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- //
- // Copyright (c) 2008-2013 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "CheckBox.h"
- #include "Context.h"
- #include "CoreEvents.h"
- #include "Cursor.h"
- #include "DropDownList.h"
- #include "FileSelector.h"
- #include "Font.h"
- #include "Graphics.h"
- #include "GraphicsEvents.h"
- #include "Input.h"
- #include "InputEvents.h"
- #include "LineEdit.h"
- #include "ListView.h"
- #include "Log.h"
- #include "Matrix3x4.h"
- #include "Profiler.h"
- #include "Renderer.h"
- #include "ScrollBar.h"
- #include "Shader.h"
- #include "ShaderVariation.h"
- #include "Slider.h"
- #include "Sort.h"
- #include "Sprite.h"
- #include "Text.h"
- #include "Text3D.h"
- #include "Texture2D.h"
- #include "UI.h"
- #include "UIEvents.h"
- #include "VertexBuffer.h"
- #include "Window.h"
- #include "View3D.h"
- #include "DebugNew.h"
- namespace Urho3D
- {
- ShortStringHash VAR_ORIGIN("Origin");
- const ShortStringHash VAR_ORIGINAL_PARENT("OriginalParent");
- const ShortStringHash VAR_ORIGINAL_CHILD_INDEX("OriginalChildIndex");
- const ShortStringHash VAR_PARENT_CHANGED("ParentChanged");
- const float DEFAULT_DOUBLECLICK_INTERVAL = 0.5f;
- const char* UI_CATEGORY = "UI";
- UI::UI(Context* context) :
- Object(context),
- rootElement_(new UIElement(context)),
- rootModalElement_(new UIElement(context)),
- mouseButtons_(0),
- qualifiers_(0),
- doubleClickInterval_(DEFAULT_DOUBLECLICK_INTERVAL),
- initialized_(false),
- usingTouchInput_(false),
- #ifdef WIN32
- nonFocusedMouseWheel_(false), // Default MS Windows behaviour
- #else
- nonFocusedMouseWheel_(true), // Default Mac OS X and Linux behaviour
- #endif
- nonModalBatchSize_(0)
- {
- rootElement_->SetTraversalMode(TM_DEPTH_FIRST);
- rootModalElement_->SetTraversalMode(TM_DEPTH_FIRST);
- clickTimer_ = new Timer();
- // Register UI library object factories
- RegisterUILibrary(context_);
- SubscribeToEvent(E_SCREENMODE, HANDLER(UI, HandleScreenMode));
- SubscribeToEvent(E_MOUSEBUTTONDOWN, HANDLER(UI, HandleMouseButtonDown));
- SubscribeToEvent(E_MOUSEBUTTONUP, HANDLER(UI, HandleMouseButtonUp));
- SubscribeToEvent(E_MOUSEMOVE, HANDLER(UI, HandleMouseMove));
- SubscribeToEvent(E_MOUSEWHEEL, HANDLER(UI, HandleMouseWheel));
- SubscribeToEvent(E_TOUCHBEGIN, HANDLER(UI, HandleTouchBegin));
- SubscribeToEvent(E_TOUCHEND, HANDLER(UI, HandleTouchEnd));
- SubscribeToEvent(E_TOUCHMOVE, HANDLER(UI, HandleTouchMove));
- SubscribeToEvent(E_KEYDOWN, HANDLER(UI, HandleKeyDown));
- SubscribeToEvent(E_CHAR, HANDLER(UI, HandleChar));
- // Try to initialize right now, but skip if screen mode is not yet set
- Initialize();
- }
- UI::~UI()
- {
- delete clickTimer_;
- }
- void UI::SetCursor(Cursor* cursor)
- {
- // Remove old cursor (if any) and set new
- if (cursor_)
- {
- rootElement_->RemoveChild(cursor_);
- cursor_.Reset();
- }
- if (cursor)
- {
- rootElement_->AddChild(cursor);
- cursor_ = cursor;
- IntVector2 pos = cursor_->GetPosition();
- const IntVector2& rootSize = rootElement_->GetSize();
- pos.x_ = Clamp(pos.x_, 0, rootSize.x_ - 1);
- pos.y_ = Clamp(pos.y_, 0, rootSize.y_ - 1);
- cursor_->SetPosition(pos);
- }
- }
- void UI::SetFocusElement(UIElement* element)
- {
- using namespace FocusChanged;
- VariantMap eventData;
- eventData[P_CLICKEDELEMENT] = (void*)element;
- if (element)
- {
- // Return if already has focus
- if (focusElement_ == element)
- return;
- // Only allow child elements of the modal element to receive focus
- if (HasModalElement())
- {
- UIElement* topLevel = element->GetParent();
- while (topLevel && topLevel->GetParent() != rootElement_)
- topLevel = topLevel->GetParent();
- if (topLevel) // If parented to non-modal root then ignore
- return;
- }
- // Search for an element in the hierarchy that can alter focus. If none found, exit
- element = GetFocusableElement(element);
- if (!element)
- return;
- }
- // Remove focus from the old element
- if (focusElement_)
- {
- UIElement* oldFocusElement = focusElement_;
- focusElement_.Reset();
- VariantMap focusEventData;
- focusEventData[Defocused::P_ELEMENT] = oldFocusElement;
- oldFocusElement->SendEvent(E_DEFOCUSED, focusEventData);
- }
- // Then set focus to the new
- if (element && element->GetFocusMode() >= FM_FOCUSABLE)
- {
- focusElement_ = element;
- VariantMap focusEventData;
- focusEventData[Focused::P_ELEMENT] = element;
- element->SendEvent(E_FOCUSED, focusEventData);
- }
- eventData[P_ELEMENT] = (void*)element;
- SendEvent(E_FOCUSCHANGED, eventData);
- }
- bool UI::SetModalElement(UIElement* modalElement, bool enable)
