Torque3D/Engine/source/gui/containers/guiDragAndDropCtrl.cpp
AzaezelX 5ffa3b81f1 dial back nullPtr usage
while it still remains a good idea to port as many NULL compares and assignments over to nullPtr as feasable, we do still need to sort out how to better support scripted empty, false, and zero assigns for things like objectIDs.

this means we'll need to both fully convert the backend of the parser to support that kind of thing, but also alter most if not all exisiting NULLs. up to and including things like SAFE_DELETE. while that's certainly feasable, given there's aproximatel 400 nullptr assigns/checks prior to this commit, and roughly 1800 of the prior, if it terminates in a script call and not an aip one direct, we'll be dialing that back until such time as fork fully fopcused on converting and resolving any lingering mismatches is completed.
2025-12-29 17:45:09 -06:00

299 lines
12 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 "gui/containers/guiDragAndDropCtrl.h"
#include "gui/core/guiCanvas.h"
#include "console/engineAPI.h"
IMPLEMENT_CONOBJECT( GuiDragAndDropControl );
ConsoleDocClass( GuiDragAndDropControl,
"@brief A container control that can be used to implement drag&drop behavior.\n\n"
"GuiDragAndDropControl is a special control that can be used to allow drag&drop behavior to be implemented where "
"GuiControls may be dragged across the canvas and the dropped on other GuiControls.\n\n"
"To start a drag operation, construct a GuiDragAndDropControl and add the control that should be drag&dropped "
"as a child to it. Note that this must be a single child control. To drag multiple controls, wrap them in a new "
"GuiControl object as a temporary container.\n\n"
"Then, to initiate the drag, add the GuiDragAndDropControl to the canvas and call startDragging(). You can optionally "
"supply an offset to better position the GuiDragAndDropControl on the mouse cursor.\n\n"
"As the GuiDragAndDropControl is then moved across the canvas, it will call the onControlDragEnter(), onControlDragExit(), "
"onControlDragged(), and finally onControlDropped() callbacks on the visible topmost controls that it moves across. "
"onControlDropped() is called when the mouse button is released and the drag operation thus finished.\n\n"
"@tsexample\n"
"// The following example implements drag&drop behavior for GuiSwatchButtonCtrl so that\n"
"// one color swatch may be dragged over the other to quickly copy its color.\n"
"//\n"
"// This code is taken from the stock scripts.\n"
"\n"
"//---------------------------------------------------------------------------------------------\n"
"\n"
"// With this method, we start the operation when the mouse is click-dragged away from a color swatch.\n"
"function GuiSwatchButtonCtrl::onMouseDragged( %this )\n"
"{\n"
" // First we construct a new temporary swatch button that becomes the payload for our\n"
" // drag operation and give it the properties of the swatch button we want to copy.\n"
"\n"
" %payload = new GuiSwatchButtonCtrl();\n"
" %payload.assignFieldsFrom( %this );\n"
" %payload.position = \"0 0\";\n"
" %payload.dragSourceControl = %this; // Remember where the drag originated from so that we don't copy a color swatch onto itself.\n"
"\n"
" // Calculate the offset of the GuiDragAndDropControl from the mouse cursor. Here we center\n"
" // it on the cursor.\n"
"\n"
" %xOffset = getWord( %payload.extent, 0 ) / 2;\n"
" %yOffset = getWord( %payload.extent, 1 ) / 2;\n"
"\n"
" // Compute the initial position of the GuiDragAndDrop control on the cavas based on the current\n"
" // mouse cursor position.\n"
"\n"
" %cursorpos = Canvas.getCursorPos();\n"
" %xPos = getWord( %cursorpos, 0 ) - %xOffset;\n"
" %yPos = getWord( %cursorpos, 1 ) - %yOffset;\n"
"\n"
" // Create the drag control.\n"
"\n"
" %ctrl = new GuiDragAndDropControl()\n"
" {\n"
" canSaveDynamicFields = \"0\";\n"
" Profile = \"GuiSolidDefaultProfile\";\n"
" HorizSizing = \"right\";\n"
" VertSizing = \"bottom\";\n"
" Position = %xPos SPC %yPos;\n"
" extent = %payload.extent;\n"
" MinExtent = \"4 4\";\n"
" canSave = \"1\";\n"
" Visible = \"1\";\n"
" hovertime = \"1000\";\n"
"\n"
" // Let the GuiDragAndDropControl delete itself on mouse-up. When the drag is aborted,\n"
" // this not only deletes the drag control but also our payload.\n"
" deleteOnMouseUp = true;\n"
"\n"
" // To differentiate drags, use the namespace hierarchy to classify them.\n"
" // This will allow a color swatch drag to tell itself apart from a file drag, for example.\n"
" class = \"GuiDragAndDropControlType_ColorSwatch\";\n"
" };\n"
"\n"
" // Add the temporary color swatch to the drag control as the payload.\n"
" %ctrl.add( %payload );\n"
"\n"
" // Start drag by adding the drag control to the canvas and then calling startDragging().\n"
"\n"
" Canvas.getContent().add( %ctrl );\n"
" %ctrl.startDragging( %xOffset, %yOffset );\n"
"}\n"
"\n"
"//---------------------------------------------------------------------------------------------\n"
"\n"
"// This method receives the drop when the mouse button is released over a color swatch control\n"
"// during a drag operation.\n"
"function GuiSwatchButtonCtrl::onControlDropped( %this, %payload, %position )\n"
"{\n"
" // Make sure this is a color swatch drag operation.\n"
" if( !%payload.parentGroup.isInNamespaceHierarchy( \"GuiDragAndDropControlType_ColorSwatch\" ) )\n"
" return;\n"
