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UI.h 11 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 whether mouse wheel can control also a non-focused element.
  76. void SetNonFocusedMouseWheel(bool nonFocusedMouseWheel);
  77. /// Set whether to use system clipboard. Default false.
  78. void SetUseSystemClipBoard(bool enable);
  79. /// Return root UI element.
  80. UIElement* GetRoot() const { return rootElement_; }
  81. /// Return root modal element.
  82. UIElement* GetRootModalElement() const { return rootModalElement_; }
  83. /// Return cursor.
  84. Cursor* GetCursor() const { return cursor_; }
  85. /// Return cursor position.
  86. IntVector2 GetCursorPosition() const;
  87. /// Return UI element at screen coordinates.
  88. UIElement* GetElementAt(const IntVector2& position, bool enabledOnly = true);
  89. /// Return UI element at screen coordinates.
  90. UIElement* GetElementAt(int x, int y, bool enabledOnly = true);
  91. /// Return focused element.
  92. UIElement* GetFocusElement() const { return focusElement_; }
  93. /// Return topmost enabled root-level non-modal element.
  94. UIElement* GetFrontElement() const;
  95. /// Return clipboard text.
  96. const String& GetClipBoardText() const;
  97. /// Return UI element double click interval in seconds.
  98. float GetDoubleClickInterval() const { return doubleClickInterval_; }
  99. /// Return whether mouse wheel can control also a non-focused element.
  100. bool IsNonFocusedMouseWheel() const { return nonFocusedMouseWheel_; }
  101. /// Return whether is using the system clipboard.
  102. bool GetUseSystemClipBoard() const { return useSystemClipBoard_; }
  103. /// Return true when UI has modal element(s).
  104. bool HasModalElement() const;
  105. private:
  106. /// Initialize when screen mode initially se.
  107. void Initialize();
  108. /// Update UI element logic recursively.
  109. void Update(float timeStep, UIElement* element);
  110. /// Upload UI geometry into a vertex buffer.
  111. void SetVertexData(VertexBuffer* dest, const PODVector<float>& vertexData);
  112. /// Render UI batches. Geometry must have been uploaded first.
  113. void Render(VertexBuffer* buffer, const PODVector<UIBatch>& batches, unsigned batchStart, unsigned batchEnd);
  114. /// Generate batches from an UI element recursively. Skip the cursor element.
  115. void GetBatches(UIElement* element, IntRect currentScissor);
  116. /// Return UI element at screen position recursively.
  117. void GetElementAt(UIElement*& result, UIElement* current, const IntVector2& position, bool enabledOnly);
  118. /// Return the first element in hierarchy that can alter focus.
  119. UIElement* GetFocusableElement(UIElement* element);
  120. /// Return cursor position and visibility either from the cursor element, or the Input subsystem.
  121. void GetCursorPositionAndVisible(IntVector2& pos, bool& visible);
  122. /// Set active cursor's shape.
  123. void SetCursorShape(CursorShape shape);
  124. /// Handle button or touch begin.
  125. void ProcessClickBegin(const IntVector2& cursorPos, int button, int buttons, int qualifiers, Cursor* cursor, bool cursorVisible);
  126. /// Handle button or touch end.
  127. void ProcessClickEnd(const IntVector2& cursorPos, int button, int buttons, int qualifiers, Cursor* cursor, bool cursorVisible);
  128. /// Handle mouse or touch move.
  129. void ProcessMove(const IntVector2& cursorPos, int buttons, int qualifiers, Cursor* cursor, bool cursorVisible);
  130. /// Send a UI element drag event.
  131. void SendDragEvent(StringHash eventType, UIElement* element, const IntVector2& screenPos);
  132. /// Send a UI click or double click event.
  133. void SendClickEvent(StringHash eventType, UIElement* element, const IntVector2& pos, int button, int buttons, int qualifiers);
  134. /// Handle screen mode event.
  135. void HandleScreenMode(StringHash eventType, VariantMap& eventData);
  136. /// Handle mouse button down event.
  137. void HandleMouseButtonDown(StringHash eventType, VariantMap& eventData);
  138. /// Handle mouse button up event.
  139. void HandleMouseButtonUp(StringHash eventType, VariantMap& eventData);
  140. /// Handle mouse move event.