- {
- if (!modalElement)
- return false;
- // Currently only allow modal window
- if (modalElement->GetType() != Window::GetTypeStatic())
- return false;
- assert(rootModalElement_);
- UIElement* currParent = modalElement->GetParent();
- if (enable)
- {
- // Make sure it is not already the child of the root modal element
- if (currParent == rootModalElement_)
- return false;
- // Adopt modal root as parent
- modalElement->SetVar(VAR_ORIGINAL_PARENT, currParent);
- modalElement->SetVar(VAR_ORIGINAL_CHILD_INDEX, currParent ? currParent->FindChild(modalElement) : M_MAX_UNSIGNED);
- modalElement->SetParent(rootModalElement_);
- // If it is a popup element, bring along its top-level parent
- UIElement* originElement = static_cast<UIElement*>(modalElement->GetVar(VAR_ORIGIN).GetPtr());
- if (originElement)
- {
- UIElement* element = originElement;
- while (element && element->GetParent() != rootElement_)
- element = element->GetParent();
- if (element)
- {
- originElement->SetVar(VAR_PARENT_CHANGED, element);
- UIElement* oriParent = element->GetParent();
- element->SetVar(VAR_ORIGINAL_PARENT, oriParent);
- element->SetVar(VAR_ORIGINAL_CHILD_INDEX, oriParent ? oriParent->FindChild(element) : M_MAX_UNSIGNED);
- element->SetParent(rootModalElement_);
- }
- }
- return true;
- }
- else
- {
- // Only the modal element can disable itself
- if (currParent != rootModalElement_)
- return false;
- // Revert back to original parent
- modalElement->SetParent(static_cast<UIElement*>(modalElement->GetVar(VAR_ORIGINAL_PARENT).GetPtr()), modalElement->GetVar(VAR_ORIGINAL_CHILD_INDEX).GetUInt());
- VariantMap& vars = const_cast<VariantMap&>(modalElement->GetVars());
- vars.Erase(VAR_ORIGINAL_PARENT);
- vars.Erase(VAR_ORIGINAL_CHILD_INDEX);
- // If it is a popup element, revert back its top-level parent
- UIElement* originElement = static_cast<UIElement*>(modalElement->GetVar(VAR_ORIGIN).GetPtr());
- if (originElement)
- {
- UIElement* element = static_cast<UIElement*>(originElement->GetVar(VAR_PARENT_CHANGED).GetPtr());
- if (element)
- {
- const_cast<VariantMap&>(originElement->GetVars()).Erase(VAR_PARENT_CHANGED);
- element->SetParent(static_cast<UIElement*>(element->GetVar(VAR_ORIGINAL_PARENT).GetPtr()), element->GetVar(VAR_ORIGINAL_CHILD_INDEX).GetUInt());
- vars = const_cast<VariantMap&>(element->GetVars());
- vars.Erase(VAR_ORIGINAL_PARENT);
- vars.Erase(VAR_ORIGINAL_CHILD_INDEX);
- }
- }
- return true;
- }
- }
- void UI::Clear()
- {
- rootElement_->RemoveAllChildren();
- rootModalElement_->RemoveAllChildren();
- if (cursor_)
- rootElement_->AddChild(cursor_);
- }
- void UI::Update(float timeStep)
- {
- assert(rootElement_ && rootModalElement_);
- PROFILE(UpdateUI);
- IntVector2 cursorPos;
- bool cursorVisible;
- GetCursorPositionAndVisible(cursorPos, cursorVisible);
- // Mouse hover
- if (!usingTouchInput_ && cursorVisible)
- {
- WeakPtr<UIElement> element(GetElementAt(cursorPos));
- bool dragSource = dragElement_ && (dragElement_->GetDragDropMode() & DD_SOURCE) != 0;
- bool dragTarget = element && (element->GetDragDropMode() & DD_TARGET) != 0;
- bool dragDropTest = dragSource && dragTarget && element != dragElement_;
- // Hover effect
- // If a drag is going on, transmit hover only to the element being dragged, unless it's a drop target
- if (element && element->IsEnabled())
- {
- if (!dragElement_ || dragElement_ == element || dragDropTest)
- element->OnHover(element->ScreenToElement(cursorPos), cursorPos, mouseButtons_, qualifiers_, cursor_);
- }
- else
- SetCursorShape(CS_NORMAL);
- // Drag and drop test
- if (dragDropTest)
- {
- bool accept = element->OnDragDropTest(dragElement_);
- if (accept)
- {
- using namespace DragDropTest;
- VariantMap eventData;
- eventData[P_SOURCE] = (void*)dragElement_.Get();
- eventData[P_TARGET] = (void*)element.Get();
- eventData[P_ACCEPT] = accept;
- SendEvent(E_DRAGDROPTEST, eventData);
- accept = eventData[P_ACCEPT].GetBool();
- }
- SetCursorShape(accept ? CS_ACCEPTDROP : CS_REJECTDROP);
- }
- else if (dragSource)
- SetCursorShape(dragElement_ == element ? CS_ACCEPTDROP : CS_REJECTDROP);
- }
- // Touch hover
- Input* input = GetSubsystem<Input>();
- unsigned numTouches = input->GetNumTouches();
- for (unsigned i = 0; i < numTouches; ++i)
- {
- TouchState* touch = input->GetTouch(i);
- UIElement* element = GetElementAt(touch->position_);
- if (element && element->IsEnabled())
- element->OnHover(element->ScreenToElement(touch->position_), touch->position_, MOUSEB_LEFT, 0, 0);
- }
- Update(timeStep, rootElement_);
