bullet3/btgui/Gwen/DragAndDrop.cpp
2013-03-12 23:52:31 -07:00

238 lines
6.8 KiB
C++

/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/DragAndDrop.h"
#include "Gwen/Utility.h"
#include "Gwen/Platform.h"
using namespace Gwen;
using namespace Gwen::DragAndDrop;
DragAndDrop::Package* DragAndDrop::CurrentPackage = NULL;
Gwen::Controls::Base* DragAndDrop::HoveredControl = NULL;
Gwen::Controls::Base* DragAndDrop::SourceControl = NULL;
static Gwen::Controls::Base* LastPressedControl = NULL;
static Gwen::Controls::Base* NewHoveredControl = NULL;
static Gwen::Point LastPressedPos;
void DragAndDrop::ControlDeleted( Gwen::Controls::Base* pControl )
{
if ( SourceControl == pControl )
{
SourceControl = NULL;
CurrentPackage = NULL;
HoveredControl = NULL;
LastPressedControl = NULL;
}
if ( LastPressedControl == pControl )
LastPressedControl = NULL;
if ( HoveredControl == pControl )
HoveredControl = NULL;
if ( NewHoveredControl == pControl )
NewHoveredControl = NULL;
}
static int m_iMouseX = 0;
static int m_iMouseY = 0;
bool DragAndDrop::Start( Gwen::Controls::Base* pControl, Package* pPackage )
{
if ( CurrentPackage )
{
return false;
}
CurrentPackage = pPackage;
SourceControl = pControl;
return true;
}
bool OnDrop( int x, int y )
{
bool bSuccess = false;
if ( DragAndDrop::HoveredControl )
{
DragAndDrop::HoveredControl->DragAndDrop_HoverLeave( DragAndDrop::CurrentPackage );
bSuccess = DragAndDrop::HoveredControl->DragAndDrop_HandleDrop( DragAndDrop::CurrentPackage, x, y );
}
// Report back to the source control, to tell it if we've been successful.
DragAndDrop::SourceControl->DragAndDrop_EndDragging( bSuccess, x, y );
DragAndDrop::CurrentPackage = NULL;
DragAndDrop::SourceControl = NULL;
return true;
}
bool DragAndDrop::OnMouseButton( Gwen::Controls::Base* pHoveredControl, int x, int y, bool bDown )
{
if ( !bDown )
{
LastPressedControl = NULL;
// Not carrying anything, allow normal actions
if ( !CurrentPackage )
return false;
// We were carrying something, drop it.
OnDrop( x, y );
return true;
}
if ( !pHoveredControl ) return false;
if ( !pHoveredControl->DragAndDrop_Draggable() ) return false;
// Store the last clicked on control. Don't do anything yet,
// we'll check it in OnMouseMoved, and if it moves further than
// x pixels with the mouse down, we'll start to drag.
LastPressedPos = Gwen::Point( x, y );
LastPressedControl = pHoveredControl;
return false;
}
bool ShouldStartDraggingControl( int x, int y )
{
// We're not holding a control down..
if ( !LastPressedControl ) return false;
// Not been dragged far enough
int iLength = abs( x - LastPressedPos.x ) + abs( y - LastPressedPos.y );
if ( iLength < 5 ) return false;
// Create the dragging package
DragAndDrop::CurrentPackage = LastPressedControl->DragAndDrop_GetPackage( LastPressedPos.x, LastPressedPos.y );
// We didn't create a package!
if ( !DragAndDrop::CurrentPackage )
{
LastPressedControl = NULL;
DragAndDrop::SourceControl = NULL;
return false;
}
// Now we're dragging something!
DragAndDrop::SourceControl = LastPressedControl;
Gwen::MouseFocus = NULL;
LastPressedControl = NULL;
DragAndDrop::CurrentPackage->drawcontrol = NULL;
// Some controls will want to decide whether they should be dragged at that moment.
