Beispiel #1
0
        public static double SliderBehavior(Rect sliderRect, int id, bool horizontal, double value, double minValue, double maxValue, out bool hovered, out bool held)
        {
            GUIContext g = Form.current.uiContext;

            hovered = false;
            held    = false;

            hovered = g.IsHovered(sliderRect, id);
            g.KeepAliveID(id);
            if (hovered)
            {
                g.SetHoverID(id);

                if (Mouse.Instance.LeftButtonPressed) //start track
                {
                    g.SetActiveID(id);
                }
            }
            if (g.ActiveId == id)
            {
                if (Mouse.Instance.LeftButtonState == KeyState.Down)
                {
                    var mousePos = Mouse.Instance.Position;
                    if (horizontal)
                    {
                        var leftPoint     = new Point(sliderRect.X + 10, sliderRect.Y + sliderRect.Height / 2);
                        var rightPoint    = new Point(sliderRect.Right - 10, sliderRect.Y + sliderRect.Height / 2);
                        var minX          = leftPoint.X;
                        var maxX          = rightPoint.X;
                        var currentPointX = MathEx.Clamp(mousePos.X, minX, maxX);
                        value = minValue + (currentPointX - minX) / (maxX - minX) * (maxValue - minValue);
                    }
                    else
                    {
                        var upPoint       = new Point(sliderRect.X + sliderRect.Width / 2, sliderRect.Y + 10);
                        var bottomPoint   = new Point(sliderRect.X + sliderRect.Width / 2, sliderRect.Bottom - 10);
                        var minY          = upPoint.Y;
                        var maxY          = bottomPoint.Y;
                        var currentPointY = MathEx.Clamp(mousePos.Y, minY, maxY);
                        value = (float)(minValue + (currentPointY - minY) / (maxY - minY) * (maxValue - minValue));
                    }
                }
                else //end track
                {
                    g.SetActiveID(0);
                }
            }

            if (g.ActiveId == id)
            {
                held = true;
            }

            return(value);
        }
Beispiel #2
0
        public void EndFrame(GUIContext g)
        {
            // Click to focus window and start moving (after we're done with all our widgets)
            if (g.ActiveId == 0 && g.HoverId == 0 && Mouse.Instance.LeftButtonPressed)
            {
                if (this.HoveredRootWindow != null)
                {
                    this.FocusWindow(this.HoveredWindow);
                    if (!(this.HoveredWindow.Flags.HaveFlag(WindowFlags.NoMove)))
                    {
                        this.MovedWindow       = this.HoveredWindow;
                        this.MovedWindowMoveId = this.HoveredRootWindow.MoveID;
                        g.SetActiveID(this.MovedWindowMoveId, this.HoveredRootWindow);
                    }
                }
                else if (this.FocusedWindow != null)
                {
                    // Clicking on void disable focus
                    this.FocusWindow(null);
                }
            }

            // Sort windows so child windows always rendered after its parent TODO optimize this
            windowSwapBuffer.Clear();
            childWindows.Clear();
            for (int i = 0; i < Windows.Count; i++)
            {
                var window = Windows[i];
                if (window.Active && window.Flags.HaveFlag(WindowFlags.ChildWindow))
                {
                    childWindows.Add(window);
                }
                else
                {
                    windowSwapBuffer.Add(window);
                }
            }

            foreach (var childWindow in childWindows)
            {
                var parentWindowIndex = windowSwapBuffer.FindIndex(win => win == childWindow.RootWindow);
                if (parentWindowIndex < 0)
                {
                    throw new IndexOutOfRangeException();
                }
                windowSwapBuffer.Insert(parentWindowIndex + 1, childWindow);
            }

            Debug.Assert(windowSwapBuffer.Count == Windows.Count);