- Update(timeStep, rootModalElement_);
- }
- void UI::RenderUpdate()
- {
- assert(rootElement_ && rootModalElement_ && graphics_);
- PROFILE(GetUIBatches);
- // If the OS cursor is visible, do not render the UI's own cursor
- bool osCursorVisible = GetSubsystem<Input>()->IsMouseVisible();
-
- // Get rendering batches from the non-modal UI elements
- batches_.Clear();
- vertexData_.Clear();
- const IntVector2& rootSize = rootElement_->GetSize();
- IntRect currentScissor = IntRect(0, 0, rootSize.x_, rootSize.y_);
- GetBatches(rootElement_, currentScissor);
- // Save the batch size of the non-modal batches for later use
- nonModalBatchSize_ = batches_.Size();
- // Get rendering batches from the modal UI elements
- GetBatches(rootModalElement_, currentScissor);
- // Get batches from the cursor (and its possible children) last to draw it on top of everything
- if (cursor_ && cursor_->IsVisible() && !osCursorVisible)
- {
- currentScissor = IntRect(0, 0, rootSize.x_, rootSize.y_);
- cursor_->GetBatches(batches_, vertexData_, currentScissor);
- GetBatches(cursor_, currentScissor);
- }
- }
- void UI::Render()
- {
- PROFILE(RenderUI);
- SetVertexData(vertexBuffer_, vertexData_);
- SetVertexData(debugVertexBuffer_, debugVertexData_);
- // Render non-modal batches
- Render(vertexBuffer_, batches_, 0, nonModalBatchSize_);
- // Render debug draw
- Render(debugVertexBuffer_, debugDrawBatches_, 0, debugDrawBatches_.Size());
- // Render modal batches
- Render(vertexBuffer_, batches_, nonModalBatchSize_, batches_.Size());
- // Clear the debug draw batches and data
- debugDrawBatches_.Clear();
- debugVertexData_.Clear();
- }
- void UI::DebugDraw(UIElement* element)
- {
- if (element)
- {
- const IntVector2& rootSize = rootElement_->GetSize();
- element->GetDebugDrawBatches(debugDrawBatches_, debugVertexData_, IntRect(0, 0, rootSize.x_, rootSize.y_));
- }
- }
- SharedPtr<UIElement> UI::LoadLayout(Deserializer& source, XMLFile* styleFile)
- {
- SharedPtr<XMLFile> xml(new XMLFile(context_));
- if (!xml->Load(source))
- return SharedPtr<UIElement>();
- else
- return LoadLayout(xml, styleFile);
- }
- SharedPtr<UIElement> UI::LoadLayout(XMLFile* file, XMLFile* styleFile)
- {
- PROFILE(LoadUILayout);
- SharedPtr<UIElement> root;
- if (!file)
- {
- LOGERROR("Null UI layout XML file");
- return root;
- }
- LOGDEBUG("Loading UI layout " + file->GetName());
- XMLElement rootElem = file->GetRoot("element");
- if (!rootElem)
- {
- LOGERROR("No root UI element in " + file->GetName());
- return root;
- }
- String typeName = rootElem.GetAttribute("type");
- if (typeName.Empty())
- typeName = "UIElement";
- root = DynamicCast<UIElement>(context_->CreateObject(typeName));
- if (!root)
- {
- LOGERROR("Could not create unknown UI element " + typeName);
- return root;
- }
- // Use default style file of the root element if it has one
- if (!styleFile)
- styleFile = rootElement_->GetDefaultStyle(false);
- // Set it as default for later use by children elements
- if (styleFile)
- root->SetDefaultStyle(styleFile);
- root->LoadXML(rootElem, styleFile);
- return root;
- }
- bool UI::SaveLayout(Serializer& dest, UIElement* element)
- {
- PROFILE(SaveUILayout);
- return element && element->SaveXML(dest);
- }
- void UI::SetClipBoardText(const String& text)
- {
- clipBoard_ = text;
- }
- void UI::SetDoubleClickInterval(float interval)
- {
- doubleClickInterval_ = Max(interval, 0.0f);
- }
- void UI::SetNonFocusedMouseWheel(bool nonFocusedMouseWheel)
- {
- nonFocusedMouseWheel_ = nonFocusedMouseWheel;
- }
- IntVector2 UI::GetCursorPosition() const
- {
- return cursor_ ? cursor_->GetPosition() : GetSubsystem<Input>()->GetMousePosition();
- }
- UIElement* UI::GetElementAt(const IntVector2& position, bool enabledOnly)
- {
- UIElement* result = 0;
- GetElementAt(result, HasModalElement() ? rootModalElement_ : rootElement_, position, enabledOnly);
- return result;
- }
- UIElement* UI::GetElementAt(int x, int y, bool enabledOnly)
- {
- return GetElementAt(IntVector2(x, y), enabledOnly);
- }
- UIElement* UI::GetFrontElement() const
- {
- const Vector<SharedPtr<UIElement> >& rootChildren = rootElement_->GetChildren();
- int maxPriority = M_MIN_INT;
- UIElement* front = 0;
- for (unsigned i = 0; i < rootChildren.Size(); ++i)
- {
- // Do not take into account input-disabled elements, hidden elements or those that are always in the front
- if (!rootChildren[i]->IsEnabled() || !rootChildren[i]->IsVisible() || !rootChildren[i]->GetBringToBack())
- continue;
- int priority = rootChildren[i]->GetPriority();
- if (priority > maxPriority)
- {
