mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
239 lines
7 KiB
C++
239 lines
7 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/controls/guiDecoyCtrl.h"
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#include "gui/buttons/guiButtonBaseCtrl.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "gfx/primBuilder.h"
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//-----------------------------------------------------------------------------
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// GuiDecoyCtrl
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//-----------------------------------------------------------------------------
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/*
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So far this control has been designed in mind solely for button controls. I'm pretty sure
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it can be used for other things, but to do anything more in depth; it has to be extended.
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Make sure you know a little about how guiCanvas hands out signals to gui controls before you tinker
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in this class.
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Been thinking about this class a little more. I tried pretty hard to protect this class into being
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guiControl like agnostic. But I ended up adding a check specifically for buttons in the
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onMouseUp function. Its been protected with a dynamic_cast and a NULL check; but in the end, the only way
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too solve the main problem, that GuiCanvas cannot process more than one mouse action for more than one
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gui control at a time, is for it to get a rewrite.
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*/
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IMPLEMENT_CONOBJECT(GuiDecoyCtrl);
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ConsoleDocClass( GuiDecoyCtrl,
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"@brief Designed soley for buttons, primarily used in editor.\n\n"
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"Currently editor use only, no real application without extension.\n\n "
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"@internal");
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GuiDecoyCtrl::GuiDecoyCtrl() : mMouseOver(false),
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mIsDecoy(true),
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mDecoyReference(NULL)
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{
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}
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GuiDecoyCtrl::~GuiDecoyCtrl()
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{
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}
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void GuiDecoyCtrl::initPersistFields()
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{
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addField("isDecoy", TypeBool, Offset(mIsDecoy, GuiDecoyCtrl), "Sets this control to decoy mode");
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Parent::initPersistFields();
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}
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void GuiDecoyCtrl::onMouseUp(const GuiEvent &event)
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{
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mouseUnlock();
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setUpdate();
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//this code is pretty hacky. right now there is no way that guiCanvas will allow sending more than
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//one signal to one gui control at a time.
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if(mIsDecoy == true)
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{
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mVisible = false;
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GuiControl *parent = getParent();
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Point2I localPoint = parent->globalToLocalCoord(event.mousePoint);
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GuiControl *tempControl = parent->findHitControl(localPoint);
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//the decoy control has the responsibility of keeping track of the decoyed controls status
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if( mDecoyReference != NULL && tempControl == mDecoyReference)
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tempControl->onMouseUp(event);
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else if(mDecoyReference != NULL && tempControl != mDecoyReference)
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{
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//as explained earlier, this control was written in the mindset for buttons.
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//nothing bad should ever happen if not a button due to the checks in this function though.
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GuiButtonBaseCtrl *unCastCtrl = NULL;
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unCastCtrl = dynamic_cast<GuiButtonBaseCtrl *>( mDecoyReference );
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if(unCastCtrl != NULL)
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unCastCtrl->resetState();
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}
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mVisible = true;
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}
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}
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void GuiDecoyCtrl::onMouseDown(const GuiEvent &event)
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{
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if ( !mVisible || !mAwake )
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return;
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mouseLock();
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if(mIsDecoy == true)
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{
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mVisible = false;
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GuiControl *parent = getParent();
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Point2I localPoint = parent->globalToLocalCoord(event.mousePoint);
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GuiControl *tempControl = parent->findHitControl(localPoint);
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tempControl->onMouseDown(event);
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mVisible = true;
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}
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execConsoleCallback();
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setUpdate();
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}
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void GuiDecoyCtrl::onMouseMove(const GuiEvent &event)
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{
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//if this control is a dead end, make sure the event stops here
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if ( !mVisible || !mAwake )
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return;
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//pass the event to the parent
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GuiControl *parent = getParent();
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if ( parent )
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parent->onMouseMove( event );
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Point2I localPoint = parent->globalToLocalCoord(event.mousePoint);
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//also pretty hacky. since guiCanvas, *NOT* GuiControl, distributes the calls for onMouseEnter
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//and onMouseLeave, we simulate those calls here through a series of checks.
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if(mIsDecoy == true)
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{
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mVisible = false;
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GuiControl *parent = getParent();
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GuiControl *tempControl = parent->findHitControl(localPoint);
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//the decoy control has the responsibility of keeping track of the decoyed controls status
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if(mMouseOverDecoy == false && mDecoyReference != NULL)
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{
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tempControl->onMouseEnter(event);
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mMouseOverDecoy = true;
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}
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else if(tempControl != mDecoyReference && mDecoyReference != NULL)
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{
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mDecoyReference->onMouseLeave(event);
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mMouseOverDecoy = false;
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}
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mDecoyReference = tempControl;
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mVisible = true;
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}
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}
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void GuiDecoyCtrl::onMouseDragged(const GuiEvent &event)
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{
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}
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void GuiDecoyCtrl::onMouseEnter(const GuiEvent &event)
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{
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if ( !mVisible || !mAwake )
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return;
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setUpdate();
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Con::executef( this , "onMouseEnter" );
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mMouseOver = true;
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}
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void GuiDecoyCtrl::onMouseLeave(const GuiEvent &event)
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{
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if ( !mVisible || !mAwake )
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return;
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setUpdate();
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Con::executef( this , "onMouseLeave" );
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mMouseOver = false;
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}
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bool GuiDecoyCtrl::onMouseWheelUp( const GuiEvent &event )
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{
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//if this control is a dead end, make sure the event stops here
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if ( !mVisible || !mAwake )
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return true;
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//pass the event to the parent
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GuiControl *parent = getParent();
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if ( parent )
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return parent->onMouseWheelUp( event );
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else
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return false;
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}
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bool GuiDecoyCtrl::onMouseWheelDown( const GuiEvent &event )
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{
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//if this control is a dead end, make sure the event stops here
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if ( !mVisible || !mAwake )
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return true;
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//pass the event to the parent
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GuiControl *parent = getParent();
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if ( parent )
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return parent->onMouseWheelDown( event );
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else
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return false;
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}
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void GuiDecoyCtrl::onRightMouseDown(const GuiEvent &)
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{
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}
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void GuiDecoyCtrl::onRightMouseUp(const GuiEvent &)
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{
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}
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void GuiDecoyCtrl::onRightMouseDragged(const GuiEvent &)
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{
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}
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void GuiDecoyCtrl::onMiddleMouseDown(const GuiEvent &)
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{
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}
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void GuiDecoyCtrl::onMiddleMouseUp(const GuiEvent &)
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{
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}
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void GuiDecoyCtrl::onMiddleMouseDragged(const GuiEvent &)
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{
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} |