            Windows.Clear();
            Windows.AddRange(windowSwapBuffer);
        }
Beispiel #3
0
        public static bool ToggleBehavior(Rect rect, int id, bool value, out bool hovered)
        {
            GUIContext g = Form.current.uiContext;

            hovered = g.IsHovered(rect, id);
            g.KeepAliveID(id);
            if (hovered)
            {
                g.SetHoverID(id);

                if (Mouse.Instance.LeftButtonPressed)
                {
                    g.SetActiveID(id);
                }

                if (g.ActiveId == id && Mouse.Instance.LeftButtonReleased)
                {
                    value = !value;
                    g.SetActiveID(0);
                }
            }
            return(value);
        }
Beispiel #4
0
        public static bool SelectableBehavior(Rect rect, int id, bool selected, out bool out_hovered, out bool out_held)
        {
            GUIContext g = Form.current.uiContext;

            bool hovered = g.IsHovered(rect, id);

            if (hovered)
            {
                g.SetHoverID(id);

                if (Mouse.Instance.LeftButtonPressed)
                {
                    g.SetActiveID(id);
                }

                if (g.ActiveId == id && Mouse.Instance.LeftButtonReleased)
                {
                    selected = !selected;
                    g.SetActiveID(0);
                }
            }

            bool held = false;

            if (g.ActiveId == id)
            {
                if (Mouse.Instance.LeftButtonState == KeyState.Down)
                {
                    held = true;
                }
            }

            out_hovered = hovered;
            out_held    = held;

            return(selected);
        }
Beispiel #5
0
        public static bool ButtonBehavior(Rect bb, int id, out bool outHovered, out bool outHeld, ButtonFlags flags = 0)
        {
            GUIContext    g      = Form.current.uiContext;
            WindowManager w      = g.WindowManager;
            Window        window = w.CurrentWindow;

            if (flags.HaveFlag(ButtonFlags.Disabled))
            {
                outHovered = false;
                outHeld    = false;
                if (g.ActiveId == id)
                {
                    g.SetActiveID(0);
                }
                return(false);
            }

            if (!flags.HaveFlag(ButtonFlags.PressedOnClickRelease | ButtonFlags.PressedOnClick | ButtonFlags.PressedOnRelease | ButtonFlags.PressedOnDoubleClick))
            {
                flags |= ButtonFlags.PressedOnClickRelease;
            }

            bool pressed = false;
            bool hovered = g.IsHovered(bb, id, flags.HaveFlag(ButtonFlags.FlattenChilds));

            if (hovered)
            {
                g.SetHoverID(id);
                if (!flags.HaveFlag(ButtonFlags.NoKeyModifiers) || (!Keyboard.Instance.KeyPressed(Key.LeftControl) && !Keyboard.Instance.KeyPressed(Key.LeftShift) && !Keyboard.Instance.KeyPressed(Key.LeftAlt)))
                {
                    //                        | CLICKING        | HOLDING with ButtonFlags.Repeat
                    // PressedOnClickRelease  |  <on release>*  |  <on repeat> <on repeat> .. (NOT on release)  <-- MOST COMMON! (*) only if both click/release were over bounds
                    // PressedOnClick         |  <on click>     |  <on click> <on repeat> <on repeat> ..
                    // PressedOnRelease       |  <on release>   |  <on repeat> <on repeat> .. (NOT on release)
                    // PressedOnDoubleClick   |  <on dclick>    |  <on dclick> <on repeat> <on repeat> ..
                    if (flags.HaveFlag(ButtonFlags.PressedOnClickRelease) && Mouse.Instance.LeftButtonPressed)
                    {
                        g.SetActiveID(id, window); // Hold on ID
                        w.FocusWindow(window);
                        g.ActiveIdClickOffset = Mouse.Instance.Position - bb.Min;
                    }
                    if (((flags.HaveFlag(ButtonFlags.PressedOnClick) && Mouse.Instance.LeftButtonPressed) ||
                         (flags.HaveFlag(ButtonFlags.PressedOnDoubleClick) && Mouse.Instance.LeftButtonDoubleClicked)))
                    {
                        pressed = true;
                        g.SetActiveID(0);
                        w.FocusWindow(window);
                    }
                    if (flags.HaveFlag(ButtonFlags.PressedOnRelease) && Mouse.Instance.LeftButtonReleased)
                    {
                        if (!(flags.HaveFlag(ButtonFlags.Repeat) && Mouse.Instance.LeftButtonDownDurationPrev >= Keyboard.KeyRepeatDelay))  // Repeat mode trumps <on release>
                        {
                            pressed = true;
                        }
                        g.SetActiveID(0);
                    }