- maxPriority = priority;
- front = rootChildren[i];
- }
- }
- return front;
- }
- bool UI::HasModalElement() const
- {
- return rootModalElement_->GetNumChildren() > 0;
- }
- void UI::Initialize()
- {
- Graphics* graphics = GetSubsystem<Graphics>();
- Renderer* renderer = GetSubsystem<Renderer>();
- if (!graphics || !graphics->IsInitialized() || !renderer)
- return;
- PROFILE(InitUI);
- graphics_ = graphics;
- rootElement_->SetSize(graphics->GetWidth(), graphics->GetHeight());
- rootModalElement_->SetSize(rootElement_->GetSize());
- noTextureVS_ = renderer->GetVertexShader("Basic_VCol");
- diffTextureVS_ = renderer->GetVertexShader("Basic_DiffVCol");
- noTexturePS_ = renderer->GetPixelShader("Basic_VCol");
- diffTexturePS_ = renderer->GetPixelShader("Basic_DiffVCol");
- diffMaskTexturePS_ = renderer->GetPixelShader("Basic_DiffAlphaMaskVCol");
- alphaTexturePS_ = renderer->GetPixelShader("Basic_AlphaVCol");
- vertexBuffer_ = new VertexBuffer(context_);
- debugVertexBuffer_ = new VertexBuffer(context_);
- initialized_ = true;
- SubscribeToEvent(E_POSTUPDATE, HANDLER(UI, HandlePostUpdate));
- SubscribeToEvent(E_RENDERUPDATE, HANDLER(UI, HandleRenderUpdate));
- LOGINFO("Initialized user interface");
- }
- void UI::Update(float timeStep, UIElement* element)
- {
- element->Update(timeStep);
- const Vector<SharedPtr<UIElement> >& children = element->GetChildren();
- for (Vector<SharedPtr<UIElement> >::ConstIterator i = children.Begin(); i != children.End(); ++i)
- Update(timeStep, *i);
- }
- void UI::SetVertexData(VertexBuffer* dest, const PODVector<float>& vertexData)
- {
- if (vertexData.Empty())
- return;
- // Update quad geometry into the vertex buffer
- // Resize the vertex buffer first if too small or much too large
- unsigned numVertices = vertexData.Size() / UI_VERTEX_SIZE;
- if (dest->GetVertexCount() < numVertices || dest->GetVertexCount() > numVertices * 2)
- dest->SetSize(numVertices, MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1, true);
- dest->SetData(&vertexData[0]);
- }
- void UI::Render(VertexBuffer* buffer, const PODVector<UIBatch>& batches, unsigned batchStart, unsigned batchEnd)
- {
- // Engine does not render when window is closed or device is lost
- assert(graphics_ && graphics_->IsInitialized() && !graphics_->IsDeviceLost());
- if (batches.Empty())
- return;
- Vector2 invScreenSize(1.0f / (float)graphics_->GetWidth(), 1.0f / (float)graphics_->GetHeight());
- Vector2 scale(2.0f * invScreenSize.x_, -2.0f * invScreenSize.y_);
- Vector2 offset(-1.0f, 1.0f);
- Matrix4 projection(Matrix4::IDENTITY);
- projection.m00_ = scale.x_;
- projection.m03_ = offset.x_;
- projection.m11_ = scale.y_;
- projection.m13_ = offset.y_;
- projection.m22_ = 1.0f;
- projection.m23_ = 0.0f;
- projection.m33_ = 1.0f;
- graphics_->ClearParameterSources();
- graphics_->SetCullMode(CULL_CCW);
- graphics_->SetDepthTest(CMP_ALWAYS);
- graphics_->SetDepthWrite(false);
- graphics_->SetStencilTest(false);
- graphics_->ResetRenderTargets();
- graphics_->SetVertexBuffer(buffer);
- ShaderVariation* ps = 0;
- ShaderVariation* vs = 0;
- unsigned alphaFormat = Graphics::GetAlphaFormat();
- for (unsigned i = batchStart; i < batchEnd; ++i)
- {
- const UIBatch& batch = batches[i];
- if (batch.vertexStart_ == batch.vertexEnd_)
- continue;
- if (!batch.texture_)
- {
- ps = noTexturePS_;
- vs = noTextureVS_;
- }
- else
- {
- // If texture contains only an alpha channel, use alpha shader (for fonts)
- vs = diffTextureVS_;
- if (batch.texture_->GetFormat() == alphaFormat)
- ps = alphaTexturePS_;
- else if (batch.blendMode_ != BLEND_ALPHA && batch.blendMode_ != BLEND_ADDALPHA && batch.blendMode_ != BLEND_PREMULALPHA)
- ps = diffMaskTexturePS_;
- else
- ps = diffTexturePS_;
- }
- graphics_->SetShaders(vs, ps);
- if (graphics_->NeedParameterUpdate(SP_OBJECTTRANSFORM, this))
- graphics_->SetShaderParameter(VSP_MODEL, Matrix3x4::IDENTITY);
- if (graphics_->NeedParameterUpdate(SP_CAMERA, this))
- graphics_->SetShaderParameter(VSP_VIEWPROJ, projection);
- if (graphics_->NeedParameterUpdate(SP_MATERIAL, this))
- graphics_->SetShaderParameter(PSP_MATDIFFCOLOR, Color(1.0f, 1.0f, 1.0f, 1.0f));
- graphics_->SetBlendMode(batch.blendMode_);
- graphics_->SetScissorTest(true, batch.scissor_);
- graphics_->SetTexture(0, batch.texture_);
- graphics_->Draw(TRIANGLE_LIST, batch.vertexStart_ / UI_VERTEX_SIZE, (batch.vertexEnd_ - batch.vertexStart_) /
- UI_VERTEX_SIZE);
- }
- }
- void UI::GetBatches(UIElement* element, IntRect currentScissor)
- {
- // Set clipping scissor for child elements. No need to draw if zero size
