OpenSceneGraph/src/osgWidget/WindowManager.cpp

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// -*-c++-*- osgWidget - Code by: Jeremy Moles (cubicool) 2007-2008
// $Id: WindowManager.cpp 66 2008-07-14 21:54:09Z cubicool $
#include <iostream>
#include <algorithm>
#include <osg/io_utils>
#include <osgWidget/Types>
#include <osgWidget/Util>
#include <osgWidget/WindowManager>
#include <osgWidget/Lua>
#include <osgWidget/Python>
#include <osgWidget/Box>
#include <osgWidget/Label>
namespace osgWidget {
WindowManager::WindowManager(
osgViewer::View* view,
point_type width,
point_type height,
unsigned int nodeMask,
unsigned int flags
):
_width (width),
_height (height),
_zNear (0.0f),
_zFar (-1.0f),
_numForeground (0.0f),
_numBackground (0.0f),
_flags (flags),
_nodeMask (nodeMask),
_view (view),
_lastX (0.0f),
_lastY (0.0f),
_lastEvent (0),
_lastPush (0),
_lastVertical (PD_NONE),
_lastHorizontal (PD_NONE),
_focusMode (PFM_FOCUS),
_leftDown (false),
_middleDown (false),
_rightDown (false),
_scrolling (osgGA::GUIEventAdapter::SCROLL_NONE),
_styleManager (new StyleManager()) {
_name = generateRandomName("WindowManager");
if(_flags & WM_USE_LUA) {
_lua = new LuaEngine(this);
if(!_lua->initialize()) warn() << "Error creating LuaEngine." << std::endl;
}
if(_flags & WM_USE_PYTHON) {
_python = new PythonEngine(this);
if(!_python->initialize()) warn() << "Error creating PythonEngine." << std::endl;
}
// Setup our picking debug (is debug the right word here?) Window...
if(_flags & WM_PICK_DEBUG) {
_pickWindow = new Box("PickWindow", Box::VERTICAL);
Label* label = new Label("PickLabel");
label->setFontSize(13);
label->setFontColor(1.0f, 1.0f, 1.0f, 1.0f);
label->setFont("fonts/monospace.ttf");
label->setPadding(5.0f);
label->setCanFill(true);
_pickWindow->getBackground()->setColor(0.0f, 0.0f, 0.0f, 0.85f);
_pickWindow->addWidget(label);
_pickWindow->setNodeMask(~_nodeMask);
_pickWindow->removeEventMask(EVENT_MASK_FOCUS);
_pickWindow->setStrata(Window::STRATA_FOREGROUND);
addChild(_pickWindow.get());
_updatePickWindow(0, 0, 0);
}
if(!(_flags & WM_NO_BETA_WARN)) {
Box* box = new Box("BetaWarningBox", Box::VERTICAL);
Label* label = new Label("BetaWarning");
label->setFontSize(15);
label->setFontColor(0.0f, 0.0f, 1.0f, 1.0f);
label->setFont("fonts/arial.ttf");
label->setPadding(5.0f);
label->setCanFill(true);
label->setLabel("This is BETA software! Please see: http://osgwidget.googlecode.com");
box->getBackground()->setColor(1.0f, 0.7f, 0.0f, 1.0f);
box->addWidget(label);
box->setNodeMask(~_nodeMask);
box->removeEventMask(EVENT_MASK_FOCUS);
box->setStrata(Window::STRATA_BACKGROUND);
box->setOrigin(0.0f, 0.0f);
addChild(box);
box->resizePercent(100.0f, 0.0f);
}
}
WindowManager::WindowManager(const WindowManager& wm, const osg::CopyOp& co):
osg::Switch(wm, co) {
}
WindowManager::~WindowManager() {
if(_flags & WM_USE_LUA) _lua->close();
if(_flags & WM_USE_PYTHON) _python->close();
}
void WindowManager::setEventFromInterface(Event& ev, EventInterface* ei) {
Widget* widget = dynamic_cast<Widget*>(ei);
Window* window = dynamic_cast<Window*>(ei);
if(widget) {
ev._window = widget->getParent();
ev._widget = widget;
}
else if(window) ev._window = window;
}
bool WindowManager::_handleMousePushed(float x, float y, bool& down) {
down = true;
Event ev(this, EVENT_MOUSE_PUSH);
WidgetList widgetList;
if(!pickAtXY(x, y, widgetList)) return false;
ev.makeMouse(x, y);
_lastPush = getFirstEventInterface(widgetList, ev);
if(!_lastPush) return false;
bool handled = _lastPush->callMethodAndCallbacks(ev);
if(_focusMode != PFM_SLOPPY) {
if(ev._window) {
Window* topmostWindow = ev._window->getTopmostParent();
setFocused(topmostWindow);
if(ev._widget) topmostWindow->setFocused(ev._widget);
}
// If the user wants to be able to "unfocus" the last Window.