                    // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
                    // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
                    if (flags.HaveFlag(ButtonFlags.Repeat) && g.ActiveId == id && Mouse.Instance.LeftButtonDownDuration > 0.0f && g.IsMouseLeftButtonClicked(true))
                    {
                        pressed = true;
                    }
                }
            }

            bool held = false;

            if (g.ActiveId == id)
            {
                if (Mouse.Instance.LeftButtonState == KeyState.Down)
                {
                    held = true;
                }
                else
                {
                    if (hovered && flags.HaveFlag(ButtonFlags.PressedOnClickRelease))
                    {
                        if (!(flags.HaveFlag(ButtonFlags.Repeat) && Mouse.Instance.LeftButtonDownDurationPrev >= Keyboard.KeyRepeatDelay))  // Repeat mode trumps <on release>
                        {
                            pressed = true;
                        }
                    }
                    g.SetActiveID(0);
                }
            }

            // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
            if (hovered && flags.HaveFlag(ButtonFlags.AllowOverlapMode) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
            {
                hovered = pressed = held = false;
            }

            outHovered = hovered;
            outHeld    = held;

            return(pressed);
        }
Beispiel #6
0
        public static string TextBoxBehavior(int id, Rect rect, string text, out bool hovered, out bool active, out InputTextContext context, InputTextFlags flags = 0, Func <char, bool> checker = null)
        {
            GUIContext g = Form.current.uiContext;

            active  = false;
            hovered = g.IsHovered(rect, id);
            if (hovered)
            {
                g.SetHoverID(id);

                if (Mouse.Instance.LeftButtonPressed)
                {
                    g.SetActiveID(id);
                }
            }
            else
            {
                if (Mouse.Instance.LeftButtonPressed)
                {
                    if (g.ActiveId == id)
                    {
                        g.SetActiveID(0);
                    }
                }
            }

            if (g.ActiveId == id && g.InputTextState.inputTextContext.Id != id)     //editing text box changed to TextBox<id>
            {
                g.InputTextState.stateMachine.CurrentState = "Active";              //reset state
                g.InputTextState.inputTextContext          = new InputTextContext() //reset input text context data
                {
                    Id            = id,
                    CaretIndex    = 0,
                    SelectIndex   = 0,
                    Selecting     = false,
                    CaretPosition = Point.Zero,
                    Flags         = flags,
                    Checker       = checker,
                    Rect          = rect,
                    Text          = text
                };
            }

            context = null;
            if (g.ActiveId == id)
            {
                active = true;

                var stateMachine = g.InputTextState.stateMachine;
                context      = g.InputTextState.inputTextContext;
                context.Rect = rect;

                // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
                // Down the line we should have a cleaner library-wide concept of Selected vs Active.
                g.ActiveIdAllowOverlap = !Mouse.Instance.LeftButtonPressed;

#if INSPECT_STATE
                var A = stateMachine.CurrentState;
#endif
                if (Mouse.Instance.LeftButtonPressed)
                {
                    stateMachine.MoveNext(TextBoxCommand.MoveCaret, context);
                }

                if (hovered && Mouse.Instance.LeftButtonState == KeyState.Down &&
                    stateMachine.CurrentState != TextBoxState.ActiveSelecting)
                {
                    stateMachine.MoveNext(TextBoxCommand.MoveCaret, context);
                    stateMachine.MoveNext(TextBoxCommand.BeginSelect, context);
                }

                if (hovered && Mouse.Instance.LeftButtonState == KeyState.Up)
                {
                    stateMachine.MoveNext(TextBoxCommand.EndSelect, context);
                }