- element->AdjustScissor(currentScissor);
- if (currentScissor.left_ == currentScissor.right_ || currentScissor.top_ == currentScissor.bottom_)
- return;
- element->SortChildren();
- const Vector<SharedPtr<UIElement> >& children = element->GetChildren();
- if (children.Empty())
- return;
- // For non-root elements draw all children of same priority before recursing into their children: assumption is that they have
- // same renderstate
- Vector<SharedPtr<UIElement> >::ConstIterator i = children.Begin();
- if (element->GetTraversalMode() == TM_BREADTH_FIRST)
- {
- Vector<SharedPtr<UIElement> >::ConstIterator j = i;
- while (i != children.End())
- {
- int currentPriority = (*i)->GetPriority();
- while (j != children.End() && (*j)->GetPriority() == currentPriority)
- {
- if ((*j)->IsWithinScissor(currentScissor) && (*j) != cursor_)
- (*j)->GetBatches(batches_, vertexData_, currentScissor);
- ++j;
- }
- // Now recurse into the children
- while (i != j)
- {
- if ((*i)->IsVisible() && (*i) != cursor_)
- GetBatches(*i, currentScissor);
- ++i;
- }
- }
- }
- // On the root level draw each element and its children immediately after to avoid artifacts
- else
- {
- while (i != children.End())
- {
- if ((*i) != cursor_)
- {
- if ((*i)->IsWithinScissor(currentScissor))
- (*i)->GetBatches(batches_, vertexData_, currentScissor);
- if ((*i)->IsVisible())
- GetBatches(*i, currentScissor);
- }
- ++i;
- }
- }
- }
- void UI::GetElementAt(UIElement*& result, UIElement* current, const IntVector2& position, bool enabledOnly)
- {
- if (!current)
- return;
- current->SortChildren();
- const Vector<SharedPtr<UIElement> >& children = current->GetChildren();
- LayoutMode parentLayoutMode = current->GetLayoutMode();
- for (unsigned i = 0; i < children.Size(); ++i)
- {
- UIElement* element = children[i];
- bool hasChildren = element->GetNumChildren() > 0;
- if (element != cursor_.Get() && element->IsVisible())
- {
- if (element->IsInside(position, true))
- {
- // Store the current result, then recurse into its children. Because children
- // are sorted from lowest to highest priority, the topmost match should remain
- if (element->IsEnabled() || !enabledOnly)
- result = element;
- if (hasChildren)
- GetElementAt(result, element, position, enabledOnly);
- // Layout optimization: if the element has no children, can break out after the first match
- else if (parentLayoutMode != LM_FREE)
- break;
- }
- else
- {
- if (hasChildren)
- {
- if (element->IsInsideCombined(position, true))
- GetElementAt(result, element, position, enabledOnly);
- }
- // Layout optimization: if position is much beyond the visible screen, check how many elements we can skip,
- // or if we already passed all visible elements
- else if (parentLayoutMode != LM_FREE)
- {
- if (!i)
- {
- int screenPos = (parentLayoutMode == LM_HORIZONTAL) ? element->GetScreenPosition().x_ :
- element->GetScreenPosition().y_;
- int layoutMinSize = current->GetLayoutMinSize();
- if (screenPos < 0 && layoutMinSize > 0)
- {
- unsigned toSkip = -screenPos / layoutMinSize;
- if (toSkip > 0)
- i += (toSkip - 1);
- }
- }
- else if (parentLayoutMode == LM_HORIZONTAL)
- {
- if (element->GetScreenPosition().x_ >= rootElement_->GetSize().x_)
- break;
- }
- else if (parentLayoutMode == LM_VERTICAL)
- {
- if (element->GetScreenPosition().y_ >= rootElement_->GetSize().y_)
- break;
- }
- }
- }
- }
- }
- }
- UIElement* UI::GetFocusableElement(UIElement* element)
- {
- while (element)
- {
- if (element->GetFocusMode() != FM_NOTFOCUSABLE)
- break;
- element = element->GetParent();
- }
- return element;
- }
- void UI::GetCursorPositionAndVisible(IntVector2& pos, bool& visible)
- {
- if (cursor_)
- {
- pos = cursor_->GetPosition();
- visible = cursor_->IsVisible();
- }
- else
- {
- Input* input = GetSubsystem<Input>();
- pos = input->GetMousePosition();
- visible = input->IsMouseVisible();
- }
- }
- void UI::SetCursorShape(CursorShape shape)
- {
- if (cursor_)
- cursor_->SetShape(shape);
- }
- void UI::SendDragEvent(StringHash eventType, UIElement* element, const IntVector2& screenPos)
- {
- if (!element)
- return;
- IntVector2 relativePos = element->ScreenToElement(screenPos);
- using namespace DragBegin;
- VariantMap eventData;
- eventData[P_ELEMENT] = (void*)element;
- eventData[P_X] = screenPos.x_;
- eventData[P_Y] = screenPos.y_;
- eventData[P_ELEMENTX] = relativePos.x_;
- eventData[P_ELEMENTY] = relativePos.y_;
- element->SendEvent(eventType, eventData);
- }
- void UI::SendClickEvent(StringHash eventType, UIElement* element, const IntVector2& pos, int button, int buttons, int qualifiers)