"\n"
" // If dropped on same button whence we came from,\n"
" // do nothing.\n"
"\n"
" if( %payload.dragSourceControl == %this )\n"
" return;\n"
"\n"
" // If a swatch button control is dropped onto this control,\n"
" // copy it's color.\n"
"\n"
" if( %payload.isMemberOfClass( \"GuiSwatchButtonCtrl\" ) )\n"
" {\n"
" // If the swatch button is part of a color-type inspector field,\n"
" // remember the inspector field so we can later set the color\n"
" // through it.\n"
"\n"
" if( %this.parentGroup.isMemberOfClass( \"GuiInspectorTypeColorI\" ) )\n"
" %this.parentGroup.apply( ColorFloatToInt( %payload.color ) );\n"
" else if( %this.parentGroup.isMemberOfClass( \"GuiInspectorTypeColorF\" ) )\n"
" %this.parentGroup.apply( %payload.color );\n"
" else\n"
" %this.setColor( %payload.color );\n"
" }\n"
"}\n"
"@endtsexample\n\n"
"@see GuiControl::onControlDragEnter\n"
"@see GuiControl::onControlDragExit\n"
"@see GuiControl::onControlDragged\n"
"@see GuiControl::onControlDropped\n\n"
"@ingroup GuiUtil"
);
IMPLEMENT_CALLBACK(GuiDragAndDropControl, onControlDragCancelled, void, (), (),
"Called when the we cancel out of the drag and drop action.\n"
"@see GuiDragAndDropControl::onControlDragCancelled");
//-----------------------------------------------------------------------------
GuiDragAndDropControl::GuiDragAndDropControl() : mDeleteOnMouseUp(true), mUseWholeCanvas(false)
{
}
void GuiDragAndDropControl::initPersistFields()
{
docsURL;
addField( "deleteOnMouseUp", TypeBool, Offset( mDeleteOnMouseUp, GuiDragAndDropControl ),
"If true, the control deletes itself when the left mouse button is released.\n\n"
"If at this point, the drag&drop control still contains its payload, it will be deleted along with the control." );
addField("useWholeCanvas", TypeBool, Offset(mUseWholeCanvas, GuiDragAndDropControl),
"If true, the control can be tested against ANY control active on the canvas instead of just the direct parent.\n\n");
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
void GuiDragAndDropControl::startDragging( Point2I offset )
{
GuiCanvas* canvas = getRoot();
if( !canvas )
{
Con::errorf( "GuiDragAndDropControl::startDragging - GuiDragAndDropControl wasn't added to the gui before the drag started." );
if( mDeleteOnMouseUp )
deleteObject();
return;
}
if( canvas->getMouseLockedControl() )
{
GuiEvent event;
canvas->getMouseLockedControl()->onMouseLeave(event);
canvas->mouseUnlock( canvas->getMouseLockedControl() );
}
canvas->mouseLock(this);
canvas->setFirstResponder(this);
mOffset = offset;
mLastTarget=NULL;
}
//-----------------------------------------------------------------------------
void GuiDragAndDropControl::onMouseDown( const GuiEvent& event )
{
startDragging( event.mousePoint - getPosition() );
}
//-----------------------------------------------------------------------------
void GuiDragAndDropControl::onMouseDragged( const GuiEvent& event )
{
setPosition( event.mousePoint - mOffset );
// Allow the control under the drag to react to a potential drop
GuiControl* enterTarget = findDragTarget( event.mousePoint, "onControlDragEnter" );
if(enterTarget != NULL)
Con::printf("GuiDragAndDropControl::onMouseDragged() - enterTarget: %d", enterTarget->getId());
if( mLastTarget != enterTarget )
{
if( mLastTarget )
mLastTarget->onControlDragExit_callback( dynamic_cast< GuiControl* >( at( 0 ) ), getDropPoint() );
if( enterTarget )
enterTarget->onControlDragEnter_callback( dynamic_cast< GuiControl* >( at( 0 ) ), getDropPoint() );
mLastTarget = enterTarget;
}
GuiControl* dragTarget = findDragTarget( event.mousePoint, "onControlDragged" );
if( dragTarget )
dragTarget->onControlDragged_callback( dynamic_cast< GuiControl* >( at( 0 ) ), getDropPoint() );
}
//-----------------------------------------------------------------------------
void GuiDragAndDropControl::onMouseUp(const GuiEvent& event)
{
mouseUnlock();
GuiControl* target = findDragTarget( event.mousePoint, "onControlDropped" );
if (target)
target->onControlDropped_callback(dynamic_cast<GuiControl*>(at(0)), getDropPoint());
else
onControlDragCancelled_callback();
if( mDeleteOnMouseUp )
deleteObject();
}
//-----------------------------------------------------------------------------
GuiControl* GuiDragAndDropControl::findDragTarget( Point2I mousePoint, const char* method )
{
// If there are any children and we have a parent.
GuiControl* parent = getParent();
if (mUseWholeCanvas)
{
parent->setVisible(false);
parent = getRoot();
}
if (size() && parent)
{
mVisible = false;
GuiControl* dropControl = parent->findHitControl(mousePoint);
mVisible = true;
while( dropControl )
{
if (dropControl->isMethod(method))
return dropControl;
else
dropControl = dropControl->getParent();
}
}
if(mUseWholeCanvas)
parent->setVisible(true);
return NULL;
}
//=============================================================================
// Console Methods.
//=============================================================================
// MARK: ---- Console Methods ----
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiDragAndDropControl, startDragging, void, ( S32 x, S32 y ), ( 0, 0 ),
"Start the drag operation.\n\n"
"@param x X coordinate for the mouse pointer offset which the drag control should position itself.\n"
"@param y Y coordinate for the mouse pointer offset which the drag control should position itself.")
{
object->startDragging( Point2I( x, y ) );
}