UI.cpp 35 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "CheckBox.h"
  24. #include "Context.h"
  25. #include "CoreEvents.h"
  26. #include "Cursor.h"
  27. #include "DropDownList.h"
  28. #include "FileSelector.h"
  29. #include "Font.h"
  30. #include "Graphics.h"
  31. #include "GraphicsEvents.h"
  32. #include "Input.h"
  33. #include "InputEvents.h"
  34. #include "LineEdit.h"
  35. #include "ListView.h"
  36. #include "Log.h"
  37. #include "Matrix3x4.h"
  38. #include "Profiler.h"
  39. #include "Renderer.h"
  40. #include "ScrollBar.h"
  41. #include "Shader.h"
  42. #include "ShaderVariation.h"
  43. #include "Slider.h"
  44. #include "Sort.h"
  45. #include "Sprite.h"
  46. #include "Text.h"
  47. #include "Texture2D.h"
  48. #include "UI.h"
  49. #include "UIEvents.h"
  50. #include "VertexBuffer.h"
  51. #include "Window.h"
  52. #include "DebugNew.h"
  53. namespace Urho3D
  54. {
  55. OBJECTTYPESTATIC(UI);
  56. UI::UI(Context* context) :
  57. Object(context),
  58. rootElement_(new UIElement(context)),
  59. mouseButtons_(0),
  60. qualifiers_(0),
  61. initialized_(false),
  62. #ifdef WIN32
  63. nonFocusedMouseWheel_(false) // Default MS Windows behaviour
  64. #else
  65. nonFocusedMouseWheel_(true) // Default Mac OS X and Linux behaviour
  66. #endif
  67. {
  68. rootElement_->SetTraversalMode(TM_DEPTH_FIRST);
  69. SubscribeToEvent(E_SCREENMODE, HANDLER(UI, HandleScreenMode));
  70. SubscribeToEvent(E_MOUSEBUTTONDOWN, HANDLER(UI, HandleMouseButtonDown));
  71. SubscribeToEvent(E_MOUSEBUTTONUP, HANDLER(UI, HandleMouseButtonUp));
  72. SubscribeToEvent(E_MOUSEMOVE, HANDLER(UI, HandleMouseMove));
  73. SubscribeToEvent(E_MOUSEWHEEL, HANDLER(UI, HandleMouseWheel));
  74. SubscribeToEvent(E_TOUCHBEGIN, HANDLER(UI, HandleTouchBegin));
  75. SubscribeToEvent(E_TOUCHEND, HANDLER(UI, HandleTouchEnd));
  76. SubscribeToEvent(E_TOUCHMOVE, HANDLER(UI, HandleTouchMove));
  77. SubscribeToEvent(E_KEYDOWN, HANDLER(UI, HandleKeyDown));
  78. SubscribeToEvent(E_CHAR, HANDLER(UI, HandleChar));
  79. // Delay SubscribeToEvent(E_POSTUPDATE, HANDLER(UI, HandlePostUpdate)) and
  80. // SubscribeToEvent(E_RENDERUPDATE, HANDLER(UI, HandleRenderUpdate)) until UI is initialized
  81. // Try to initialize right now, but skip if screen mode is not yet set
  82. Initialize();
  83. }
  84. UI::~UI()
  85. {
  86. }
  87. void UI::SetCursor(Cursor* cursor)
  88. {
  89. // Remove old cursor (if any) and set new
  90. if (cursor_)
  91. {
  92. rootElement_->RemoveChild(cursor_);
  93. cursor_.Reset();
  94. }
  95. if (cursor)
  96. {
  97. rootElement_->AddChild(cursor);
  98. cursor_ = cursor;
  99. IntVector2 pos = cursor_->GetPosition();
  100. const IntVector2& rootSize = rootElement_->GetSize();
  101. pos.x_ = Clamp(pos.x_, 0, rootSize.x_ - 1);
  102. pos.y_ = Clamp(pos.y_, 0, rootSize.y_ - 1);
  103. cursor_->SetPosition(pos);
  104. }
  105. }
  106. void UI::SetFocusElement(UIElement* element)
  107. {
  108. using namespace FocusChanged;
  109. VariantMap eventData;
  110. eventData[P_CLICKEDELEMENT] = (void*)element;
  111. if (element)
  112. {
  113. // Return if already has focus
  114. if (focusElement_ == element)
  115. return;
  116. // Search for an element in the hierarchy that can alter focus. If none found, exit
  117. element = GetFocusableElement(element);
  118. if (!element)
  119. return;
  120. }
  121. // Remove focus from the old element
  122. if (focusElement_)
  123. {
  124. UIElement* oldFocusElement = focusElement_;
  125. focusElement_.Reset();
  126. VariantMap focusEventData;
  127. focusEventData[Defocused::P_ELEMENT] = oldFocusElement;
  128. oldFocusElement->SendEvent(E_DEFOCUSED, focusEventData);
  129. }
  130. // Then set focus to the new
  131. if (element && element->GetFocusMode() >= FM_FOCUSABLE)
  132. {
  133. focusElement_ = element;
  134. VariantMap focusEventData;
  135. focusEventData[Focused::P_ELEMENT] = element;
  136. element->SendEvent(E_FOCUSED, focusEventData);