- {
- VariantMap eventData;
- eventData[UIMouseClick::P_ELEMENT] = (void*)element;
- eventData[UIMouseClick::P_X] = pos.x_;
- eventData[UIMouseClick::P_Y] = pos.y_;
- eventData[UIMouseClick::P_BUTTON] = button;
- eventData[UIMouseClick::P_BUTTONS] = buttons;
- eventData[UIMouseClick::P_QUALIFIERS] = qualifiers;
-
- SendEvent(eventType, eventData);
- }
- void UI::HandleScreenMode(StringHash eventType, VariantMap& eventData)
- {
- using namespace ScreenMode;
- if (!initialized_)
- Initialize();
- else
- {
- rootElement_->SetSize(eventData[P_WIDTH].GetInt(), eventData[P_HEIGHT].GetInt());
- rootModalElement_->SetSize(rootElement_->GetSize());
- }
- }
- void UI::HandleMouseButtonDown(StringHash eventType, VariantMap& eventData)
- {
- mouseButtons_ = eventData[MouseButtonDown::P_BUTTONS].GetInt();
- qualifiers_ = eventData[MouseButtonDown::P_QUALIFIERS].GetInt();
- usingTouchInput_ = false;
- IntVector2 cursorPos;
- bool cursorVisible;
- GetCursorPositionAndVisible(cursorPos, cursorVisible);
- if (cursorVisible)
- {
- int button = eventData[MouseButtonDown::P_BUTTON].GetInt();
- WeakPtr<UIElement> element(GetElementAt(cursorPos));
- if (element)
- {
- // Handle focusing & bringing to front
- if (button == MOUSEB_LEFT)
- {
- SetFocusElement(element);
- element->BringToFront();
- }
- // Handle click
- element->OnClick(element->ScreenToElement(cursorPos), cursorPos, mouseButtons_, qualifiers_, cursor_);
- SendClickEvent(E_UIMOUSECLICK, element, cursorPos, button, mouseButtons_, qualifiers_);
- // Fire double click event if element matches and is in time
- if (doubleClickElement_ && element == doubleClickElement_ && clickTimer_->GetMSec(true) <
- (unsigned)(doubleClickInterval_ * 1000) && lastMouseButtons_ == mouseButtons_)
- {
- element->OnDoubleClick(element->ScreenToElement(cursorPos), cursorPos, mouseButtons_, qualifiers_, cursor_);
- doubleClickElement_.Reset();
- SendClickEvent(E_UIMOUSEDOUBLECLICK, element, cursorPos, button, mouseButtons_, qualifiers_);
- }
- else
- {
- doubleClickElement_ = element;
- clickTimer_->Reset();
- }
-
- // Handle start of drag. Click handling may have caused destruction of the element, so check the pointer again
- if (element && !dragElement_ && mouseButtons_ == MOUSEB_LEFT)
- {
- dragElement_ = element;
- element->OnDragBegin(element->ScreenToElement(cursorPos), cursorPos, mouseButtons_, qualifiers_, cursor_);
- SendDragEvent(E_DRAGBEGIN, element, cursorPos);
- }
- }
- else
- {
- // If clicked over no element, or a disabled element, lose focus
- SetFocusElement(0);
- SendClickEvent(E_UIMOUSECLICK, element, cursorPos, button, mouseButtons_, qualifiers_);
- }
-
- lastMouseButtons_ = mouseButtons_;
- }
- }
- void UI::HandleMouseButtonUp(StringHash eventType, VariantMap& eventData)
- {
- using namespace MouseButtonUp;
- mouseButtons_ = eventData[P_BUTTONS].GetInt();
- qualifiers_ = eventData[P_QUALIFIERS].GetInt();
- IntVector2 cursorPos;
- bool cursorVisible;
- GetCursorPositionAndVisible(cursorPos, cursorVisible);
- if (cursorVisible || dragElement_)
- {
- if (dragElement_ && !mouseButtons_)
- {
- if (dragElement_->IsEnabled() && dragElement_->IsVisible())
- {
- dragElement_->OnDragEnd(dragElement_->ScreenToElement(cursorPos), cursorPos, cursor_);
- SendDragEvent(E_DRAGEND, dragElement_, cursorPos);
- // Drag and drop finish
- bool dragSource = dragElement_ && (dragElement_->GetDragDropMode() & DD_SOURCE) != 0;
- if (dragSource)
- {
- WeakPtr<UIElement> target(GetElementAt(cursorPos));
- bool dragTarget = target && (target->GetDragDropMode() & DD_TARGET) != 0;
- bool dragDropFinish = dragSource && dragTarget && target != dragElement_;
- if (dragDropFinish)
- {
- bool accept = target->OnDragDropFinish(dragElement_);
- // OnDragDropFinish() may have caused destruction of the elements, so check the pointers again
- if (accept && dragElement_ && target)
- {
- using namespace DragDropFinish;
- VariantMap eventData;
- eventData[P_SOURCE] = (void*)dragElement_.Get();
- eventData[P_TARGET] = (void*)target.Get();
- eventData[P_ACCEPT] = accept;
- SendEvent(E_DRAGDROPFINISH, eventData);
- }
- }
- }
- }
- dragElement_.Reset();
- }
- }
- }
- void UI::HandleMouseMove(StringHash eventType, VariantMap& eventData)
- {
- using namespace MouseMove;
- mouseButtons_ = eventData[P_BUTTONS].GetInt();
- qualifiers_ = eventData[P_QUALIFIERS].GetInt();
- usingTouchInput_ = false;
- Input* input = GetSubsystem<Input>();
- const IntVector2& rootSize = rootElement_->GetSize();
- if (cursor_)
- {
- if (!input->IsMouseVisible())
