Torque3D/Engine/source/gui/controls/guiDecoyCtrl.cpp
2012-09-19 11:15:01 -04:00

238 lines
6.9 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 "platform/platform.h"
#include "gui/controls/guiDecoyCtrl.h"
#include "gui/buttons/guiButtonBaseCtrl.h"
#include "console/consoleTypes.h"
#include "gfx/primBuilder.h"
//-----------------------------------------------------------------------------
// GuiDecoyCtrl
//-----------------------------------------------------------------------------
/*
So far this control has been designed in mind solely for button controls. I'm pretty sure
it can be used for other things, but to do anything more in depth; it has to be extended.
Make sure you know a little about how guiCanvas hands out signals to gui controls before you tinker
in this class.
Been thinking about this class a little more. I tried pretty hard to protect this class into being
guiControl like agnostic. But I ended up adding a check specifically for buttons in the
onMouseUp function. Its been protected with a dynamic_cast and a NULL check; but in the end, the only way
too solve the main problem, that GuiCanvas cannot process more than one mouse action for more than one
gui control at a time, is for it to get a rewrite.
*/
IMPLEMENT_CONOBJECT(GuiDecoyCtrl);
ConsoleDocClass( GuiDecoyCtrl,
"@brief Designed soley for buttons, primarily used in editor.\n\n"
"Currently editor use only, no real application without extension.\n\n "
"@internal");
GuiDecoyCtrl::GuiDecoyCtrl() : mIsDecoy(true),
mMouseOver(false),
mDecoyReference(NULL)
{
}
GuiDecoyCtrl::~GuiDecoyCtrl()
{
}
void GuiDecoyCtrl::initPersistFields()
{
addField("isDecoy", TypeBool, Offset(mIsDecoy, GuiDecoyCtrl), "Sets this control to decoy mode");
Parent::initPersistFields();
}
void GuiDecoyCtrl::onMouseUp(const GuiEvent &event)
{
mouseUnlock();
setUpdate();
//this code is pretty hacky. right now there is no way that guiCanvas will allow sending more than
//one signal to one gui control at a time.
if(mIsDecoy == true)
{
mVisible = false;
GuiControl *parent = getParent();
Point2I localPoint = parent->globalToLocalCoord(event.mousePoint);
GuiControl *tempControl = parent->findHitControl(localPoint);
//the decoy control has the responsibility of keeping track of the decoyed controls status
if( mDecoyReference != NULL && tempControl == mDecoyReference)
tempControl->onMouseUp(event);
else if(mDecoyReference != NULL && tempControl != mDecoyReference)
{
//as explained earlier, this control was written in the mindset for buttons.
//nothing bad should ever happen if not a button due to the checks in this function though.
GuiButtonBaseCtrl *unCastCtrl = NULL;
unCastCtrl = dynamic_cast<GuiButtonBaseCtrl *>( mDecoyReference );
if(unCastCtrl != NULL)
unCastCtrl->resetState();
}
mVisible = true;
}
}
void GuiDecoyCtrl::onMouseDown(const GuiEvent &event)
{
if ( !mVisible || !mAwake )
return;
mouseLock();
if(mIsDecoy == true)
{
mVisible = false;
GuiControl *parent = getParent();
Point2I localPoint = parent->globalToLocalCoord(event.mousePoint);
GuiControl *tempControl = parent->findHitControl(localPoint);
tempControl->onMouseDown(event);
mVisible = true;
}
execConsoleCallback();
setUpdate();
}
void GuiDecoyCtrl::onMouseMove(const GuiEvent &event)
{
//if this control is a dead end, make sure the event stops here
if ( !mVisible || !mAwake )
return;
//pass the event to the parent
GuiControl *parent = getParent();
if ( parent )
parent->onMouseMove( event );
Point2I localPoint = parent->globalToLocalCoord(event.mousePoint);
//also pretty hacky. since guiCanvas, *NOT* GuiControl, distributes the calls for onMouseEnter
//and onMouseLeave, we simulate those calls here through a series of checks.
if(mIsDecoy == true)
{
mVisible = false;
GuiControl *parent = getParent();
GuiControl *tempControl = parent->findHitControl(localPoint);
//the decoy control has the responsibility of keeping track of the decoyed controls status
if(mMouseOverDecoy == false && mDecoyReference != NULL)
{
tempControl->onMouseEnter(event);
mMouseOverDecoy = true;
}
else if(tempControl != mDecoyReference && mDecoyReference != NULL)
{
mDecoyReference->onMouseLeave(event);
mMouseOverDecoy = false;
}
mDecoyReference = tempControl;
mVisible = true;
}
}
void GuiDecoyCtrl::onMouseDragged(const GuiEvent &event)
{
}
void GuiDecoyCtrl::onMouseEnter(const GuiEvent &event)
{
if ( !mVisible || !mAwake )
return;
setUpdate();
Con::executef( this , "onMouseEnter" );
mMouseOver = true;
}
void GuiDecoyCtrl::onMouseLeave(const GuiEvent &event)
{
if ( !mVisible || !mAwake )
return;
setUpdate();
Con::executef( this , "onMouseLeave" );
mMouseOver = false;
}
bool GuiDecoyCtrl::onMouseWheelUp( const GuiEvent &event )
{
//if this control is a dead end, make sure the event stops here
if ( !mVisible || !mAwake )
return true;
//pass the event to the parent
GuiControl *parent = getParent();
if ( parent )
return parent->onMouseWheelUp( event );
else
return false;
}
bool GuiDecoyCtrl::onMouseWheelDown( const GuiEvent &event )
{
//if this control is a dead end, make sure the event stops here
if ( !mVisible || !mAwake )
return true;
//pass the event to the parent
GuiControl *parent = getParent();
if ( parent )
return parent->onMouseWheelDown( event );
else
return false;
}
void GuiDecoyCtrl::onRightMouseDown(const GuiEvent &)
{
}
void GuiDecoyCtrl::onRightMouseUp(const GuiEvent &)
{
}
void GuiDecoyCtrl::onRightMouseDragged(const GuiEvent &)
{
}
void GuiDecoyCtrl::onMiddleMouseDown(const GuiEvent &)
{
}
void GuiDecoyCtrl::onMiddleMouseUp(const GuiEvent &)
{
}
void GuiDecoyCtrl::onMiddleMouseDragged(const GuiEvent &)
{
}