  137. }
  138. eventData[P_ELEMENT] = (void*)element;
  139. SendEvent(E_FOCUSCHANGED, eventData);
  140. }
  141. void UI::Clear()
  142. {
  143. rootElement_->RemoveAllChildren();
  144. if (cursor_)
  145. rootElement_->AddChild(cursor_);
  146. }
  147. void UI::Update(float timeStep)
  148. {
  149. assert(rootElement_);
  150. PROFILE(UpdateUI);
  151. if (cursor_ && cursor_->IsVisible())
  152. {
  153. IntVector2 pos = cursor_->GetPosition();
  154. WeakPtr<UIElement> element(GetElementAt(pos));
  155. bool dragSource = dragElement_ && (dragElement_->GetDragDropMode() & DD_SOURCE) != 0;
  156. bool dragTarget = element && (element->GetDragDropMode() & DD_TARGET) != 0;
  157. bool dragDropTest = dragSource && dragTarget && element != dragElement_;
  158. // Hover effect
  159. // If a drag is going on, transmit hover only to the element being dragged, unless it's a drop target
  160. if (element && element->IsEnabled())
  161. {
  162. if (!dragElement_ || dragElement_ == element || dragDropTest)
  163. element->OnHover(element->ScreenToElement(pos), pos, mouseButtons_, qualifiers_, cursor_);
  164. }
  165. else
  166. cursor_->SetShape(CS_NORMAL);
  167. // Drag and drop test
  168. if (dragDropTest)
  169. {
  170. bool accept = element->OnDragDropTest(dragElement_);
  171. if (accept)
  172. {
  173. using namespace DragDropTest;
  174. VariantMap eventData;
  175. eventData[P_SOURCE] = (void*)dragElement_.Get();
  176. eventData[P_TARGET] = (void*)element.Get();
  177. eventData[P_ACCEPT] = accept;
  178. SendEvent(E_DRAGDROPTEST, eventData);
  179. accept = eventData[P_ACCEPT].GetBool();
  180. }
  181. cursor_->SetShape(accept ? CS_ACCEPTDROP : CS_REJECTDROP);
  182. }
  183. else if (dragSource)
  184. cursor_->SetShape(dragElement_ == element ? CS_ACCEPTDROP : CS_REJECTDROP);
  185. }
  186. // Touch hover
  187. Input* input = GetSubsystem<Input>();
  188. if (input)
  189. {
  190. unsigned numTouches = input->GetNumTouches();
  191. for (unsigned i = 0; i < numTouches; ++i)
  192. {
  193. TouchState* touch = input->GetTouch(i);
  194. UIElement* element = GetElementAt(touch->position_);
  195. if (element && element->IsEnabled())
  196. element->OnHover(element->ScreenToElement(touch->position_), touch->position_, MOUSEB_LEFT, 0, 0);
  197. }
  198. }
  199. Update(timeStep, rootElement_);
  200. }
  201. void UI::RenderUpdate()
  202. {
  203. assert(rootElement_ && graphics_);
  204. PROFILE(GetUIBatches);
  205. // If the OS cursor is visible, do not render the UI's own cursor
  206. bool osCursorVisible = GetSubsystem<Input>()->IsMouseVisible();
  207. bool uiCursorVisible = false;
  208. if (osCursorVisible && cursor_)
  209. {
  210. uiCursorVisible = cursor_->IsVisible();
  211. cursor_->SetTempVisible(false);
  212. }
  213. // Get rendering batches from the UI elements
  214. batches_.Clear();
  215. vertexData_.Clear();
  216. const IntVector2& rootSize = rootElement_->GetSize();
  217. GetBatches(rootElement_, IntRect(0, 0, rootSize.x_, rootSize.y_));
  218. // Restore UI cursor visibility state
  219. if (osCursorVisible && cursor_)
  220. cursor_->SetTempVisible(uiCursorVisible);
  221. }
  222. void UI::Render()
  223. {
  224. // Engine does not render when window is closed or device is lost
  225. assert(graphics_ && graphics_->IsInitialized() && !graphics_->IsDeviceLost());
  226. PROFILE(RenderUI);
  227. if (vertexData_.Empty())
  228. return;
  229. // Update quad geometry into the vertex buffer
  230. unsigned numVertices = vertexData_.Size() / UI_VERTEX_SIZE;
  231. // Resize the vertex buffer if too small or much too large
  232. if (vertexBuffer_->GetVertexCount() < numVertices || vertexBuffer_->GetVertexCount() > numVertices * 2)
  233. vertexBuffer_->SetSize(numVertices, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1, true);
  234. vertexBuffer_->SetData(&vertexData_[0]);
  235. Vector2 invScreenSize(1.0f / (float)graphics_->GetWidth(), 1.0f / (float)graphics_->GetHeight());
