Torque3D/Engine/source/gui/editor/guiRectHandles.cpp
Areloch 2002d74b78 Issue found with PVS-Studio:
Many instances of a function or expression being used repeatedly, which can lower performance.

Fixed it in these cases by creating on local var, reference or pointer that's used instead.
2015-07-13 22:51:17 -05:00

322 lines
9.9 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 "console/console.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
#include "gui/editor/guiRectHandles.h"
IMPLEMENT_CONOBJECT(GuiRectHandles);
ConsoleDocClass( GuiRectHandles,
"@brief Draws a box with handles for the user to manipulate.\n\n"
"Editor use only.\n\n"
"@internal"
);
//--------------------------------------------------------------------------
GuiRectHandles::GuiRectHandles() : GuiControl()
{
mHandleRect.set(0.0f, 0.0f, 1.0f, 1.0f);
mHandleSize = 10;
mUseCustomColor = false;
mHandleColor.set(100,100,100);
mHitHandle = 0;
}
GuiRectHandles::~GuiRectHandles()
{
}
//--------------------------------------------------------------------------
void GuiRectHandles::initPersistFields()
{
addField("handleRect", TypeRectF, Offset(mHandleRect, GuiRectHandles), "RectF of handle's box." );
addField("handleSize", TypeS32, Offset(mHandleSize, GuiRectHandles), "Size of handles in pixels." );
addField("useCustomColor", TypeBool, Offset(mUseCustomColor, GuiRectHandles), "Use given custom color for handles." );
addField("handleColor", TypeColorI, Offset(mHandleColor, GuiRectHandles), "Use given custom color for handles." );
Parent::initPersistFields();
}
//--------------------------------------------------------------------------
void GuiRectHandles::onMouseUp(const GuiEvent &event)
{
mHitHandle = 0;
}
void GuiRectHandles::onMouseDown(const GuiEvent &event)
{
// The handles range from 0-1, so scale to fit within the
// control's bounds.
const Point2I& extent = getExtent();
Point2I pos(extent.x*mHandleRect.point.x, extent.y*mHandleRect.point.y);
Point2I size(extent.x*mHandleRect.extent.x, extent.y*mHandleRect.extent.y);
RectI box(pos, size);
Point2I localMousePoint = globalToLocalCoord(event.mousePoint);
// Check if mouse is within handle rect
if(!box.pointInRect(localMousePoint))
{
mHitHandle = 0;
return;
}
Point2I normalizedMouse = localMousePoint - pos;
Point2I halfSize = size / 2;
S32 halfHandleSize = mHandleSize / 2;
if(normalizedMouse.y < mHandleSize)
{
// Top handles
if(normalizedMouse.x < mHandleSize)
mHitHandle = 1;
else if(normalizedMouse.x >= (size.x-mHandleSize))
mHitHandle = 3;
else if(normalizedMouse.x >= (halfSize.x-halfHandleSize) && normalizedMouse.x < (halfSize.x+halfHandleSize))
mHitHandle = 2;
}
else if(normalizedMouse.y >= (size.y-mHandleSize))
{
// Bottom handles
if(normalizedMouse.x < mHandleSize)
mHitHandle = 7;
else if(normalizedMouse.x >= (size.x-mHandleSize))
mHitHandle = 5;
else if(normalizedMouse.x >= (halfSize.x-halfHandleSize) && normalizedMouse.x < (halfSize.x+halfHandleSize))
mHitHandle = 6;
}
else if(normalizedMouse.y >= (halfSize.y-halfHandleSize) && normalizedMouse.y < (halfSize.y+halfHandleSize))
{
// Middle handles
if(normalizedMouse.x < mHandleSize)
mHitHandle = 8;
else if(normalizedMouse.x >= (size.x-mHandleSize))
mHitHandle = 4;
else if(normalizedMouse.x >= (halfSize.x-halfHandleSize) && normalizedMouse.x < (halfSize.x+halfHandleSize))
mHitHandle = 9;
}
mHitPoint = localMousePoint;
}
void GuiRectHandles::onMouseDragged(const GuiEvent &event)
{
if(mHitHandle == 0)
return;
// The handles range from 0-1, so scale to fit within the
// control's bounds.
