UI.h 9.8 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. #pragma once
  23. #include "Object.h"
  24. #include "Cursor.h"
  25. #include "UIBatch.h"
  26. namespace Urho3D
  27. {
  28. class Cursor;
  29. class Graphics;
  30. class ResourceCache;
  31. class Timer;
  32. class UIBatch;
  33. class UIElement;
  34. class VertexBuffer;
  35. class XMLElement;
  36. class XMLFile;
  37. /// %UI subsystem. Manages the graphical user interface.
  38. class URHO3D_API UI : public Object
  39. {
  40. OBJECT(UI);
  41. public:
  42. /// Construct.
  43. UI(Context* context);
  44. /// Destruct.
  45. virtual ~UI();
  46. /// Set cursor UI element.
  47. void SetCursor(Cursor* cursor);
  48. /// Set focused UI element.
  49. void SetFocusElement(UIElement* element);
  50. /// Set modal element. Until all the modal elements are dismissed, all the inputs and events are only sent to them. Return true when successful.
  51. /// Only the modal element can clear its modal status or when it is being destructed.
  52. /// UI subystem auto-removes modal element when an ESC key is pressed, however if this is not desirable, setting a user-defined variable "NoAutoRemove" in the modal element would prevent this.
  53. /// In that case, the modal element will only have its modal flag reset and reparented back to its original parent.
  54. bool SetModalElement(UIElement* modalElement, bool enable);
  55. /// Clear the UI (excluding the cursor.)
  56. void Clear();
  57. /// Update the UI logic. Called by HandlePostUpdate().
  58. void Update(float timeStep);
  59. /// Update the UI for rendering. Called by HandleRenderUpdate().
  60. void RenderUpdate();
  61. /// Render the UI.
  62. void Render();
  63. /// Debug draw a UI element.
  64. void DebugDraw(UIElement* element);
  65. /// Load a UI layout from an XML file. Optionally specify another XML file for element style. Return the root element.
  66. SharedPtr<UIElement> LoadLayout(Deserializer& source, XMLFile* styleFile = 0);
  67. /// Load a UI layout from an XML file. Optionally specify another XML file for element style. Return the root element.
  68. SharedPtr<UIElement> LoadLayout(XMLFile* file, XMLFile* styleFile = 0);
  69. /// Save a UI layout to an XML file. Return true if successful.
  70. bool SaveLayout(Serializer& dest, UIElement* element);
  71. /// Set clipboard text.
  72. void SetClipBoardText(const String& text);
  73. /// Set UI element double click interval in seconds.
  74. void SetDoubleClickInterval(float interval);
  75. /// Set mouse wheel handling flag.
  76. void SetNonFocusedMouseWheel(bool nonFocusedMouseWheel);
  77. /// Return root UI element.
  78. UIElement* GetRoot() const { return rootElement_; }
  79. /// Return root modal element.
  80. UIElement* GetRootModalElement() const { return rootModalElement_; }
  81. /// Return cursor.
  82. Cursor* GetCursor() const { return cursor_; }
  83. /// Return cursor position.
  84. IntVector2 GetCursorPosition() const;
  85. /// Return UI element at screen coordinates.
  86. UIElement* GetElementAt(const IntVector2& position, bool enabledOnly = true);
  87. /// Return UI element at screen coordinates.
  88. UIElement* GetElementAt(int x, int y, bool enabledOnly = true);
  89. /// Return focused element.
  90. UIElement* GetFocusElement() const { return focusElement_; }
  91. /// Return topmost enabled root-level non-modal element.
  92. UIElement* GetFrontElement() const;
  93. /// Return clipboard text.
  94. const String& GetClipBoardText() const { return clipBoard_; }
  95. /// Return UI element double click interval in seconds.
  96. float GetDoubleClickInterval() const { return doubleClickInterval_; }
  97. /// Return mouse wheel handling flag.
  98. bool IsNonFocusedMouseWheel() const { return nonFocusedMouseWheel_; }
  99. /// Return true when UI has modal element(s).
  100. bool HasModalElement() const;
  101. private:
  102. /// Initialize when screen mode initially se.
  103. void Initialize();
  104. /// Update UI element logic recursively.
  105. void Update(float timeStep, UIElement* element);
  106. /// Upload UI geometry into a vertex buffer.
  107. void SetVertexData(VertexBuffer* dest, const PODVector<float>& vertexData);
  108. /// Render UI batches. Geometry must have been uploaded first.
  109. void Render(VertexBuffer* buffer, const PODVector<UIBatch>& batches, unsigned batchStart, unsigned batchEnd);
  110. /// Generate batches from an UI element recursively. Skip the cursor element.
  111. void GetBatches(UIElement* element, IntRect currentScissor);
  112. /// Return UI element at screen position recursively.
  113. void GetElementAt(UIElement*& result, UIElement* current, const IntVector2& position, bool enabledOnly);
  114. /// Return the first element in hierarchy that can alter focus.