else if(_focusMode == PFM_UNFOCUS) setFocused(0);
}
return handled;
}
bool WindowManager::_handleMouseReleased(float x, float y, bool& down) {
down = false;
// If were were in a drag state, reset our boolean flag.
// if(_lastDrag) _lastDrag = 0;
if(!_lastPush) return false;
// By design, we can only release an EventInterface we previously pressed.
// Whether or not we're ON the EventInterface when the release occurs isn't important.
Event ev(this, EVENT_MOUSE_RELEASE);
setEventFromInterface(ev, _lastPush);
bool handled = _lastPush->callMethodAndCallbacks(ev);
_lastPush = 0;
return handled;
}
void WindowManager::_getPointerXYDiff(float& x, float& y) {
x -= _lastX;
if(isInvertedY()) y = -(y - _lastY);
else y -= _lastY;
}
void WindowManager::_updatePickWindow(const WidgetList* wl, point_type x, point_type y) {
Label* label = dynamic_cast<Label*>(_pickWindow->getByName("PickLabel"));
if(!wl) {
setValue(0, false);
return;
}
setValue(0, true);
std::stringstream ss;
point_type xdiff = x;
point_type ydiff = y;
_getPointerXYDiff(xdiff, ydiff);
ss
<< "At XY Coords: " << x << ", " << _height - y
<< " ( diff " << xdiff << ", " << ydiff << " )"
<< std::endl
;
const Window* parent = wl->back()->getParent();
ss
<< "Window: " << parent->getName()
<< " ( xyz " << parent->getPosition() << " )"
<< " { zRange " << parent->getZRange() << " }"
<< " < size " << parent->getSize() << " >"
<< " EventMask: " << std::hex << parent->getEventMask()
<< std::endl
;
for(WidgetList::const_iterator i = wl->begin(); i != wl->end(); i++) {
Widget* widget = i->get();
ss
<< " - " << widget->getName()
<< " ( xyz " << widget->getPosition() << " )"
<< " [ XYZ " << widget->getPosition() * parent->getMatrix()
<< " ] < size " << widget->getSize() << " >"
<< " EventMask: " << std::hex << widget->getEventMask()
<< std::endl
;
}
label->setLabel(ss.str());
XYCoord size = label->getTextSize();
_pickWindow->resize(size.x() + 10.0f, size.y() + 10.0f);
_pickWindow->setOrigin(5.0f, _height - _pickWindow->getHeight() - 5.0f);
_pickWindow->update();
}
void WindowManager::childInserted(unsigned int i) {
Window* window = dynamic_cast<Window*>(getChild(i));
if(!window) return;
_objects.push_back(window);
window->_index = i;
setFocused(window);
window->setNodeMask(_nodeMask);
window->managed(this);
for(Window::Iterator w = window->begin(); w != window->end(); w++) if(w->valid()) {
_styleManager->applyStyles(w->get());
}
_styleManager->applyStyles(window);
}
void WindowManager::childRemoved(unsigned int start, unsigned int end) {
while(start < end) {
Window* window = getByIndex(start);
if(!window) continue;
if(_remove(window)) {
window->_index = -1;
window->unmanaged(this);
}
start++;
}
}
// This method performs intersection testing at the given XY coords, and returns true if
// any intersections were found. It will break after processing the first pickable Window
// it finds.
bool WindowManager::pickAtXY(float x, float y, WidgetList& wl) {
Intersections intr;
if(_view->computeIntersections(x, y, intr, _nodeMask)) {
// Get the first Window at the XY coordinates; if you want a Window to be
// non-pickable, set the NodeMask to something else.
