Torque3D/Engine/source/gui/containers/guiDragAndDropCtrl.cpp

295 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()
{
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( 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 ) );
}