  115. UIElement* GetFocusableElement(UIElement* element);
  116. /// Return cursor position and visibility either from the cursor element, or the Input subsystem.
  117. void GetCursorPositionAndVisible(IntVector2& pos, bool& visible);
  118. /// Set active cursor's shape.
  119. void SetCursorShape(CursorShape shape);
  120. /// Send a UI element drag event.
  121. void SendDragEvent(StringHash eventType, UIElement* element, const IntVector2& screenPos);
  122. /// Send a UI click or double click event.
  123. void SendClickEvent(StringHash eventType, UIElement* element, const IntVector2& pos, int button, int buttons, int qualifiers);
  124. /// Handle screen mode event.
  125. void HandleScreenMode(StringHash eventType, VariantMap& eventData);
  126. /// Handle mouse button down event.
  127. void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData);
  128. /// Handle mouse button up event.
  129. void HandleMouseButtonUp(StringHash eventType, VariantMap& eventData);
  130. /// Handle mouse move event.
  131. void HandleMouseMove(StringHash eventType, VariantMap& eventData);
  132. /// Handle mouse wheel event.
  133. void HandleMouseWheel(StringHash eventType, VariantMap& eventData);
  134. /// Handle touch begin event.
  135. void HandleTouchBegin(StringHash eventType, VariantMap& eventData);
  136. /// Handle touch end event.
  137. void HandleTouchEnd(StringHash eventType, VariantMap& eventData);
  138. /// Handle touch move event.
  139. void HandleTouchMove(StringHash eventType, VariantMap& eventData);
  140. /// Handle keypress event.
  141. void HandleKeyDown(StringHash eventType, VariantMap& eventData);
  142. /// Handle character event.
  143. void HandleChar(StringHash eventType, VariantMap& eventData);
  144. /// Handle logic post-update event.
  145. void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
  146. /// Handle render update event.
  147. void HandleRenderUpdate(StringHash eventType, VariantMap& eventData);
  148. /// Graphics subsystem.
  149. WeakPtr<Graphics> graphics_;
  150. /// Vertex shader for no texture.
  151. SharedPtr<ShaderVariation> noTextureVS_;
  152. /// Vertex shader for diffuse texture.
  153. SharedPtr<ShaderVariation> diffTextureVS_;
  154. /// Pixel shader for no texture.
  155. SharedPtr<ShaderVariation> noTexturePS_;
  156. /// Pixel shader for diffuse texture.
  157. SharedPtr<ShaderVariation> diffTexturePS_;
  158. /// Pixel shader for diffuse texture masking.
  159. SharedPtr<ShaderVariation> diffMaskTexturePS_;
  160. /// Pixel shader for alpha texture.
  161. SharedPtr<ShaderVariation> alphaTexturePS_;
  162. /// UI root element.
  163. SharedPtr<UIElement> rootElement_;
  164. /// UI root modal element.
  165. SharedPtr<UIElement> rootModalElement_;
  166. /// Cursor.
  167. SharedPtr<Cursor> cursor_;
  168. /// UI element being dragged.
  169. WeakPtr<UIElement> dragElement_;
  170. /// Currently focused element
  171. WeakPtr<UIElement> focusElement_;
  172. /// UI rendering batches.
  173. PODVector<UIBatch> batches_;
  174. /// UI rendering vertex data.
  175. PODVector<float> vertexData_;
  176. /// UI rendering batches for debug draw.
  177. PODVector<UIBatch> debugDrawBatches_;
  178. /// UI rendering vertex data for debug draw.
  179. PODVector<float> debugVertexData_;
  180. /// UI vertex buffer.
  181. SharedPtr<VertexBuffer> vertexBuffer_;
  182. /// UI debug geometry vertex buffer.
  183. SharedPtr<VertexBuffer> debugVertexBuffer_;
  184. /// UI element query vector.
  185. PODVector<UIElement*> tempElements_;
  186. /// Clipboard text.
  187. String clipBoard_;
  188. /// Mouse buttons held down.
  189. int mouseButtons_;
  190. /// Qualifier keys held down.
  191. int qualifiers_;
  192. /// Initialized flag.
  193. bool initialized_;
  194. /// Touch used flag.
  195. bool usingTouchInput_;
  196. /// Flag to switch mouse wheel event to be sent to non-focused element at cursor.
  197. bool nonFocusedMouseWheel_;
  198. /// Non-modal batch size (used internally for rendering).
  199. unsigned nonModalBatchSize_;
  200. /// Timer used to trigger double click.
  201. Timer* clickTimer_;
  202. /// UI element last clicked for tracking double clicks.
  203. WeakPtr<UIElement> doubleClickElement_;
  204. /// Last mouse button pressed.
  205. int lastMouseButtons_;
  206. /// Seconds between clicks to register a double click.
  207. float doubleClickInterval_;
  208. };
  209. /// Register UI library objects.
  210. void RegisterUILibrary(Context* context);
  211. }