  236. Vector2 scale(2.0f * invScreenSize.x_, -2.0f * invScreenSize.y_);
  237. Vector2 offset(-1.0f, 1.0f);
  238. Matrix4 projection(Matrix4::IDENTITY);
  239. projection.m00_ = scale.x_;
  240. projection.m03_ = offset.x_;
  241. projection.m11_ = scale.y_;
  242. projection.m13_ = offset.y_;
  243. projection.m22_ = 1.0f;
  244. projection.m23_ = 0.0f;
  245. projection.m33_ = 1.0f;
  246. graphics_->ClearParameterSources();
  247. graphics_->SetCullMode(CULL_CCW);
  248. graphics_->SetDepthTest(CMP_ALWAYS);
  249. graphics_->SetDepthWrite(false);
  250. graphics_->SetStencilTest(false);
  251. graphics_->ResetRenderTargets();
  252. ShaderVariation* ps = 0;
  253. ShaderVariation* vs = 0;
  254. unsigned alphaFormat = Graphics::GetAlphaFormat();
  255. for (unsigned i = 0; i < batches_.Size(); ++i)
  256. {
  257. const UIBatch& batch = batches_[i];
  258. if (batch.vertexStart_ == batch.vertexEnd_)
  259. continue;
  260. if (!batch.texture_)
  261. {
  262. ps = noTexturePS_;
  263. vs = noTextureVS_;
  264. }
  265. else
  266. {
  267. // If texture contains only an alpha channel, use alpha shader (for fonts)
  268. vs = diffTextureVS_;
  269. if (batch.texture_->GetFormat() == alphaFormat)
  270. ps = alphaTexturePS_;
  271. else if (batch.blendMode_ != BLEND_ALPHA && batch.blendMode_ != BLEND_ADDALPHA && batch.blendMode_ != BLEND_PREMULALPHA)
  272. ps = diffMaskTexturePS_;
  273. else
  274. ps = diffTexturePS_;
  275. }
  276. graphics_->SetShaders(vs, ps);
  277. if (graphics_->NeedParameterUpdate(SP_OBJECTTRANSFORM, this))
  278. graphics_->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
  279. if (graphics_->NeedParameterUpdate(SP_CAMERA, this))
  280. graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
  281. if (graphics_->NeedParameterUpdate(SP_MATERIAL, this))
  282. graphics_->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
  283. graphics_->SetBlendMode(batch.blendMode_);
  284. graphics_->SetScissorTest(true, batch.scissor_);
  285. graphics_->SetTexture(0, batch.texture_);
  286. graphics_->SetVertexBuffer(vertexBuffer_);
  287. graphics_->Draw(TRIANGLE_LIST, batch.vertexStart_ / UI_VERTEX_SIZE, (batch.vertexEnd_ - batch.vertexStart_) /
  288. UI_VERTEX_SIZE);
  289. }
  290. }
  291. SharedPtr<UIElement> UI::LoadLayout(Deserializer& source, XMLFile* styleFile)
  292. {
  293. SharedPtr<XMLFile> xml(new XMLFile(context_));
  294. if (!xml->Load(source))
  295. return SharedPtr<UIElement>();
  296. else
  297. return LoadLayout(xml, styleFile);
  298. }
  299. SharedPtr<UIElement> UI::LoadLayout(XMLFile* file, XMLFile* styleFile)
  300. {
  301. PROFILE(LoadUILayout);
  302. SharedPtr<UIElement> root;
  303. if (!file)
  304. {
  305. LOGERROR("Null UI layout XML file");
  306. return root;
  307. }
  308. LOGDEBUG("Loading UI layout " + file->GetName());
  309. XMLElement rootElem = file->GetRoot("element");
  310. if (!rootElem)
  311. {
  312. LOGERROR("No root UI element in " + file->GetName());
  313. return root;
  314. }
  315. String typeName = rootElem.GetAttribute("type");
  316. if (typeName.Empty())
  317. typeName = "UIElement";
  318. root = DynamicCast<UIElement>(context_->CreateObject(ShortStringHash(typeName)));
  319. if (!root)
  320. {
  321. LOGERROR("Could not create unknown UI element " + typeName);
  322. return root;
  323. }
  324. if (styleFile)
  325. // Set it as default for later use by children elements
  326. root->SetDefaultStyle(styleFile);
  327. else
  328. // Use default style file of the root element if it has one
  329. styleFile = rootElement_->GetDefaultStyle(false);
  330. root->LoadXML(rootElem, styleFile);
  331. return root;
  332. }
  333. bool UI::SaveLayout(Serializer& dest, UIElement* element)
  334. {
  335. PROFILE(SaveUILayout);
  336. if (element)
  337. return element->SaveXML(dest);
  338. else
  339. return false;
  340. }
  341. void UI::SetClipBoardText(const String& text)