const Point2I& extent = getExtent();
Point2I localMousePoint = globalToLocalCoord(event.mousePoint);
Point2I diffI = localMousePoint - mHitPoint;
Point2F diffF(diffI.x/F32(extent.x), diffI.y/F32(extent.y));
RectF box(mHandleRect);
bool postMoveExtentX = false;
bool postMoveExtentY = false;
bool keepExtent = false;
switch(mHitHandle)
{
case 1:
{
// Top left
box.point += diffF;
postMoveExtentX = true;
postMoveExtentY = true;
break;
}
case 2:
{
// Top middle
box.point.y += diffF.y;
postMoveExtentY = true;
break;
}
case 3:
{
// Top right
box.point.y += diffF.y;
box.extent.x += diffF.x;
postMoveExtentY = true;
break;
}
case 4:
{
// Middle right
box.extent.x += diffF.x;
break;
}
case 5:
{
// Bottom right
box.extent += diffF;
break;
}
case 6:
{
// Bottom middle
box.extent.y += diffF.y;
break;
}
case 7:
{
// Bottom left
box.point.x += diffF.x;
box.extent.y += diffF.y;
postMoveExtentX = true;
break;
}
case 8:
{
// Middle left
box.point.x += diffF.x;
postMoveExtentX = true;
break;
}
case 9:
{
// Centre
box.point += diffF;
keepExtent = true;
break;
}
default:
break;
}
// Position limits
if(box.point.x < 0.0f)
box.point.x = 0.0f;
else if(box.point.x > 1.0f)
box.point.x = 1.0f;
if(box.point.y < 0.0f)
box.point.y = 0.0f;
else if(box.point.y > 1.0f)
box.point.y = 1.0f;
// Move any extent to counter a change in handle position. Do this
// after the limits above to make sure the extent doesn't accidentally
// grow when the position is clamped.
if(postMoveExtentX)
box.extent.x += mHandleRect.point.x - box.point.x;
if(postMoveExtentY)
box.extent.y += mHandleRect.point.y - box.point.y;
// Extent limits
if(box.extent.x < 0.0f)
box.extent.x = 0.0f;
else if(box.extent.x > 1.0f)
box.extent.x = 1.0f;
if(box.point.x+box.extent.x > 1.0f)
{
if(keepExtent)
box.point.x = 1.0f-box.extent.x;
else
box.extent.x = 1.0f-box.point.x;
}
if(box.extent.y < 0.0f)
box.extent.y = 0.0f;
else if(box.extent.y > 1.0f)
box.extent.y = 1.0f;
if(box.point.y+box.extent.y > 1.0f)
{
if(keepExtent)
box.point.y = 1.0f-box.extent.y;
else
box.extent.y = 1.0f-box.point.y;
}
mHandleRect = box;
mHitPoint = localMousePoint;
if( isMethod( "onHandleRectChange" ) )
Con::executef(this, "onHandleRectChange" );
}
//--------------------------------------------------------------------------
void GuiRectHandles::onRender(Point2I offset, const RectI &updateRect)
{
Parent::onRender( offset, updateRect );
ColorI handleColor = mProfile->mBorderColor;
if(mUseCustomColor)
handleColor = mHandleColor;
// The handles range from 0-1, so scale to fit within the
// control's bounds.
const Point2I& extent = getExtent();
Point2I pos(extent.x*mHandleRect.point.x, extent.y*mHandleRect.point.y);
Point2I size(extent.x*mHandleRect.extent.x, extent.y*mHandleRect.extent.y);
RectI box(offset+pos, size);
GFXDrawUtil* drawUtil = GFX->getDrawUtil();
// Draw border
drawUtil->drawRect(box, handleColor);
// Draw each handle
Point2I handleSize(mHandleSize, mHandleSize);
RectI handleRect(box.point, handleSize);
drawUtil->drawRectFill(handleRect, handleColor); // Upper left
handleRect.point = Point2I(box.point.x+size.x-handleSize.x, box.point.y);
drawUtil->drawRectFill(handleRect, handleColor); // Upper right
handleRect.point = Point2I(box.point.x, box.point.y+size.y-handleSize.y);
drawUtil->drawRectFill(handleRect, handleColor); // Lower left
handleRect.point = Point2I(box.point.x+size.x-handleSize.x, box.point.y+size.y-handleSize.y);
drawUtil->drawRectFill(handleRect, handleColor); // Lower right
Point2I halfSize = size / 2;
Point2I halfHandleSize = handleSize / 2;
handleRect.point = Point2I(box.point.x+halfSize.x-halfHandleSize.x, box.point.y);
drawUtil->drawRectFill(handleRect, handleColor); // Upper middle
handleRect.point = Point2I(box.point.x+halfSize.x-halfHandleSize.x, box.point.y+size.y-handleSize.y);
drawUtil->drawRectFill(handleRect, handleColor); // Lower middle
handleRect.point = Point2I(box.point.x, box.point.y+halfSize.y-halfHandleSize.y);
drawUtil->drawRectFill(handleRect, handleColor); // Left middle
handleRect.point = Point2I(box.point.x+size.x-handleSize.x, box.point.y+halfSize.y-halfHandleSize.y);
drawUtil->drawRectFill(handleRect, handleColor); // Right middle
handleRect.point = Point2I(box.point.x+halfSize.x-halfHandleSize.x, box.point.y+halfSize.y-halfHandleSize.y);
drawUtil->drawRectFill(handleRect, handleColor); // Middle
renderChildControls(offset, updateRect);
}