- {
- // Relative mouse motion: move cursor only when visible
- if (cursor_->IsVisible())
- {
- IntVector2 pos = cursor_->GetPosition();
- pos.x_ += eventData[P_DX].GetInt();
- pos.y_ += eventData[P_DY].GetInt();
- pos.x_ = Clamp(pos.x_, 0, rootSize.x_ - 1);
- pos.y_ = Clamp(pos.y_, 0, rootSize.y_ - 1);
- cursor_->SetPosition(pos);
- }
- }
- else
- {
- // Absolute mouse motion: move always
- cursor_->SetPosition(IntVector2(eventData[P_X].GetInt(), eventData[P_Y].GetInt()));
- }
- }
- IntVector2 cursorPos;
- bool cursorVisible;
- GetCursorPositionAndVisible(cursorPos, cursorVisible);
- if (cursorVisible && dragElement_ && mouseButtons_)
- {
- if (dragElement_->IsEnabled() && dragElement_->IsVisible())
- {
- dragElement_->OnDragMove(dragElement_->ScreenToElement(cursorPos), cursorPos, mouseButtons_, qualifiers_, cursor_);
- SendDragEvent(E_DRAGMOVE, dragElement_, cursorPos);
- }
- else
- {
- dragElement_->OnDragEnd(dragElement_->ScreenToElement(cursorPos), cursorPos, cursor_);
- SendDragEvent(E_DRAGEND, dragElement_, cursorPos);
- dragElement_.Reset();
- }
- }
- }
- void UI::HandleMouseWheel(StringHash eventType, VariantMap& eventData)
- {
- using namespace MouseWheel;
- mouseButtons_ = eventData[P_BUTTONS].GetInt();
- qualifiers_ = eventData[P_QUALIFIERS].GetInt();
- int delta = eventData[P_WHEEL].GetInt();
- usingTouchInput_ = false;
- IntVector2 cursorPos;
- bool cursorVisible;
- GetCursorPositionAndVisible(cursorPos, cursorVisible);
- UIElement* element;
- if (!nonFocusedMouseWheel_&& (element = focusElement_))
- element->OnWheel(delta, mouseButtons_, qualifiers_);
- else
- {
- // If no element has actual focus or in non-focused mode, get the element at cursor
- if (cursorVisible)
- {
- element = GetElementAt(cursorPos);
- if (nonFocusedMouseWheel_)
- {
- // Going up the hierarchy chain to find element that could handle mouse wheel
- while (element)
- {
- if (element->GetType() == ListView::GetTypeStatic() ||
- element->GetType() == ScrollView::GetTypeStatic())
- break;
- element = element->GetParent();
- }
- }
- else
- // If the element itself is not focusable, search for a focusable parent,
- // although the focusable element may not actually handle mouse wheel
- element = GetFocusableElement(element);
- if (element && (nonFocusedMouseWheel_ || element->GetFocusMode() >= FM_FOCUSABLE))
- element->OnWheel(delta, mouseButtons_, qualifiers_);
- }
- }
- }
- void UI::HandleTouchBegin(StringHash eventType, VariantMap& eventData)
- {
- using namespace TouchBegin;
- IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt());
- WeakPtr<UIElement> element(GetElementAt(pos));
- usingTouchInput_ = true;
- if (element)
- {
- // Handle focusing & bringing to front
- SetFocusElement(element);
- element->BringToFront();
- // Handle click
- element->OnClick(element->ScreenToElement(pos), pos, MOUSEB_LEFT, 0, 0);
- SendClickEvent(E_UIMOUSECLICK, element, pos, MOUSEB_LEFT, MOUSEB_LEFT, 0);
-
- // Fire double click event if element matches and is in time
- if (doubleClickElement_ && element == doubleClickElement_ && clickTimer_->GetMSec(true) <
- (unsigned)(doubleClickInterval_ * 1000))
- {
- element->OnDoubleClick(element->ScreenToElement(pos), pos, MOUSEB_LEFT, 0, 0);
- doubleClickElement_.Reset();
- SendClickEvent(E_UIMOUSEDOUBLECLICK, element, pos, MOUSEB_LEFT, MOUSEB_LEFT, 0);
- }
- else
- {
- doubleClickElement_ = element;
- clickTimer_->Reset();
- }
-
- // Handle start of drag. Click handling may have caused destruction of the element, so check the pointer again
- if (element && !dragElement_ )
- {
- dragElement_ = element;
- element->OnDragBegin(element->ScreenToElement(pos), pos, MOUSEB_LEFT, 0, 0);
- SendDragEvent(E_DRAGBEGIN, element, pos);
- }
- }
- else
- {
- // If clicked over no element, or a disabled element, lose focus
- SetFocusElement(0);
- SendClickEvent(E_UIMOUSECLICK, element, pos, MOUSEB_LEFT, MOUSEB_LEFT, 0);
- }
- }
- void UI::HandleTouchEnd(StringHash eventType, VariantMap& eventData)
- {
- using namespace TouchEnd;
- IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt());
- // Transmit hover end to the position where the finger was lifted
- UIElement* element = GetElementAt(pos);
- if (element && element->IsEnabled())
- element->OnHover(element->ScreenToElement(pos), pos, 0, 0, 0);
- if (dragElement_)
- {
- if (dragElement_->IsEnabled() && dragElement_->IsVisible())
- {
- dragElement_->OnDragEnd(dragElement_->ScreenToElement(pos), pos, cursor_);
- SendDragEvent(E_DRAGEND, dragElement_, pos);
- // Drag and drop finish