  342. {
  343. clipBoard_ = text;
  344. }
  345. void UI::SetNonFocusedMouseWheel(bool nonFocusedMouseWheel)
  346. {
  347. nonFocusedMouseWheel_ = nonFocusedMouseWheel;
  348. }
  349. UIElement* UI::GetElementAt(const IntVector2& position, bool enabledOnly)
  350. {
  351. UIElement* result = 0;
  352. GetElementAt(result, rootElement_, position, enabledOnly);
  353. return result;
  354. }
  355. UIElement* UI::GetElementAt(int x, int y, bool enabledOnly)
  356. {
  357. return GetElementAt(IntVector2(x, y), enabledOnly);
  358. }
  359. UIElement* UI::GetFocusElement() const
  360. {
  361. return focusElement_;
  362. }
  363. UIElement* UI::GetFrontElement() const
  364. {
  365. const Vector<SharedPtr<UIElement> >& rootChildren = rootElement_->GetChildren();
  366. int maxPriority = M_MIN_INT;
  367. UIElement* front = 0;
  368. for (unsigned i = 0; i < rootChildren.Size(); ++i)
  369. {
  370. // Do not take into account input-disabled elements, hidden elements or those that are always in the front
  371. if (!rootChildren[i]->IsEnabled() || !rootChildren[i]->IsVisible() || !rootChildren[i]->GetBringToBack())
  372. continue;
  373. int priority = rootChildren[i]->GetPriority();
  374. if (priority > maxPriority)
  375. {
  376. maxPriority = priority;
  377. front = rootChildren[i];
  378. }
  379. }
  380. return front;
  381. }
  382. IntVector2 UI::GetCursorPosition()
  383. {
  384. if (!cursor_)
  385. return IntVector2::ZERO;
  386. else
  387. return cursor_->GetPosition();
  388. }
  389. void UI::Initialize()
  390. {
  391. Graphics* graphics = GetSubsystem<Graphics>();
  392. Renderer* renderer = GetSubsystem<Renderer>();
  393. if (!graphics || !graphics->IsInitialized() || !renderer)
  394. return;
  395. PROFILE(InitUI);
  396. graphics_ = graphics;
  397. rootElement_->SetSize(graphics->GetWidth(), graphics->GetHeight());
  398. noTextureVS_ = renderer->GetVertexShader("Basic_VCol");
  399. diffTextureVS_ = renderer->GetVertexShader("Basic_DiffVCol");
  400. noTexturePS_ = renderer->GetPixelShader("Basic_VCol");
  401. diffTexturePS_ = renderer->GetPixelShader("Basic_DiffVCol");
  402. diffMaskTexturePS_ = renderer->GetPixelShader("Basic_DiffAlphaMaskVCol");
  403. alphaTexturePS_ = renderer->GetPixelShader("Basic_AlphaVCol");
  404. vertexBuffer_ = new VertexBuffer(context_);
  405. initialized_ = true;
  406. SubscribeToEvent(E_POSTUPDATE, HANDLER(UI, HandlePostUpdate));
  407. SubscribeToEvent(E_RENDERUPDATE, HANDLER(UI, HandleRenderUpdate));
  408. LOGINFO("Initialized user interface");
  409. }
  410. void UI::Update(float timeStep, UIElement* element)
  411. {
  412. element->Update(timeStep);
  413. const Vector<SharedPtr<UIElement> >& children = element->GetChildren();
  414. for (Vector<SharedPtr<UIElement> >::ConstIterator i = children.Begin(); i != children.End(); ++i)
  415. Update(timeStep, *i);
  416. }
  417. void UI::GetBatches(UIElement* element, IntRect currentScissor)
  418. {
  419. // Set clipping scissor for child elements. No need to draw if zero size
  420. element->AdjustScissor(currentScissor);
  421. if (currentScissor.left_ == currentScissor.right_ || currentScissor.top_ == currentScissor.bottom_)
  422. return;
  423. element->SortChildren();
  424. const Vector<SharedPtr<UIElement> >& children = element->GetChildren();
  425. if (children.Empty())
  426. return;
  427. // For non-root elements draw all children of same priority before recursing into their children: assumption is that they have
  428. // same renderstate
  429. Vector<SharedPtr<UIElement> >::ConstIterator i = children.Begin();
  430. if (element->GetTraversalMode() == TM_BREADTH_FIRST)
  431. {
  432. Vector<SharedPtr<UIElement> >::ConstIterator j = i;
  433. while (i != children.End())
  434. {
  435. int currentPriority = (*i)->GetPriority();
  436. while (j != children.End() && (*j)->GetPriority() == currentPriority)
  437. {
  438. if ((*j)->IsWithinScissor(currentScissor))
