//----------------------------------------------------------------------------- // V12 Engine // // Copyright (c) 2001 GarageGames.Com // Portions Copyright (c) 2001 by Sierra Online, Inc. //----------------------------------------------------------------------------- #include "console/console.h" #include "dgl/dgl.h" #include "platform/event.h" #include "platform/platform.h" #include "platform/platformVideo.h" #include "gui/guiTypes.h" #include "gui/guiTextCtrl.h" #include "gui/guiTextEditCtrl.h" #include "gui/guiTextListCtrl.h" #include "gui/guiBitmapCtrl.h" #include "gui/guiButtonCtrl.h" #include "gui/guiRadioCtrl.h" #include "gui/guiCheckBoxCtrl.h" #include "gui/guiArrayCtrl.h" #include "gui/guiScrollCtrl.h" #include "gui/guiSliderCtrl.h" #include "gui/guiWindowCtrl.h" #include "gui/guiConsole.h" #include "gui/guiCanvas.h" #include "gui/guiInspector.h" #include "gui/guiTreeViewCtrl.h" #include "gui/guiEditCtrl.h" #include "gui/guiFilterCtrl.h" #include "gui/guiConsoleTextCtrl.h" #include "gui/guiPopUpCtrl.h" #include "gui/guiDebugger.h" #include "editor/guiTerrPreviewCtrl.h" #include "gui/guiBackgroundCtrl.h" #include "gui/guiTextEditSliderCtrl.h" #include "gui/guiProgressCtrl.h" #include "gui/guiVoteCtrl.h" #include "platform/profiler.h" extern bool gDGLRender; //all the ConObject implements go here IMPLEMENT_CONOBJECT(GuiControlProfile); IMPLEMENT_CONOBJECT(GuiCursor); IMPLEMENT_CONOBJECT(GuiControl); IMPLEMENT_CONOBJECT(GuiCanvas); IMPLEMENT_CONOBJECT(GuiTextCtrl); IMPLEMENT_CONOBJECT(GuiTextEditCtrl); IMPLEMENT_CONOBJECT(GuiTextListCtrl); IMPLEMENT_CONOBJECT(GuiBitmapCtrl); IMPLEMENT_CONOBJECT(GuiButtonCtrl); IMPLEMENT_CONOBJECT(GuiRadioCtrl); IMPLEMENT_CONOBJECT(GuiCheckBoxCtrl); IMPLEMENT_CONOBJECT(GuiArrayCtrl); IMPLEMENT_CONOBJECT(GuiScrollContentCtrl); IMPLEMENT_CONOBJECT(GuiScrollCtrl); IMPLEMENT_CONOBJECT(GuiSliderCtrl); IMPLEMENT_CONOBJECT(GuiWindowCtrl); IMPLEMENT_CONOBJECT(GuiPopUpMenuCtrl); IMPLEMENT_CONOBJECT(GuiFilterCtrl); IMPLEMENT_CONOBJECT(GuiBackgroundCtrl); IMPLEMENT_CONOBJECT(GuiTextEditSliderCtrl); IMPLEMENT_CONOBJECT(GuiProgressCtrl); IMPLEMENT_CONOBJECT(GuiVoteCtrl); IMPLEMENT_CONOBJECT(GuiConsole); IMPLEMENT_CONOBJECT(GuiInspector); IMPLEMENT_CONOBJECT(GuiTreeView); IMPLEMENT_CONOBJECT(GuiEditCtrl); // editor/debugging controls IMPLEMENT_CONOBJECT(GuiConsoleTextCtrl); IMPLEMENT_CONOBJECT(DbgFileView); GuiCanvas *Canvas = NULL; static S32 cGuiCanvasGetContent(SimObject *obj, S32, const char **) { GuiControl *ctrl = ((GuiCanvas *) obj)->getContentControl(); if(ctrl) return ctrl->getId(); return -1; } static void cGuiCanvasSetContent(SimObject *obj, S32 argc, const char **argv) { obj; argc; GuiControl *gui = NULL; if(argv[2][0]) { SimObject* ctrl = Sim::findObject(argv[2]); if (ctrl) gui = dynamic_cast(ctrl); if (! gui) { Con::printf("%s(): Invalid control: %s", argv[0], argv[2]); return; } } //set the new content control Canvas->setContentControl(gui); } static void cGuiCanvasPushDialog(SimObject *obj, S32 argc, const char **argv) { obj; GuiControl *gui = NULL; SimObject* ctrl = Sim::findObject(argv[2]); if (ctrl) gui = dynamic_cast(ctrl); if (! gui) { Con::printf("%s(): Invalid control: %s", argv[0], argv[2]); return; } //find the layer S32 layer = 0; if (argc == 4) layer = dAtoi(argv[3]); //set the new content control Canvas->pushDialogControl(gui, layer); } static void cGuiCanvasPopDialog(SimObject *obj, S32 argc, const char **argv) { obj; GuiControl *gui = NULL; if (argc == 3) { SimObject* ctrl = Sim::findObject(argv[2]); if (ctrl) gui = dynamic_cast(ctrl); if (! gui) { Con::printf("%s(): Invalid control: %s", argv[0], argv[2]); return; } } if (gui) Canvas->popDialogControl(gui); else Canvas->popDialogControl(); } static void cGuiCanvasPopLayer(SimObject *obj, S32 argc, const char **argv) { obj; S32 layer = 0; if (argc == 3) layer = dAtoi(argv[2]); Canvas->popDialogControl(layer); } static void cGuiCanvasCursorOn(SimObject *obj, S32 argc, const char **argv) { obj; argc; argv; Canvas->setCursorON(true); } static void cGuiCanvasCursorOff(SimObject *obj, S32 argc, const char **argv) { obj; argc; argv; Canvas->setCursorON(false); } static void cGuiCanvasSetCursor(SimObject *obj, S32 argc, const char **argv) { obj; argc; GuiCursor *curs = NULL; if(argv[2][0]) { if(!Sim::findObject(argv[2], curs)) { Con::printf("%s is not a valid cursor.", argv[2]); return; } } Canvas->setCursor(curs); } static void cGuiCanvasRenderFront(SimObject*, S32, const char **argv) { Canvas->setRenderFront(dAtob(argv[2])); } static void cGuiCanvasShowCursor(SimObject *, S32, const char **) { Canvas->showCursor(true); } static void cGuiCanvasHideCursor(SimObject *, S32, const char **) { Canvas->showCursor(false); } static bool cGuiCanvasIsCursorOn(SimObject *, S32, const char **) { return Canvas->isCursorON(); } static void cGuiCanvasRepaint(SimObject *, S32, const char **) { Canvas->paint(); } static void cGuiCanvasReset(SimObject *, S32, const char **) { Canvas->resetUpdateRegions(); } static const char * cGuiCanvasGetCursorPos(SimObject *, S32, const char **) { Point2I pos = Canvas->getCursorPos(); char * ret = Con::getReturnBuffer(32); dSprintf(ret, 32, "%d %d", pos.x, pos.y); return(ret); } static void cGuiCanvasSetCursorPos(SimObject *, S32 argc, const char ** argv) { Point2I pos(0,0); if(argc == 4) pos.set(dAtoi(argv[2]), dAtoi(argv[3])); else dSscanf(argv[3], "%d %d", &pos.x, &pos.y); Canvas->setCursorPos(pos); } void GuiCanvas::consoleInit(void) { Con::addCommand("GuiCanvas", "renderFront", cGuiCanvasRenderFront, "canvas.renderFront(bool)", 3, 3); Con::addCommand("GuiCanvas", "setContent", cGuiCanvasSetContent, "canvas.setContent(ctrl)", 3, 3); Con::addCommand("GuiCanvas", "getContent", cGuiCanvasGetContent, "canvas.getContent()", 2, 2); Con::addCommand("GuiCanvas", "pushDialog", cGuiCanvasPushDialog, "canvas.pushDialog(ctrl)", 3, 4); Con::addCommand("GuiCanvas", "popDialog", cGuiCanvasPopDialog, "canvas.popDialog()", 2, 3); Con::addCommand("GuiCanvas", "popLayer", cGuiCanvasPopLayer, "canvas.popLayer()", 2, 3); Con::addCommand("GuiCanvas", "cursorOn", cGuiCanvasCursorOn, "canvas.cursorOn()", 2, 2); Con::addCommand("GuiCanvas", "cursorOff", cGuiCanvasCursorOff, "canvas.cursorOff()", 2, 2); Con::addCommand("GuiCanvas", "setCursor", cGuiCanvasSetCursor, "canvas.setCursor(cursor)", 3, 3); Con::addCommand("GuiCanvas", "hideCursor", cGuiCanvasHideCursor, "canvas.hideCursor()", 2, 2); Con::addCommand("GuiCanvas", "showCursor", cGuiCanvasShowCursor, "canvas.showCursor()", 2, 2); Con::addCommand("GuiCanvas", "repaint", cGuiCanvasRepaint, "canvas.repaint()", 2, 2); Con::addCommand("GuiCanvas", "reset", cGuiCanvasReset, "canvas.reset()", 2, 2); Con::addCommand("GuiCanvas", "isCursorOn", cGuiCanvasIsCursorOn, "canvas.isCursorOn()", 2, 2); Con::addCommand("GuiCanvas", "getCursorPos", cGuiCanvasGetCursorPos, "canvas.getCursorPos()", 2, 2); Con::addCommand("GuiCanvas", "setCursorPos", cGuiCanvasSetCursorPos, "canvas.setCursorPos(pos)", 3, 4); } GuiCanvas::GuiCanvas() { mBounds.set(0, 0, 640, 480); mAwake = true; mPixelsPerMickey = 1.0f; lastCursorON = false; cursorON = true; mShowCursor = true; rLastFrameTime = 0.0f; mMouseCapturedControl = NULL; mMouseControl = NULL; mMouseControlClicked = false; mMouseButtonDown = false; mMouseRightButtonDown = false; lastCursor = NULL; lastCursorPt.set(0,0); cursorPt.set(0,0); mLastMouseClickCount = 0; mLastMouseDownTime = 0; mPrevMouseTime = 0; defaultCursor = NULL; mRenderFront = false; } GuiCanvas::~GuiCanvas() { if(Canvas == this) Canvas = 0; } //------------------------------------------------------------------------------ void GuiCanvas::setCursorON(bool onOff) { cursorON = onOff; if(!cursorON) mMouseControl = NULL; } void GuiCanvas::AddAcceleratorKey(GuiControl *ctrl, U32 keyCode, U32 modifier) { if (keyCode > 0 && ctrl) { AccKeyMap newMap; newMap.ctrl = ctrl; newMap.keyCode = keyCode; newMap.modifier = modifier; mAcceleratorMap.push_back(newMap); } } void GuiCanvas::tabNext(void) { GuiControl *ctrl = static_cast(last()); if (ctrl) { //save the old GuiControl *oldResponder = mFirstResponder; GuiControl* newResponder = ctrl->findNextTabable(mFirstResponder); if ( !newResponder ) newResponder = ctrl->findFirstTabable(); if ( newResponder && newResponder != oldResponder ) { newResponder->setFirstResponder(); if ( oldResponder ) oldResponder->onLoseFirstResponder(); } } } void GuiCanvas::tabPrev(void) { GuiControl *ctrl = static_cast(last()); if (ctrl) { //save the old GuiControl *oldResponder = mFirstResponder; GuiControl* newResponder = ctrl->findPrevTabable(mFirstResponder); if ( !newResponder ) newResponder = ctrl->findLastTabable(); if ( newResponder && newResponder != oldResponder ) { newResponder->setFirstResponder(); if ( oldResponder ) oldResponder->onLoseFirstResponder(); } } } void GuiCanvas::processMouseMoveEvent(const MouseMoveEvent *event) { InputEvent iEvent; iEvent.deviceType = MouseDeviceType; iEvent.objType = SI_XAXIS; iEvent.fValue = event->xPos - cursorPt.x; iEvent.modifier = event->modifier; processInputEvent(&iEvent); iEvent.objType = SI_YAXIS; iEvent.fValue = event->yPos - cursorPt.y; processInputEvent(&iEvent); } bool GuiCanvas::processInputEvent(const InputEvent *event) { GuiEvent evt; // First call the general input handler (on the extremely off-chance that it will be handled): if ( mFirstResponder ) { if ( mFirstResponder->onInputEvent( *event ) ) return( true ); } if(event->deviceType == KeyboardDeviceType) { evt.ascii = event->ascii; evt.modifier = event->modifier; evt.keyCode = event->objInst; if (event->action == SI_MAKE) { //see if we should tab next/prev //see if we should now pass the event to the first responder if (mFirstResponder) { if(mFirstResponder->onKeyDown(evt)) return true; } if ( isCursorON() && ( event->objInst == KEY_TAB ) ) { if (size() > 0) { if (event->modifier & SI_SHIFT) { tabPrev(); return true; } else if (event->modifier == 0) { tabNext(); return true; } } } //if not handled, search for an accelerator for (U32 i = 0; i < mAcceleratorMap.size(); i++) { if ((U32)mAcceleratorMap[i].keyCode == (U32)event->objInst && (U32)mAcceleratorMap[i].modifier == (U32)event->modifier) { mAcceleratorMap[i].ctrl->AcceleratorKeyPress(); return true; } } } else if(event->action == SI_BREAK) { if(mFirstResponder) if(mFirstResponder->onKeyUp(evt)) return true; //see if there's an accelerator for (U32 i = 0; i < mAcceleratorMap.size(); i++) { if ((U32)mAcceleratorMap[i].keyCode == (U32)event->objInst && (U32)mAcceleratorMap[i].modifier == (U32)event->modifier) { mAcceleratorMap[i].ctrl->AcceleratorKeyRelease(); return true; } } } else if(event->action == SI_REPEAT) { if(mFirstResponder) mFirstResponder->onKeyRepeat(evt); return true; } } else if(event->deviceType == MouseDeviceType && cursorON) { //copy the modifier into the new event evt.modifier = event->modifier; if(event->objType == SI_XAXIS || event->objType == SI_YAXIS) { bool moved = false; Point2I oldpt(cursorPt.x, cursorPt.y); Point2F pt(cursorPt.x, cursorPt.y); if (event->objType == SI_XAXIS) { pt.x += (event->fValue * mPixelsPerMickey); cursorPt.x = getMax(0, getMin((S32)pt.x, mBounds.extent.x - 1)); if (oldpt.x != S32(cursorPt.x)) moved = true; } else { pt.y += (event->fValue * mPixelsPerMickey); cursorPt.y = getMax(0, getMin((S32)pt.y, mBounds.extent.y - 1)); if (oldpt.y != S32(cursorPt.y)) moved = true; } if (moved) { evt.mousePoint.x = S32(cursorPt.x); evt.mousePoint.y = S32(cursorPt.y); if (mMouseButtonDown) rootMouseDragged(evt); else if (mMouseRightButtonDown) rootRightMouseDragged(evt); else rootMouseMove(evt); } return true; } else if ( event->objType == SI_ZAXIS ) { evt.mousePoint.x = S32( cursorPt.x ); evt.mousePoint.y = S32( cursorPt.y ); if ( event->fValue < 0.0f ) rootMouseWheelDown( evt ); else rootMouseWheelUp( evt ); } else if(event->objType == SI_BUTTON) { //copy the cursor point into the event evt.mousePoint.x = S32(cursorPt.x); evt.mousePoint.y = S32(cursorPt.y); if(event->objInst == KEY_BUTTON0) // left button { //see if button was pressed if (event->action == SI_MAKE) { U32 curTime = Platform::getVirtualMilliseconds(); mNextMouseTime = curTime + mInitialMouseDelay; //if the last button pressed was the left... if (mLeftMouseLast) { //if it was within the double click time count the clicks if (curTime - mLastMouseDownTime <= 500) mLastMouseClickCount++; else mLastMouseClickCount = 1; } else { mLeftMouseLast = true; mLastMouseClickCount = 1; } mLastMouseDownTime = curTime; evt.mouseClickCount = mLastMouseClickCount; mLastMouseEvent = evt; rootMouseDown(evt); } //else button was released else { mNextMouseTime = 0xFFFFFFFF; rootMouseUp(evt); } return true; } else if(event->objInst == KEY_BUTTON1) // right button { if(event->action == SI_MAKE) { U32 curTime = Platform::getVirtualMilliseconds(); //if the last button pressed was the right... if (! mLeftMouseLast) { //if it was within the double click time count the clicks if (curTime - mLastMouseDownTime <= 50) mLastMouseClickCount++; else mLastMouseClickCount = 1; } else { mLeftMouseLast = false; mLastMouseClickCount = 1; } mLastMouseDownTime = curTime; evt.mouseClickCount = mLastMouseClickCount; rootRightMouseDown(evt); } else // it was a mouse up rootRightMouseUp(evt); return true; } } } return false; } void GuiCanvas::rootMouseDown(const GuiEvent &event) { mPrevMouseTime = Platform::getVirtualMilliseconds(); mMouseButtonDown = true; //pass the event to the mouse locked control if (bool(mMouseCapturedControl)) mMouseCapturedControl->onMouseDown(event); //else pass it to whoever is underneath the cursor else { iterator i; i = end(); while (i != begin()) { i--; GuiControl *ctrl = static_cast(*i); GuiControl *controlHit = ctrl->findHitControl(event.mousePoint); //see if the controlHit is a modeless dialog... if ((! controlHit->mActive) && (! controlHit->mProfile->mModal)) continue; else { GuiControl * firstResponder = getFirstResponder(); if(firstResponder && firstResponder != controlHit) { firstResponder->clearFirstResponder(); firstResponder->onLoseFirstResponder(); } controlHit->onMouseDown(event); break; } } } if (bool(mMouseControl)) mMouseControlClicked = true; } void GuiCanvas::findMouseControl(const GuiEvent &event) { if(size() == 0) { mMouseControl = NULL; return; } GuiControl *controlHit = NULL; for(S32 i = size() - 1; i >= 0; i--) { GuiControl *ctrl = static_cast((*this)[i]); Point2I pt = ctrl->globalToLocalCoord(Point2I(cursorPt.x, cursorPt.y)); controlHit = ctrl->findHitControl(pt); if(controlHit->mProfile->mModal) break; } if(controlHit != static_cast(mMouseControl)) { if(bool(mMouseControl)) mMouseControl->onMouseLeave(event); mMouseControl = controlHit; mMouseControl->onMouseEnter(event); } } void GuiCanvas::refreshMouseControl() { GuiEvent evt; evt.mousePoint.x = S32(cursorPt.x); evt.mousePoint.y = S32(cursorPt.y); findMouseControl(evt); } void GuiCanvas::rootMouseUp(const GuiEvent &event) { mPrevMouseTime = Platform::getVirtualMilliseconds(); mMouseButtonDown = false; //pass the event to the mouse locked control if (bool(mMouseCapturedControl)) mMouseCapturedControl->onMouseUp(event); else { findMouseControl(event); if(bool(mMouseControl)) mMouseControl->onMouseUp(event); } } void GuiCanvas::rootMouseDragged(const GuiEvent &event) { //pass the event to the mouse locked control if (bool(mMouseCapturedControl)) mMouseCapturedControl->onMouseDragged(event); else { findMouseControl(event); if(bool(mMouseControl)) mMouseControl->onMouseDragged(event); } } void GuiCanvas::rootMouseMove(const GuiEvent &event) { if (bool(mMouseCapturedControl)) mMouseCapturedControl->onMouseMove(event); else { findMouseControl(event); if(bool(mMouseControl)) mMouseControl->onMouseMove(event); } } void GuiCanvas::rootRightMouseDown(const GuiEvent &event) { mPrevMouseTime = Platform::getVirtualMilliseconds(); mMouseRightButtonDown = true; if (bool(mMouseCapturedControl)) mMouseCapturedControl->onRightMouseDown(event); else { findMouseControl(event); if(bool(mMouseControl)) { if(mMouseControl->mActive && mMouseControl->mProfile->mModal) { GuiControl * firstResponder = getFirstResponder(); if(firstResponder && firstResponder != static_cast(mMouseControl)) { firstResponder->clearFirstResponder(); firstResponder->onLoseFirstResponder(); } } mMouseControl->onRightMouseDown(event); } } } void GuiCanvas::rootRightMouseUp(const GuiEvent &event) { mPrevMouseTime = Platform::getVirtualMilliseconds(); mMouseRightButtonDown = false; if (bool(mMouseCapturedControl)) mMouseCapturedControl->onRightMouseUp(event); else { findMouseControl(event); if(bool(mMouseControl)) mMouseControl->onRightMouseUp(event); } } void GuiCanvas::rootRightMouseDragged(const GuiEvent &event) { mPrevMouseTime = Platform::getVirtualMilliseconds(); if (bool(mMouseCapturedControl)) mMouseCapturedControl->onRightMouseDragged(event); else { findMouseControl(event); if(bool(mMouseControl)) mMouseControl->onRightMouseDragged(event); } } void GuiCanvas::rootMouseWheelUp(const GuiEvent &event) { if (bool(mMouseCapturedControl)) mMouseCapturedControl->onMouseWheelUp(event); else { findMouseControl(event); if (bool(mMouseControl)) mMouseControl->onMouseWheelUp(event); } } void GuiCanvas::rootMouseWheelDown(const GuiEvent &event) { if (bool(mMouseCapturedControl)) mMouseCapturedControl->onMouseWheelDown(event); else { findMouseControl(event); if (bool(mMouseControl)) mMouseControl->onMouseWheelDown(event); } } void GuiCanvas::setContentControl(GuiControl *gui) { //remove all dialogs on layer 0 // awaken the new control: U32 index = 0; bool wakedGui = false; if(gui) { //add the gui to the front