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/*
   Copyright (c) 2014 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   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.

 */

#ifndef _GUI_ELEMENT_H_
#define _GUI_ELEMENT_H_

#include "Core/Math/Headers/MathClasses.h"

namespace CEGUI {
    class Window;
};

namespace Divide {

enum GUIType
{
    GUI_TEXT			= 0,
    GUI_BUTTON			= 1,
    GUI_FLASH			= 2,
    GUI_CONSOLE         = 3,
    GUI_MESSAGE_BOX     = 4,
    GUI_CONFIRM_DIALOG  = 5,
    GUIType_PLACEHOLDER = 6
};

struct GUIEvent {
   /// ascii character code 'a', 'A', 'b', '*', etc (if device==keyboard) - possibly a uchar or something
   U16                  ascii;            
   /// SI_LSHIFT, etc
   U8                   modifier;         
   /// for unprintables, 'tab', 'return', ...
   U16                  keyCode;          
   /// for mouse events
   vec2<F32>            mousePoint;       
   U8                   mouseClickCount;
};

class RenderStateBlock;
class GUIElement{
    friend class GUI;

public:
    GUIElement(CEGUI::Window* const parent, const GUIType& type,const vec2<I32>& position);
    virtual ~GUIElement();

    inline const stringImpl& getName() const {return _name;}
    inline const vec2<I32>&   getPosition()  const {return _position;}
    inline void  setPosition(const vec2<I32>& pos)        {_position = pos;}
    inline const GUIType getType()   const { return _guiType; }
    inline size_t getStateBlockHash() const { return _guiSBHash; }
    inline const bool isActive()  const {return _active;}
    inline const bool isVisible() const {return _visible;}

    inline  void  setName(const stringImpl& name) {_name = name;}
    virtual void  setVisible(const bool visible)   {_visible = visible;}
    virtual void  setActive(const bool active)     {_active = active;}

    inline void  addChildElement(GUIElement* child)    {}

    virtual void setTooltip(const stringImpl& tooltipText) {}
    virtual void onResize(const vec2<I32>& newSize){_position.x -= newSize.x;_position.y -= newSize.y;}

    inline  void lastDrawTimer(const U64 time) { _lastDrawTimer = time; }
    virtual void mouseMoved(const GUIEvent &event){};
    virtual void onMouseUp(const GUIEvent &event){};
    virtual void onMouseDown(const GUIEvent &event){};
/*  virtual void onRightMouseUp(const GUIEvent &event);
    virtual void onRightMouseDown(const GUIEvent &event);
    virtual bool onKeyUp(const GUIEvent &event);
    virtual bool onKeyDown(const GUIEvent &event);
*/
protected:
    vec2<I32> _position;
    GUIType   _guiType;
    size_t    _guiSBHash;
    U64       _lastDrawTimer;
    CEGUI::Window*    _parent;

private:
    stringImpl _name;
    bool	    _visible;
    bool		_active;
};

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/GUI/Headers/GUIElement.h

Diff revisions: vs.
Revision Author Commited Message
331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

313 Diff Diff IonutCava picture IonutCava Sat 23 Aug, 2014 23:46:25 +0000

[Ionut]
- Added a messageBox gui element. Simple title/message hide/show System
- Added a working memory system to the WarSceneAISceneImpl class and a few memory facts for testing
- Reworked AI sensor system

309 Diff Diff IonutCava picture IonutCava Sat 16 Aug, 2014 22:57:33 +0000

[Ionut]
- Added an InputAggregator interface to standardize input event handling

286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

273 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 20:34:00 +0000

[Ionut] [[BR]]
- Improved batching part2: [[BR]]
— Moved all bone transformation matrices upload from uniform functions in SceneNode to Shader Storage Buffers in AnimationController class with updates controlled by SceneGraphNode’s AnimationComponent [[BR]]
-— No double-buffering or efficient mapping of data yet. Just raw buffer updates [[BR]]
— Replaced all RenderStateBlock* pointers with I64 hash values [[BR]]
-— Will be used later in draw commands as per-shader state hash [[BR]]
— Moved getShaderProgram from Material to Material::ShaderInfo [[BR]]
-— Improved redundant uniform checks [[BR]]
— Improved texture unit changing in case of redundant texture bind case (i.e. skip changing the texture unit) [[BR]]
[[BR]]
- Improved float and double comparison functions using algorithms described in http://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/ [[BR]]
- Added a new utility function, DIVIDE_ASSERT, to more easily bind an assert check with a specific message [[BR]]
- Added missing files from Forward+ renderer’s initial code [[BR]]

264 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]

221 Diff Diff k1ngp1n picture k1ngp1n Wed 08 Jan, 2014 18:50:02 +0000

[Ionut] [[BR]]
- Merged branch “Shadows And Animations” back into trunk [[BR]]
- Added DoxygenGUI project file [[BR]]

  • Buggy *
171 k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 18:15:06 +0000

-Replaced all tabs with spaces [[BR]]