  439. (*j)->GetBatches(batches_, vertexData_, currentScissor);
  440. ++j;
  441. }
  442. // Now recurse into the children
  443. while (i != j)
  444. {
  445. if ((*i)->IsVisible())
  446. GetBatches(*i, currentScissor);
  447. ++i;
  448. }
  449. }
  450. }
  451. // On the root level draw each element and its children immediately after to avoid artifacts
  452. else
  453. {
  454. while (i != children.End())
  455. {
  456. if ((*i)->IsWithinScissor(currentScissor))
  457. (*i)->GetBatches(batches_, vertexData_, currentScissor);
  458. if ((*i)->IsVisible())
  459. GetBatches(*i, currentScissor);
  460. ++i;
  461. }
  462. }
  463. }
  464. void UI::GetElementAt(UIElement*& result, UIElement* current, const IntVector2& position, bool enabledOnly)
  465. {
  466. if (!current)
  467. return;
  468. current->SortChildren();
  469. const Vector<SharedPtr<UIElement> >& children = current->GetChildren();
  470. LayoutMode parentLayoutMode = current->GetLayoutMode();
  471. for (unsigned i = 0; i < children.Size(); ++i)
  472. {
  473. UIElement* element = children[i];
  474. bool hasChildren = element->GetNumChildren() > 0;
  475. if (element != cursor_.Get() && element->IsVisible())
  476. {
  477. if (element->IsInside(position, true))
  478. {
  479. // Store the current result, then recurse into its children. Because children
  480. // are sorted from lowest to highest priority, the topmost match should remain
  481. if (element->IsEnabled() || !enabledOnly)
  482. result = element;
  483. if (hasChildren)
  484. GetElementAt(result, element, position, enabledOnly);
  485. // Layout optimization: if the element has no children, can break out after the first match
  486. else if (parentLayoutMode != LM_FREE)
  487. break;
  488. }
  489. else
  490. {
  491. if (hasChildren)
  492. {
  493. if (element->IsInsideCombined(position, true))
  494. GetElementAt(result, element, position, enabledOnly);
  495. }
  496. // Layout optimization: if position is much beyond the visible screen, check how many elements we can skip,
  497. // or if we already passed all visible elements
  498. else if (parentLayoutMode != LM_FREE)
  499. {
  500. if (!i)
  501. {
  502. int screenPos = (parentLayoutMode == LM_HORIZONTAL) ? element->GetScreenPosition().x_ :
  503. element->GetScreenPosition().y_;
  504. int layoutMinSize = current->GetLayoutMinSize();
  505. if (screenPos < 0 && layoutMinSize > 0)
  506. {
  507. unsigned toSkip = -screenPos / layoutMinSize;
  508. if (toSkip > 0)
  509. i += (toSkip - 1);
  510. }
  511. }
  512. else if (parentLayoutMode == LM_HORIZONTAL)
  513. {
  514. if (element->GetScreenPosition().x_ >= rootElement_->GetSize().x_)
  515. break;
  516. }
  517. else if (parentLayoutMode == LM_VERTICAL)
  518. {
  519. if (element->GetScreenPosition().y_ >= rootElement_->GetSize().y_)
  520. break;
  521. }
  522. }
  523. }
  524. }
  525. }
  526. }
  527. UIElement* UI::GetFocusableElement(UIElement* element)
  528. {
  529. while (element)
  530. {
  531. if (element->GetFocusMode() != FM_NOTFOCUSABLE)
  532. break;
  533. element = element->GetParent();
  534. }
  535. return element;
  536. }
  537. void UI::HandleScreenMode(StringHash eventType, VariantMap& eventData)
  538. {
  539. using namespace ScreenMode;
  540. if (!initialized_)
  541. Initialize();
  542. else
  543. rootElement_->SetSize(eventData[P_WIDTH].GetInt(), eventData[P_HEIGHT].GetInt());
  544. }
  545. void UI::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
  546. {
  547. mouseButtons_ = eventData[MouseButtonDown::P_BUTTONS].GetInt();
  548. qualifiers_ = eventData[MouseButtonDown::P_QUALIFIERS].GetInt();
  549. if (cursor_ && cursor_->IsVisible())
  550. {
  551. int button = eventData[MouseButtonDown::P_BUTTON].GetInt();
  552. IntVector2 pos = cursor_->GetPosition();
  553. WeakPtr<UIElement> element(GetElementAt(pos));
  554. if (element)
  555. {
  556. // Handle focusing & bringing to front
  557. if (button == MOUSEB_LEFT)
