme->_fonts.begin(); fontIter != _theme->_fonts.end(); fontIter++)
- {
- Font* font = *fontIter;
- if (font)
- {
- font->end();
- }
- }
- _dirty = false;
- }
- void Form::initializeQuad(Mesh* mesh)
- {
- // Release current model.
- SAFE_RELEASE(_quad);
- // Create the model
- _quad = Model::create(mesh);
- // Create the material
- Material* material = _quad->setMaterial("res/shaders/textured.vsh", "res/shaders/textured.fsh");
- // Set the common render state block for the material
- RenderState::StateBlock* stateBlock = _theme->getSpriteBatch()->getStateBlock();
- stateBlock->setDepthWrite(true);
- material->setStateBlock(stateBlock);
- // Bind the WorldViewProjection matrix
- material->setParameterAutoBinding("u_worldViewProjectionMatrix", RenderState::WORLD_VIEW_PROJECTION_MATRIX);
- // Create a FrameBuffer if necessary.
- if (!_frameBuffer)
- {
- _frameBuffer = FrameBuffer::create(_id.c_str());
- }
- // Use the FrameBuffer to texture the quad.
- if (!_frameBuffer->getRenderTarget())
- {
- RenderTarget* rt = RenderTarget::create(_id.c_str(), _bounds.width, _bounds.height);
- _frameBuffer->setRenderTarget(rt);
- SAFE_RELEASE(rt);
- }
- Texture::Sampler* sampler = Texture::Sampler::create(_frameBuffer->getRenderTarget()->getTexture());
- sampler->setWrapMode(Texture::CLAMP, Texture::CLAMP);
- material->getParameter("u_texture")->setValue(sampler);
- material->getParameter("u_textureRepeat")->setValue(Vector2::one());
- material->getParameter("u_textureTransform")->setValue(Vector2::zero());
- SAFE_RELEASE(sampler);
- }
- 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.
- std::vector<Form*>::const_iterator it;
- for (it = __forms.begin(); it < __forms.end(); it++)
- {
- Form* form = *it;
- if (form->isEnabled())
- {
- Node* node = form->_node;
- if (node)
- {
- Scene* scene = node->getScene();
- Camera* camera = scene->getActiveCamera();
- if (camera)
- {
- // Get info about the form's position.
- Matrix m = node->getMatrix();
- Vector3 min(0, 0, 0);
- m.transformPoint(&min);
- // 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();
- // To get the plane's distance from the origin,
- // we'll find the distance from the plane defined
- // by the quad's forward vector and one of its points
- // to the plane defined by the same vector and the origin.
- const float& a = normal.x; const float& b = normal.y; const float& c = normal.z;
- const float d = -(a*min.x) - (b*min.y) - (c*min.z);
- const float distance = abs(d) / sqrt(a*a + b*b + c*c);
- 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.
- Vector3 point = ray.getOrigin() + collisionDistance*ray.getDirection();
- // Project this point into the plane.
- m.invert();
- m.transformPoint(&point);
- // Pass the touch event on.
- const Rectangle& bounds = form->getClipBounds();
- if (form->getState() == Control::FOCUS ||
- (evt == Touch::TOUCH_PRESS &&
- point.x >= bounds.x &&
- point.x <= bounds.x + bounds.width &&
- point.y >= bounds.y &&
- point.y <= bounds.y + bounds.height))
- {
- 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->getClipBounds();
- if (form->getState() == Control::FOCUS ||
- (evt == Touch::TOUCH_PRESS &&
- x >= bounds.x &&
- x <= bounds.x + bounds.width &&
- y >= bounds.y &&
- y <= bounds.y + bounds.height))
- {
- // 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;
- }
- void Form::keyEventInternal(Keyboard::KeyEvent evt, int key)
- {
- std::vector<Form*>::const_iterator it;
- for (it = __forms.begin(); it < __forms.end(); it++)
- {
- Form* form = *it;
- if (form->isEnabled())
- {
- form->keyEvent(evt, key);
- }
- }
- }
- }
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