// This function is for them (it defaults to true)
if ( !DragAndDrop::SourceControl->DragAndDrop_ShouldStartDrag() )
{
DragAndDrop::SourceControl = NULL;
DragAndDrop::CurrentPackage = NULL;
return false;
}
DragAndDrop::SourceControl->DragAndDrop_StartDragging( DragAndDrop::CurrentPackage, LastPressedPos.x, LastPressedPos.y );
return true;
}
void UpdateHoveredControl( Gwen::Controls::Base* pCtrl, int x, int y )
{
//
// We use this global variable to represent our hovered control
// That way, if the new hovered control gets deleted in one of the
// Hover callbacks, we won't be left with a hanging pointer.
// This isn't ideal - but it's minimal.
//
NewHoveredControl = pCtrl;
// Nothing to change..
if ( DragAndDrop::HoveredControl == NewHoveredControl ) return;
// We changed - tell the old hovered control that it's no longer hovered.
if ( DragAndDrop::HoveredControl && DragAndDrop::HoveredControl != NewHoveredControl )
DragAndDrop::HoveredControl->DragAndDrop_HoverLeave( DragAndDrop::CurrentPackage );
// If we're hovering where the control came from, just forget it.
// By changing it to NULL here we're not going to show any error cursors
// it will just do nothing if you drop it.
if ( NewHoveredControl == DragAndDrop::SourceControl )
NewHoveredControl = NULL;
// Check to see if the new potential control can accept this type of package.
// If not, ignore it and show an error cursor.
while ( NewHoveredControl && !NewHoveredControl->DragAndDrop_CanAcceptPackage( DragAndDrop::CurrentPackage ) )
{
// We can't drop on this control, so lets try to drop
// onto its parent..
NewHoveredControl = NewHoveredControl->GetParent();
// Its parents are dead. We can't drop it here.
// Show the NO WAY cursor.
if ( !NewHoveredControl )
{
Platform::SetCursor( CursorType::No );
}
}
// Become out new hovered control
DragAndDrop::HoveredControl = NewHoveredControl;
// If we exist, tell us that we've started hovering.
if ( DragAndDrop::HoveredControl )
{
DragAndDrop::HoveredControl->DragAndDrop_HoverEnter( DragAndDrop::CurrentPackage, x, y );
}
NewHoveredControl = NULL;
}
void DragAndDrop::OnMouseMoved( Gwen::Controls::Base* pHoveredControl, int x, int y )
{
// Always keep these up to date, they're used to draw the dragged control.
m_iMouseX = x;
m_iMouseY = y;
// If we're not carrying anything, then check to see if we should
// pick up from a control that we're holding down. If not, then forget it.
if ( !CurrentPackage && !ShouldStartDraggingControl( x, y ) )
return;
// Swap to this new hovered control and notify them of the change.
UpdateHoveredControl( pHoveredControl, x, y );
if ( !HoveredControl ) return;
// Update the hovered control every mouse move, so it can show where
// the dropped control will land etc..
HoveredControl->DragAndDrop_Hover( CurrentPackage, x, y );
// Override the cursor - since it might have been set my underlying controls
// Ideally this would show the 'being dragged' control. TODO
Platform::SetCursor( CursorType::Normal );
pHoveredControl->Redraw();
}
void DragAndDrop::RenderOverlay( Gwen::Controls::Canvas* /*pCanvas*/, Skin::Base* skin )
{
if ( !CurrentPackage ) return;
if ( !CurrentPackage->drawcontrol ) return;
Gwen::Point pntOld = skin->GetRender()->GetRenderOffset();
skin->GetRender()->AddRenderOffset( Gwen::Rect( m_iMouseX - SourceControl->X() - CurrentPackage->holdoffset.x, m_iMouseY - SourceControl->Y() - CurrentPackage->holdoffset.y, 0, 0 ) );
CurrentPackage->drawcontrol->DoRender( skin );
skin->GetRender()->SetRenderOffset( pntOld );
}