  558. {
  559. SetFocusElement(element);
  560. element->BringToFront();
  561. }
  562. // Handle click
  563. element->OnClick(element->ScreenToElement(pos), pos, mouseButtons_, qualifiers_, cursor_);
  564. // Handle start of drag. OnClick() may have caused destruction of the element, so check the pointer again
  565. if (element && !dragElement_ && mouseButtons_ == MOUSEB_LEFT)
  566. {
  567. dragElement_ = element;
  568. element->OnDragBegin(element->ScreenToElement(pos), pos, mouseButtons_, qualifiers_, cursor_);
  569. }
  570. }
  571. else
  572. {
  573. // If clicked over no element, or a disabled element, lose focus
  574. SetFocusElement(0);
  575. }
  576. using namespace UIMouseClick;
  577. VariantMap eventData;
  578. eventData[UIMouseClick::P_ELEMENT] = (void*)element.Get();
  579. eventData[UIMouseClick::P_X] = pos.x_;
  580. eventData[UIMouseClick::P_Y] = pos.y_;
  581. eventData[UIMouseClick::P_BUTTON] = button;
  582. eventData[UIMouseClick::P_BUTTONS] = mouseButtons_;
  583. eventData[UIMouseClick::P_QUALIFIERS] = qualifiers_;
  584. SendEvent(E_UIMOUSECLICK, eventData);
  585. }
  586. }
  587. void UI::HandleMouseButtonUp(StringHash eventType, VariantMap& eventData)
  588. {
  589. using namespace MouseButtonUp;
  590. mouseButtons_ = eventData[P_BUTTONS].GetInt();
  591. qualifiers_ = eventData[P_QUALIFIERS].GetInt();
  592. if (cursor_ && (cursor_->IsVisible() || dragElement_))
  593. {
  594. IntVector2 pos = cursor_->GetPosition();
  595. if (dragElement_ && !mouseButtons_)
  596. {
  597. if (dragElement_->IsEnabled() && dragElement_->IsVisible())
  598. {
  599. dragElement_->OnDragEnd(dragElement_->ScreenToElement(pos), pos, cursor_);
  600. // Drag and drop finish
  601. bool dragSource = dragElement_ && (dragElement_->GetDragDropMode() & DD_SOURCE) != 0;
  602. if (dragSource)
  603. {
  604. WeakPtr<UIElement> target(GetElementAt(pos));
  605. bool dragTarget = target && (target->GetDragDropMode() & DD_TARGET) != 0;
  606. bool dragDropFinish = dragSource && dragTarget && target != dragElement_;
  607. if (dragDropFinish)
  608. {
  609. bool accept = target->OnDragDropFinish(dragElement_);
  610. // OnDragDropFinish() may have caused destruction of the elements, so check the pointers again
  611. if (accept && dragElement_ && target)
  612. {
  613. using namespace DragDropFinish;
  614. VariantMap eventData;
  615. eventData[P_SOURCE] = (void*)dragElement_.Get();
  616. eventData[P_TARGET] = (void*)target.Get();
  617. eventData[P_ACCEPT] = accept;
  618. SendEvent(E_DRAGDROPFINISH, eventData);
  619. }
  620. }
  621. }
  622. }
  623. dragElement_.Reset();
  624. }
  625. }
  626. }
  627. void UI::HandleMouseMove(StringHash eventType, VariantMap& eventData)
  628. {
  629. using namespace MouseMove;
  630. mouseButtons_ = eventData[P_BUTTONS].GetInt();
  631. qualifiers_ = eventData[P_QUALIFIERS].GetInt();
  632. if (cursor_)
  633. {
  634. Input* input = GetSubsystem<Input>();
  635. const IntVector2& rootSize = rootElement_->GetSize();
  636. if (!input->IsMouseVisible())
  637. {
  638. // Relative mouse motion: move cursor only when visible
  639. if (cursor_->IsVisible())
  640. {
  641. IntVector2 pos = cursor_->GetPosition();
  642. pos.x_ += eventData[P_DX].GetInt();
  643. pos.y_ += eventData[P_DY].GetInt();
  644. pos.x_ = Clamp(pos.x_, 0, rootSize.x_ - 1);
  645. pos.y_ = Clamp(pos.y_, 0, rootSize.y_ - 1);
  646. cursor_->SetPosition(pos);
  647. }
  648. }
  649. else
  650. {
  651. // Absolute mouse motion: move always
  652. cursor_->SetPosition(IntVector2(eventData[P_X].GetInt(), eventData[P_Y].GetInt()));
  653. }
  654. if (dragElement_ && mouseButtons_)
  655. {
  656. IntVector2 pos = cursor_->GetPosition();
  657. if (dragElement_->IsEnabled() && dragElement_->IsVisible())
  658. dragElement_->OnDragMove(dragElement_->ScreenToElement(pos), pos, mouseButtons_, qualifiers_, cursor_);
  659. else
  660. {