if(!size() || gui != (*this)[0]) { // automatically wakes objects in GuiControl::onAdd wakedGui = !gui->isAwake(); addObject(gui); if (size() >= 2) reOrder(gui, *begin()); } index = 1; } while (size() > index) { GuiControl *ctrl = static_cast((*this)[index]); if (ctrl->mLayer != 0) break; bool didSleep = ctrl->isAwake(); // GuiControl::removeObject removes awoke controls removeObject(ctrl); if(didSleep) Con::executef(ctrl, 1, "onSleep"); Sim::getGuiGroup()->addObject(ctrl); } if(gui) { //wake the object up in script if(wakedGui) Con::executef(gui, 1, "onWake"); GuiControl *oldResponder = mFirstResponder; mFirstResponder = gui->findFirstTabable(); if(oldResponder && oldResponder != mFirstResponder) oldResponder->onLoseFirstResponder(); } //refresh the entire gui resetUpdateRegions(); //rebuild the accelerator map mAcceleratorMap.clear(); for(iterator i = end(); i != begin() ; ) { i--; GuiControl *ctrl = static_cast(*i); ctrl->BuildAcceleratorMap(); if (ctrl->mProfile->mModal) break; } refreshMouseControl(); } GuiControl *GuiCanvas::getContentControl() { if(size() > 0) return (GuiControl *) first(); return NULL; } void GuiCanvas::pushDialogControl(GuiControl *gui, S32 layer) { //add the gui gui->mLayer = layer; // GuiControl::addObject wakes the object bool wakedGui = !gui->isAwake(); addObject(gui); //reorder it to the correct layer iterator i; for (i = begin(); i != end(); i++) { GuiControl *ctrl = static_cast(*i); if (ctrl->mLayer > gui->mLayer) { reOrder(gui, ctrl); break; } } // call the 'onWake' method? if(wakedGui) Con::executef(gui, 1, "onWake"); //call the dialog push method gui->onDialogPush(); //find the top most dialog GuiControl *topCtrl = static_cast(last()); //save the old GuiControl *oldResponder = mFirstResponder; //find the first responder mFirstResponder = gui->findFirstTabable(); if (oldResponder && oldResponder != mFirstResponder) oldResponder->onLoseFirstResponder(); //refresh the entire gui resetUpdateRegions(); //rebuild the accelerator map mAcceleratorMap.clear(); if (size() > 0) { GuiControl *ctrl = static_cast(last()); ctrl->BuildAcceleratorMap(); } refreshMouseControl(); } void GuiCanvas::popDialogControl(GuiControl *gui) { if (size() < 1) return; //first, find the dialog, and call the "onDialogPop()" method GuiControl *ctrl = NULL; if (gui) { //make sure the gui really exists on the stack iterator i; bool found = false; for(i = begin(); i != end(); i++) { GuiControl *check = static_cast(*i); if (check == gui) { ctrl = check; found = true; } } if (! found) return; } else ctrl = static_cast(last()); //call the "on pop" function ctrl->onDialogPop(); // sleep the object bool didSleep = ctrl->isAwake(); //now pop the last child (will sleep if awake) removeObject(ctrl); // Save the old responder: GuiControl *oldResponder = mFirstResponder; if(didSleep) Con::executef(ctrl, 1, "onSleep"); Sim::getGuiGroup()->addObject(ctrl); if (size() > 0) { GuiControl *ctrl = static_cast(last()); mFirstResponder = ctrl->mFirstResponder; } else { mFirstResponder = NULL; } if (oldResponder && oldResponder != mFirstResponder) oldResponder->onLoseFirstResponder(); //refresh the entire gui resetUpdateRegions(); //rebuild the accelerator map mAcceleratorMap.clear(); if (size() > 0) { GuiControl *ctrl = static_cast(last()); ctrl->BuildAcceleratorMap(); } refreshMouseControl(); } void GuiCanvas::popDialogControl(S32 layer) { if (size() < 1) return; GuiControl *ctrl = NULL; iterator i = end(); // find in z order (last to first) while (i != begin()) { i--; ctrl = static_cast(*i); if (ctrl->mLayer == layer) break; } if (ctrl) popDialogControl(ctrl); } void GuiCanvas::mouseLock(GuiControl *lockingControl) { if (bool(mMouseCapturedControl)) return; mMouseCapturedControl = lockingControl; } void GuiCanvas::mouseUnlock(GuiControl *lockingControl) { if (static_cast(mMouseCapturedControl) != lockingControl) return; GuiEvent evt; evt.mousePoint.x = S32(cursorPt.x); evt.mousePoint.y = S32(cursorPt.y); GuiControl * controlHit = NULL; for(S32 i = size() - 1; i >= 0; i--) { GuiControl *ctrl = static_cast((*this)[i]); Point2I pt = ctrl->globalToLocalCoord(Point2I(cursorPt.x, cursorPt.y)); controlHit = ctrl->findHitControl(pt); if(controlHit->mProfile->mModal) break; } if (controlHit != static_cast(mMouseCapturedControl)) { if (bool(mMouseCapturedControl)) mMouseCapturedControl->onMouseLeave(evt); mMouseControl = controlHit; mMouseControlClicked = false; if (bool(mMouseControl)) mMouseControl->onMouseEnter(evt); } mMouseCapturedControl = NULL; } void GuiCanvas::paint() { resetUpdateRegions(); // inhibit explicit refreshes in the case we're swapped out if (gDGLRender) renderFrame(false); } void GuiCanvas::renderFrame(bool preRenderOnly) { PROFILE_START(CanvasPreRender); if(mRenderFront) glDrawBuffer(GL_FRONT); else glDrawBuffer(GL_BACK); Point2I size = Platform::getWindowSize(); if(size.x == 0 || size.y == 0) return; RectI screenRect(0, 0, size.x, size.y); mBounds = screenRect; //all bottom level controls should be the same dimensions as the canvas //this is necessary for passing mouse events accurately iterator i; for (i = begin(); i != end(); i++) { AssertFatal(static_cast((*i))->isAwake(), "GuiCanvas::renderFrame: ctrl is not awake"); GuiControl *ctrl = static_cast(*i); Point2I ext = ctrl->getExtent(); Point2I pos = ctrl->getPosition(); if(pos != screenRect.point || ext != screenRect.extent) { ctrl->resize(screenRect.point, screenRect.extent); resetUpdateRegions(); } } //preRender (recursive) all controls preRender(); PROFILE_END(); if(preRenderOnly) return; //resetUpdateRegions(); // finish the gl render so we don't get too far ahead of ourselves PROFILE_START(glFinish); glFinish(); PROFILE_END(); //draw the mouse, but not using tags... PROFILE_START(CanvasRenderControls); GuiCursor *mouseCursor = NULL; if(bool(mMouseCapturedControl)) mouseCursor = mMouseCapturedControl->getCursor(); else if(bool(mMouseControl)) mouseCursor = mMouseControl->getCursor(); //determine if a help ctrl should be drawn //get the time //U32 time = Platform::getVirtualMilliseconds(); //static SimManager* simMngr = SimGame::get()->getManager(); //AssertFatal(simMngr, "Unable to get the sim manager"); //GuiHelpCtrl *helpCtrl = static_cast(simMngr->findObject(guiHelpObjectID)); //S32 helpTag = 0; //const char *helpText = NULL; //if (mMouseControl && cursorON && (! mMouseCapturedControl) && (! mMouseButtonDown) && (! mMouseRightButtonDown)) //{ // helpTag = mMouseControl->getHelpTag(time - mPrevMouseTime); // helpText = mMouseControl->getHelpText(time - mPrevMouseTime); //} //if (helpCtrl) //{ // helpCtrl->setHelpTag(this, helpTag, time - mPrevMouseTime, mMouseControlClicked); // helpCtrl->setHelpText(this, helpText, time - mPrevMouseTime, mMouseControlClicked); //} Point2I cursorPos(cursorPt.x, cursorPt.y); if(!mouseCursor) mouseCursor = defaultCursor; if(lastCursorON && lastCursor) { Point2I spot = lastCursor->getHotSpot(); Point2I cext = lastCursor->getExtent(); Point2I pos = lastCursorPt - spot; addUpdateRegion(pos - Point2I(2, 2), Point2I(cext.x + 4, cext.y + 4)); } if(cursorON && mouseCursor) { Point2I spot = mouseCursor->getHotSpot(); Point2I cext = mouseCursor->getExtent(); Point2I pos = cursorPos - spot; addUpdateRegion(pos - Point2I(2, 2), Point2I(cext.x + 4, cext.y + 4)); } lastCursorON = cursorON; lastCursor = mouseCursor; lastCursorPt = cursorPos; RectI updateUnion; buildUpdateUnion(&updateUnion); if (updateUnion.intersect(screenRect)) { //fill in with black first //glClearColor(0, 0, 0, 0); //glClear(GL_COLOR_BUFFER_BIT); //render the dialogs iterator i; for(i = begin(); i != end(); i++) { GuiControl *contentCtrl = static_cast(*i); dglSetClipRect(updateUnion); glDisable( GL_CULL_FACE ); contentCtrl->onRender(contentCtrl->getPosition(), updateUnion, mFirstResponder); } dglSetClipRect(updateUnion); //temp draw the mouse if (cursorON && mShowCursor && !mouseCursor) { glColor4ub(255, 0, 0, 255); glRecti((S32)cursorPt.x, (S32)cursorPt.y, (S32)(cursorPt.x + 2), (S32)(cursorPt.y + 2)); } //DEBUG //draw the help ctrl //if (helpCtrl) //{ // helpCtrl->render(srf); //} if (cursorON && mouseCursor && mShowCursor) { Point2I pos(cursorPt.x, cursorPt.y); Point2I spot = mouseCursor->getHotSpot(); pos -= spot; dglClearBitmapModulation(); dglDrawBitmap(mouseCursor->getTextureHandle(), pos); } } PROFILE_END(); PROFILE_START(SwapBuffers); //flip the surface if(!mRenderFront) Video::swapBuffers(); PROFILE_END(); } void GuiCanvas::buildUpdateUnion(RectI *updateUnion) { *updateUnion = mOldUpdateRects[0]; //the update region should encompass the oldUpdateRects, and the curUpdateRect Point2I upperL; Point2I lowerR; upperL.x = getMin(mOldUpdateRects[0].point.x, mOldUpdateRects[1].point.x); upperL.x = getMin(upperL.x, mCurUpdateRect.point.x); upperL.y = getMin(mOldUpdateRects[0].point.y, mOldUpdateRects[1].point.y); upperL.y = getMin(upperL.y, mCurUpdateRect.point.y); lowerR.x = getMax(mOldUpdateRects[0].point.x + mOldUpdateRects[0].extent.x, mOldUpdateRects[1].point.x + mOldUpdateRects[1].extent.x); lowerR.x = getMax(lowerR.x, mCurUpdateRect.point.x + mCurUpdateRect.extent.x); lowerR.y = getMax(mOldUpdateRects[0].point.y + mOldUpdateRects[0].extent.y, mOldUpdateRects[1].point.y + mOldUpdateRects[1].extent.y); lowerR.y = getMax(lowerR.y, mCurUpdateRect.point.y + mCurUpdateRect.extent.y); updateUnion->point = upperL; updateUnion->extent = lowerR - upperL; //shift the oldUpdateRects mOldUpdateRects[0] = mOldUpdateRects[1]; mOldUpdateRects[1] = mCurUpdateRect; mCurUpdateRect.point.set(0,0); mCurUpdateRect.extent.set(0,0); } void GuiCanvas::addUpdateRegion(Point2I pos, Point2I ext) { if(mCurUpdateRect.extent.x == 0) { mCurUpdateRect.point = pos; mCurUpdateRect.extent = ext; } else { Point2I upperL; upperL.x = getMin(mCurUpdateRect.point.x, pos.x); upperL.y = getMin(mCurUpdateRect.point.y, pos.y); Point2I lowerR; lowerR.x = getMax(mCurUpdateRect.point.x + mCurUpdateRect.extent.x, pos.x + ext.x); lowerR.y = getMax(mCurUpdateRect.point.y + mCurUpdateRect.extent.y, pos.y + ext.y); mCurUpdateRect.point = upperL; mCurUpdateRect.extent = lowerR - upperL; } } void GuiCanvas::resetUpdateRegions() { //DEBUG - get surface width and height mOldUpdateRects[0].set(mBounds.point, mBounds.extent); mOldUpdateRects[1] = mOldUpdateRects[0]; mCurUpdateRect = mOldUpdateRects[0]; } void GuiCanvas::setFirstResponder( GuiControl* newResponder ) { GuiControl* oldResponder = mFirstResponder; Parent::setFirstResponder( newResponder ); if ( oldResponder && ( oldResponder != mFirstResponder ) ) oldResponder->onLoseFirstResponder(); }