  141. void HandleMouseMove(StringHash eventType, VariantMap& eventData);
  142. /// Handle mouse wheel event.
  143. void HandleMouseWheel(StringHash eventType, VariantMap& eventData);
  144. /// Handle touch begin event.
  145. void HandleTouchBegin(StringHash eventType, VariantMap& eventData);
  146. /// Handle touch end event.
  147. void HandleTouchEnd(StringHash eventType, VariantMap& eventData);
  148. /// Handle touch move event.
  149. void HandleTouchMove(StringHash eventType, VariantMap& eventData);
  150. /// Handle keypress event.
  151. void HandleKeyDown(StringHash eventType, VariantMap& eventData);
  152. /// Handle character event.
  153. void HandleChar(StringHash eventType, VariantMap& eventData);
  154. /// Handle logic post-update event.
  155. void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
  156. /// Handle render update event.
  157. void HandleRenderUpdate(StringHash eventType, VariantMap& eventData);
  158. /// Handle a file being drag-dropped into the application window.
  159. void HandleDropFile(StringHash eventType, VariantMap& eventData);
  160. /// Graphics subsystem.
  161. WeakPtr<Graphics> graphics_;
  162. /// Vertex shader for no texture.
  163. SharedPtr<ShaderVariation> noTextureVS_;
  164. /// Vertex shader for diffuse texture.
  165. SharedPtr<ShaderVariation> diffTextureVS_;
  166. /// Pixel shader for no texture.
  167. SharedPtr<ShaderVariation> noTexturePS_;
  168. /// Pixel shader for diffuse texture.
  169. SharedPtr<ShaderVariation> diffTexturePS_;
  170. /// Pixel shader for diffuse texture masking.
  171. SharedPtr<ShaderVariation> diffMaskTexturePS_;
  172. /// Pixel shader for alpha texture.
  173. SharedPtr<ShaderVariation> alphaTexturePS_;
  174. /// UI root element.
  175. SharedPtr<UIElement> rootElement_;
  176. /// UI root modal element.
  177. SharedPtr<UIElement> rootModalElement_;
  178. /// Cursor.
  179. SharedPtr<Cursor> cursor_;
  180. /// UI element being dragged.
  181. WeakPtr<UIElement> dragElement_;
  182. /// Currently focused element
  183. WeakPtr<UIElement> focusElement_;
  184. /// UI rendering batches.
  185. PODVector<UIBatch> batches_;
  186. /// UI rendering vertex data.
  187. PODVector<float> vertexData_;
  188. /// UI rendering batches for debug draw.
  189. PODVector<UIBatch> debugDrawBatches_;
  190. /// UI rendering vertex data for debug draw.
  191. PODVector<float> debugVertexData_;
  192. /// UI vertex buffer.
  193. SharedPtr<VertexBuffer> vertexBuffer_;
  194. /// UI debug geometry vertex buffer.
  195. SharedPtr<VertexBuffer> debugVertexBuffer_;
  196. /// UI element query vector.
  197. PODVector<UIElement*> tempElements_;
  198. /// Clipboard text.
  199. mutable String clipBoard_;
  200. /// Mouse buttons held down.
  201. int mouseButtons_;
  202. /// Qualifier keys held down.
  203. int qualifiers_;
  204. /// Initialized flag.
  205. bool initialized_;
  206. /// Touch used flag.
  207. bool usingTouchInput_;
  208. /// Flag to switch mouse wheel event to be sent to non-focused element at cursor.
  209. bool nonFocusedMouseWheel_;
  210. /// Flag for using operating system clipboard instead of internal.
  211. bool useSystemClipBoard_;
  212. /// Non-modal batch size (used internally for rendering).
  213. unsigned nonModalBatchSize_;
  214. /// Timer used to trigger double click.
  215. Timer* clickTimer_;
  216. /// UI element last clicked for tracking click end.
  217. WeakPtr<UIElement> clickElement_;
  218. /// UI element last clicked for tracking double clicks.
  219. WeakPtr<UIElement> doubleClickElement_;
  220. /// Last mouse button pressed.
  221. int lastMouseButtons_;
  222. /// Seconds between clicks to register a double click.
  223. float doubleClickInterval_;
  224. };
  225. /// Register UI library objects.
  226. void RegisterUILibrary(Context* context);
  227. }