  661. dragElement_->OnDragEnd(dragElement_->ScreenToElement(pos), pos, cursor_);
  662. dragElement_.Reset();
  663. }
  664. }
  665. }
  666. }
  667. void UI::HandleMouseWheel(StringHash eventType, VariantMap& eventData)
  668. {
  669. using namespace MouseWheel;
  670. mouseButtons_ = eventData[P_BUTTONS].GetInt();
  671. qualifiers_ = eventData[P_QUALIFIERS].GetInt();
  672. int delta = eventData[P_WHEEL].GetInt();
  673. UIElement* element;
  674. if (!nonFocusedMouseWheel_&& (element = GetFocusElement()))
  675. element->OnWheel(delta, mouseButtons_, qualifiers_);
  676. else
  677. {
  678. // If no element has actual focus or in non-focused mode, get the element at cursor
  679. if (cursor_)
  680. {
  681. IntVector2 pos = cursor_->GetPosition();
  682. element = GetElementAt(pos);
  683. if (nonFocusedMouseWheel_)
  684. {
  685. // Going up the hierarchy chain to find element that could handle mouse wheel
  686. while (element)
  687. {
  688. if (element->GetType() == ListView::GetTypeStatic() ||
  689. element->GetType() == ScrollView::GetTypeStatic())
  690. break;
  691. element = element->GetParent();
  692. }
  693. }
  694. else
  695. // If the element itself is not focusable, search for a focusable parent,
  696. // although the focusable element may not actually handle mouse wheel
  697. element = GetFocusableElement(element);
  698. if (element && (nonFocusedMouseWheel_ || element->GetFocusMode() >= FM_FOCUSABLE))
  699. element->OnWheel(delta, mouseButtons_, qualifiers_);
  700. }
  701. }
  702. }
  703. void UI::HandleTouchBegin(StringHash eventType, VariantMap& eventData)
  704. {
  705. using namespace TouchBegin;
  706. IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt());
  707. WeakPtr<UIElement> element(GetElementAt(pos));
  708. if (element)
  709. {
  710. // Handle focusing & bringing to front
  711. SetFocusElement(element);
  712. element->BringToFront();
  713. // Handle click
  714. element->OnClick(element->ScreenToElement(pos), pos, MOUSEB_LEFT, 0, 0);
  715. // Handle start of drag. OnClick() may have caused destruction of the element, so check the pointer again
  716. if (element && !dragElement_ )
  717. {
  718. dragElement_ = element;
  719. element->OnDragBegin(element->ScreenToElement(pos), pos, MOUSEB_LEFT, 0, 0);
  720. }
  721. }
  722. else
  723. {
  724. // If clicked over no element, or a disabled element, lose focus
  725. SetFocusElement(0);
  726. }
  727. using namespace UIMouseClick;
  728. VariantMap clickEventData;
  729. clickEventData[UIMouseClick::P_ELEMENT] = (void*)element.Get();
  730. clickEventData[UIMouseClick::P_X] = pos.x_;
  731. clickEventData[UIMouseClick::P_Y] = pos.y_;
  732. clickEventData[UIMouseClick::P_BUTTON] = MOUSEB_LEFT;
  733. clickEventData[UIMouseClick::P_BUTTONS] = MOUSEB_LEFT;
  734. clickEventData[UIMouseClick::P_QUALIFIERS] = 0;
  735. SendEvent(E_UIMOUSECLICK, clickEventData);
  736. }
  737. void UI::HandleTouchEnd(StringHash eventType, VariantMap& eventData)
  738. {
  739. using namespace TouchEnd;
  740. IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt());
  741. // Transmit hover end to the position where the finger was lifted
  742. UIElement* element = GetElementAt(pos);
  743. if (element && element->IsEnabled())
  744. element->OnHover(element->ScreenToElement(pos), pos, 0, 0, 0);
  745. if (dragElement_)
  746. {
  747. if (dragElement_->IsEnabled() && dragElement_->IsVisible())
  748. {
  749. dragElement_->OnDragEnd(dragElement_->ScreenToElement(pos), pos, cursor_);
  750. // Drag and drop finish
  751. bool dragSource = dragElement_ && (dragElement_->GetDragDropMode() & DD_SOURCE) != 0;
  752. if (dragSource)
  753. {
  754. WeakPtr<UIElement> target(GetElementAt(pos));
  755. bool dragTarget = target && (target->GetDragDropMode() & DD_TARGET) != 0;
  756. bool dragDropFinish = dragSource && dragTarget && target != dragElement_;
  757. if (dragDropFinish)
  758. {
  759. bool accept = target->OnDragDropFinish(dragElement_);