Window* activeWin = 0;
// Iterate over every picked result and create a list of Widgets that belong
// to that Window.
for(Intersections::iterator i = intr.begin(); i != intr.end(); i++) {
Window* win = dynamic_cast<Window*>(i->nodePath.back()->getParent(0));
// Make sure that our window is valid, and that our pick is within the
// "visible area" of the Window.
if(
(!win || win->getVisibilityMode() == Window::VM_PARTIAL) &&
!win->isPointerXYWithinVisible(x, y)
) continue;
// Set our activeWin, so that we know when we've got all the Widgets
// that belong to it.
if(!activeWin) activeWin = win;
// If we've found a new Widnow, break out!
else if(activeWin != win) break;
Widget* widget = dynamic_cast<Widget*>(i->drawable.get());
if(!widget) continue;
// We need to return a list of every Widget that was picked, so
// that the handler can operate on it accordingly.
else wl.push_back(widget);
}
if(wl.size()) {
// Potentially VERY expensive; only to be used for debugging. :)
if(_flags & WM_PICK_DEBUG) _updatePickWindow(&wl, x, y);
return true;
}
}
if(_flags & WM_PICK_DEBUG) _updatePickWindow(0, x, y);
return false;
}
bool WindowManager::setFocused(Window* window) {
Event ev(this);
ev._window = window;
// Inform the previously focused Window that it is going to be unfocused.
if(_focused.valid()) _focused->callMethodAndCallbacks(ev.makeType(EVENT_UNFOCUS));
_focused = window;
if(!window || !window->canFocus()) return false;
// Build a vector of every Window that is focusable, in the foreground, and in the
// background. All these Windows are handled differently.
Vector focusable;
Vector bg;
Vector fg;
for(ConstIterator i = begin(); i != end(); i++) if(i->valid()) {
Window* w = i->get();
if(w->getStrata() == Window::STRATA_FOREGROUND) fg.push_back(w);
else if(w->getStrata() == Window::STRATA_BACKGROUND) bg.push_back(w);
else focusable.push_back(w);
}
// After this call to sort, the internal objects will be arranged such that the
// previously focused window is the first, followed by all other Windows in
// descending order.
std::sort(focusable.begin(), focusable.end(), WindowZCompare());
// This is the depth range for each Window. Each Window object must be informed of
// the Z space allocated to it so that it can properly arrange it's children. We
// add 2 additional Windows here for anything that should appear in the background
// and foreground areas.
matrix_type zRange = (_zNear - _zFar) / (focusable.size() + 2.0f);
// Our offset for the following for() loop.
unsigned int i = 3;
// Handle all of our focusable Windows.
for(Iterator w = focusable.begin(); w != focusable.end(); w++) {
Window* win = w->get();
// Set our newly focused Window as the topmost element.
if(*w == window) win->_z = -zRange * 2.0f;
// Set the current Z of the remaining Windows and set their zRange so that
// they can update their own children.
else {
win->_z = -zRange * i;
i++;
}
}
// Handled our special BACKGROUND Windows.
for(Iterator w = bg.begin(); w != bg.end(); w++) w->get()->_z = -zRange * i;
// Handle our special FOREGOUND Windows.
for(Iterator w = fg.begin(); w != fg.end(); w++) w->get()->_z = -zRange;
// Update every window, regardless.
for(Iterator w = begin(); w != end(); w++) {
Window* win = w->get();
win->_zRange = zRange;
win->update();
}
_focused->callMethodAndCallbacks(ev.makeType(EVENT_FOCUS));
return true;
}
void WindowManager::setPointerXY(float x, float y) {
float xdiff = x;
float ydiff = y;
_getPointerXYDiff(xdiff, ydiff);
// If ydiff isn't NEAR 0 (floating point booleans aren't 100% reliable, but that
// doesn't matter in our case), assume we have either up or down movement.
if(ydiff != 0.0f) _lastVertical = ydiff > 0.0f ? PD_UP : PD_DOWN;
else _lastVertical = PD_NONE;
// If xdiff isn't 0, assume we have either left or right movement.