- bool dragSource = dragElement_ && (dragElement_->GetDragDropMode() & DD_SOURCE) != 0;
- if (dragSource)
- {
- WeakPtr<UIElement> target(GetElementAt(pos));
- bool dragTarget = target && (target->GetDragDropMode() & DD_TARGET) != 0;
- bool dragDropFinish = dragSource && dragTarget && target != dragElement_;
- if (dragDropFinish)
- {
- bool accept = target->OnDragDropFinish(dragElement_);
- // OnDragDropFinish() may have caused destruction of the elements, so check the pointers again
- if (accept && dragElement_ && target)
- {
- using namespace DragDropFinish;
- VariantMap eventData;
- eventData[P_SOURCE] = (void*)dragElement_.Get();
- eventData[P_TARGET] = (void*)target.Get();
- eventData[P_ACCEPT] = accept;
- SendEvent(E_DRAGDROPFINISH, eventData);
- }
- }
- }
- }
- dragElement_.Reset();
- }
- }
- void UI::HandleTouchMove(StringHash eventType, VariantMap& eventData)
- {
- using namespace TouchMove;
- IntVector2 pos(eventData[P_X].GetInt(), eventData[P_Y].GetInt());
- usingTouchInput_ = true;
- if (dragElement_)
- {
- if (dragElement_->IsEnabled() && dragElement_->IsVisible())
- {
- dragElement_->OnDragMove(dragElement_->ScreenToElement(pos), pos, MOUSEB_LEFT, 0, 0);
- SendDragEvent(E_DRAGMOVE, dragElement_, pos);
- }
- else
- {
- dragElement_->OnDragEnd(dragElement_->ScreenToElement(pos), pos, 0);
- SendDragEvent(E_DRAGEND, dragElement_, pos);
- dragElement_.Reset();
- }
- }
- }
- void UI::HandleKeyDown(StringHash eventType, VariantMap& eventData)
- {
- using namespace KeyDown;
- mouseButtons_ = eventData[P_BUTTONS].GetInt();
- qualifiers_ = eventData[P_QUALIFIERS].GetInt();
- int key = eventData[P_KEY].GetInt();
- // Dismiss modal element if any when ESC key is pressed
- if (key == KEY_ESC && HasModalElement())
- {
- UIElement* element = rootModalElement_->GetChild(rootModalElement_->GetNumChildren() - 1);
- if (element->GetVars().Contains(VAR_ORIGIN))
- // If it is a popup, dismiss by defocusing it
- SetFocusElement(0);
- else
- {
- // If it is a modal window, by resetting its modal flag
- Window* window = dynamic_cast<Window*>(element);
- if (window)
- window->SetModal(false);
- }
- return;
- }
- UIElement* element = focusElement_;
- if (element)
- {
- // Switch focus between focusable elements in the same top level window
- if (key == KEY_TAB)
- {
- UIElement* topLevel = element->GetParent();
- while (topLevel && topLevel->GetParent() != rootElement_ && topLevel->GetParent() != rootModalElement_)
- topLevel = topLevel->GetParent();
- if (topLevel)
- {
- topLevel->GetChildren(tempElements_, true);
- for (PODVector<UIElement*>::Iterator i = tempElements_.Begin(); i != tempElements_.End();)
- {
- if ((*i)->GetFocusMode() < FM_FOCUSABLE)
- i = tempElements_.Erase(i);
- else
- ++i;
- }
- for (unsigned i = 0; i < tempElements_.Size(); ++i)
- {
- if (tempElements_[i] == element)
- {
- UIElement* next = tempElements_[(i + 1) % tempElements_.Size()];
- SetFocusElement(next);
- return;
- }
- }
- }
- }
- // Defocus the element
- else if (key == KEY_ESC && element->GetFocusMode() == FM_FOCUSABLE_DEFOCUSABLE)
- element->SetFocus(false);
- // If none of the special keys, pass the key to the focused element
- else
- element->OnKey(key, mouseButtons_, qualifiers_);
- }
- }
- void UI::HandleChar(StringHash eventType, VariantMap& eventData)
- {
- using namespace Char;
- mouseButtons_ = eventData[P_BUTTONS].GetInt();
- qualifiers_ = eventData[P_QUALIFIERS].GetInt();
- UIElement* element = focusElement_;
- if (element)
- element->OnChar(eventData[P_CHAR].GetInt(), mouseButtons_, qualifiers_);
- }
- void UI::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace PostUpdate;
- Update(eventData[P_TIMESTEP].GetFloat());
- }
- void UI::HandleRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- RenderUpdate();
- }
- void RegisterUILibrary(Context* context)
- {
- Font::RegisterObject(context);
- UIElement::RegisterObject(context);
- BorderImage::RegisterObject(context);
- Sprite::RegisterObject(context);
- Button::RegisterObject(context);
- CheckBox::RegisterObject(context);
- Cursor::RegisterObject(context);
- Text::RegisterObject(context);
- Text3D::RegisterObject(context);
- Window::RegisterObject(context);
- View3D::RegisterObject(context);
- LineEdit::RegisterObject(context);
- Slider::RegisterObject(context);
- ScrollBar::RegisterObject(context);
- ScrollView::RegisterObject(context);
- ListView::RegisterObject(context);
- Menu::RegisterObject(context);
- DropDownList::RegisterObject(context);
- FileSelector::RegisterObject(context);
- }
- }
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