  760. // OnDragDropFinish() may have caused destruction of the elements, so check the pointers again
  761. if (accept && dragElement_ && target)
  762. {
  763. using namespace DragDropFinish;
  764. VariantMap eventData;
  765. eventData[P_SOURCE] = (void*)dragElement_.Get();
  766. eventData[P_TARGET] = (void*)target.Get();
  767. eventData[P_ACCEPT] = accept;
  768. SendEvent(E_DRAGDROPFINISH, eventData);
  769. }
  770. }
  771. }
  772. }
  773. dragElement_.Reset();
  774. }
  775. }
  776. void UI::HandleTouchMove(StringHash eventType, VariantMap& eventData)
  777. {
  778. using namespace TouchMove;
  779. IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt());
  780. if (dragElement_)
  781. {
  782. if (dragElement_->IsEnabled() && dragElement_->IsVisible())
  783. dragElement_->OnDragMove(dragElement_->ScreenToElement(pos), pos, MOUSEB_LEFT, 0, 0);
  784. else
  785. {
  786. dragElement_->OnDragEnd(dragElement_->ScreenToElement(pos), pos, 0);
  787. dragElement_.Reset();
  788. }
  789. }
  790. }
  791. void UI::HandleKeyDown(StringHash eventType, VariantMap& eventData)
  792. {
  793. using namespace KeyDown;
  794. mouseButtons_ = eventData[P_BUTTONS].GetInt();
  795. qualifiers_ = eventData[P_QUALIFIERS].GetInt();
  796. int key = eventData[P_KEY].GetInt();
  797. UIElement* element = GetFocusElement();
  798. if (element)
  799. {
  800. // Switch focus between focusable elements in the same top level window
  801. if (key == KEY_TAB)
  802. {
  803. UIElement* topLevel = element->GetParent();
  804. while (topLevel && topLevel->GetParent() != rootElement_)
  805. topLevel = topLevel->GetParent();
  806. if (topLevel)
  807. {
  808. topLevel->GetChildren(tempElements_, true);
  809. for (PODVector<UIElement*>::Iterator i = tempElements_.Begin(); i != tempElements_.End();)
  810. {
  811. if ((*i)->GetFocusMode() < FM_FOCUSABLE)
  812. i = tempElements_.Erase(i);
  813. else
  814. ++i;
  815. }
  816. for (unsigned i = 0; i < tempElements_.Size(); ++i)
  817. {
  818. if (tempElements_[i] == element)
  819. {
  820. UIElement* next = tempElements_[(i + 1) % tempElements_.Size()];
  821. SetFocusElement(next);
  822. return;
  823. }
  824. }
  825. }
  826. }
  827. // Defocus the element
  828. else if (key == KEY_ESC && element->GetFocusMode() == FM_FOCUSABLE_DEFOCUSABLE)
  829. element->SetFocus(false);
  830. // If none of the special keys, pass the key to the focused element
  831. else
  832. element->OnKey(key, mouseButtons_, qualifiers_);
  833. }
  834. }
  835. void UI::HandleChar(StringHash eventType, VariantMap& eventData)
  836. {
  837. using namespace Char;
  838. mouseButtons_ = eventData[P_BUTTONS].GetInt();
  839. qualifiers_ = eventData[P_QUALIFIERS].GetInt();
  840. UIElement* element = GetFocusElement();
  841. if (element)
  842. element->OnChar(eventData[P_CHAR].GetInt(), mouseButtons_, qualifiers_);
  843. }
  844. void UI::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
  845. {
  846. using namespace PostUpdate;
  847. Update(eventData[P_TIMESTEP].GetFloat());
  848. }
  849. void UI::HandleRenderUpdate(StringHash eventType, VariantMap& eventData)
  850. {
  851. RenderUpdate();
  852. }
  853. void RegisterUILibrary(Context* context)
  854. {
  855. Font::RegisterObject(context);
  856. UIElement::RegisterObject(context);
  857. BorderImage::RegisterObject(context);
  858. Sprite::RegisterObject(context);
  859. Button::RegisterObject(context);
  860. CheckBox::RegisterObject(context);
  861. Cursor::RegisterObject(context);
  862. Text::RegisterObject(context);
  863. Window::RegisterObject(context);
  864. LineEdit::RegisterObject(context);
  865. Slider::RegisterObject(context);
  866. ScrollBar::RegisterObject(context);
  867. ScrollView::RegisterObject(context);
  868. ListView::RegisterObject(context);
  869. Menu::RegisterObject(context);
  870. DropDownList::RegisterObject(context);
  871. FileSelector::RegisterObject(context);
  872. }
  873. }