if(xdiff != 0.0f) _lastHorizontal = xdiff > 0.0f ? PD_RIGHT : PD_LEFT;
else _lastHorizontal = PD_NONE;
_lastX = x;
_lastY = y;
}
void WindowManager::setStyleManager(StyleManager* sm) {
_styleManager = sm;
for(Iterator i = begin(); i != end(); i++) if(i->valid()) {
Window* window = i->get();
for(Window::Iterator w = window->begin(); w != window->end(); w++) {
if(!w->valid()) continue;
_styleManager->applyStyles(w->get());
}
_styleManager->applyStyles(window);
}
}
void WindowManager::resizeAllWindows(bool visible) {
for(Iterator i = begin(); i != end(); i++) if(i->valid()) {
if(visible && !getValue(i->get()->_index)) continue;
i->get()->resize();
}
}
// This is called by a ViewerEventHandler/MouseHandler (or whatever) as the pointer moves
// around and intersects with objects. It also resets our state data (_widget, _leftDown,
// etc.) The return value of this method is mostly useless.
bool WindowManager::pointerMove(float x, float y) {
WidgetList wl;
Event ev(this);
if(!pickAtXY(x, y, wl)) {
if(_lastEvent) {
setEventFromInterface(ev.makeMouse(x, y, EVENT_MOUSE_LEAVE), _lastEvent);
_lastEvent->callMethodAndCallbacks(ev);
}
if(_focusMode == PFM_SLOPPY) setFocused(0);
_lastEvent = 0;
_leftDown = 0;
_middleDown = 0;
_rightDown = 0;
return false;
}
EventInterface* ei = getFirstEventInterface(wl, ev.makeMouse(x, y, EVENT_MOUSE_OVER));
if(!ei) return false;
if(_lastEvent != ei) {
if(_lastEvent) {
Event evLeave(this);
evLeave.makeMouse(x, y, EVENT_MOUSE_LEAVE);
setEventFromInterface(evLeave, _lastEvent);
_lastEvent->callMethodAndCallbacks(evLeave);
}
_lastEvent = ei;
if(_focusMode == PFM_SLOPPY && ev._window) setFocused(ev._window);
_lastEvent->callMethodAndCallbacks(ev.makeMouse(x, y, EVENT_MOUSE_ENTER));
}
ei->callMethodAndCallbacks(ev.makeMouse(x, y, EVENT_MOUSE_OVER));
return true;
}
bool WindowManager::pointerDrag(float x, float y) {
WidgetList widgetList;
Event ev(this);
float xdiff = x;
float ydiff = y;
_getPointerXYDiff(xdiff, ydiff);
ev.makeMouse(xdiff, ydiff, EVENT_MOUSE_DRAG);
// If we're still in the drag state...
if(_lastPush) {
setEventFromInterface(ev, _lastPush);
return _lastPush->callMethodAndCallbacks(ev);
}
return false;
}
bool WindowManager::mouseScroll(float x, float y) {
WidgetList wl;
if(!pickAtXY(x, y, wl)) return false;
Event ev(this, EVENT_MOUSE_SCROLL);
EventInterface* ei = getFirstEventInterface(wl, ev);
if(!ei) return false;
return ei->callMethodAndCallbacks(ev);
}
// Keypresses only go the focused Window.
bool WindowManager::keyDown(int key, int mask) {
if(_focused.valid()) {
Event ev(this, EVENT_KEY_DOWN);
ev.makeKey(key, mask);
Widget* focusedWidget = _focused->getFocused();
ev._window = _focused.get();
ev._widget = focusedWidget;
bool handled = false;
if(focusedWidget) handled = focusedWidget->callMethodAndCallbacks(ev);
if(!handled) return _focused->callMethodAndCallbacks(ev);
else return true;
}
return false;
}
bool WindowManager::keyUp(int key, int mask) {
return true;
}
// A convenience wrapper for creating a proper orthographic camera using the current
// width and height.
osg::Camera* WindowManager::createParentOrthoCamera() {
osg::Camera* camera = 0;
if(isInvertedY()) camera = createInvertedYOrthoCamera(_width, _height);
else camera = createOrthoCamera(_width, _height);
camera->addChild(this);
return camera;
}
}