                if (stateMachine.CurrentState == TextBoxState.Active)
                {
                    stateMachine.MoveNext(TextBoxCommand.DoEdit, context);
                }
                if (stateMachine.CurrentState == TextBoxState.ActiveSelecting)
                {
                    stateMachine.MoveNext(TextBoxCommand.DoSelect, context);
                }
                stateMachine.MoveNext(TextBoxCommand.MoveCaretKeyboard, context);
#if INSPECT_STATE
                var B = stateMachine.CurrentState;
                Debug.WriteLineIf(A != B,
                                  string.Format("TextBox<{0}> {1}=>{2} CaretIndex: {3}, SelectIndex: {4}",
                                                id, A, B, context.CaretIndex, context.SelectIndex));
#endif
                return(context.Text);
            }
            return(text);
        }
Beispiel #7
0
        internal void NewFrame()
        {
            current = this;
            GUIContext    g = this.uiContext;
            WindowManager w = g.WindowManager;

            if (!g.Initialized)
            {
                // Initialize on first frame
                g.Initialized = true;
            }

            // Time
            g.DeltaTime = Time.deltaTime;
            g.Time     += g.DeltaTime;
            g.FrameCount++;

            //fps
            var detlaTime = g.Time - g.lastFPSUpdateTime;

            g.lastFrameCount++;
            if (detlaTime > 1000)
            {
                g.fps               = (int)g.lastFrameCount;
                g.lastFrameCount    = 0;
                g.lastFPSUpdateTime = g.Time;
            }

            #region Input

            #region mouse position
            if (Mouse.Instance.Position.X < 0 && Mouse.Instance.Position.Y < 0)
            {
                Mouse.Instance.Position = new Point(-9999.0f, -9999.0f);
            }
            if ((Mouse.Instance.Position.X < 0 && Mouse.Instance.Position.Y < 0) || (Mouse.Instance.LastPosition.X < 0 && Mouse.Instance.LastPosition.Y < 0))   // if mouse just appeared or disappeared (negative coordinate) we cancel out movement in MouseDelta
            {
                Mouse.Instance.MouseDelta = Vector.Zero;
            }
            else
            {
                Mouse.Instance.MouseDelta = Mouse.Instance.Position - Mouse.Instance.LastPosition;
            }
            Mouse.Instance.LastPosition = Mouse.Instance.Position;
            #endregion

            #region mouse left button
            Mouse.Instance.LeftButtonPressed          = Mouse.Instance.LeftButtonState == KeyState.Down && Mouse.Instance.LeftButtonDownDuration < 0;
            Mouse.Instance.LeftButtonReleased         = Mouse.Instance.LeftButtonState == KeyState.Up && Mouse.Instance.LeftButtonDownDuration >= 0;
            Mouse.Instance.LeftButtonDownDurationPrev = Mouse.Instance.LeftButtonDownDuration;
            Mouse.Instance.LeftButtonDownDuration     = Mouse.Instance.LeftButtonState == KeyState.Down ? (Mouse.Instance.LeftButtonDownDuration < 0 ? 0 : Mouse.Instance.LeftButtonDownDuration + g.DeltaTime) : -1;
            Mouse.Instance.LeftButtonDoubleClicked    = false;
            if (Mouse.Instance.LeftButtonPressed)
            {
                if (g.Time - Mouse.Instance.LeftButtonClickedTime < Mouse.DoubleClickIntervalTimeSpan)
                {
                    if ((Mouse.Instance.Position - Mouse.Instance.LeftButtonPressedPos).LengthSquared < Mouse.DoubleClickMaxDistance * Mouse.DoubleClickMaxDistance)
                    {
                        Mouse.Instance.LeftButtonDoubleClicked = true;
                    }
                    Mouse.Instance.LeftButtonClickedTime = -99999; // so the third click isn't turned into a double-click
                }
                else
                {
                    Mouse.Instance.LeftButtonClickedTime = g.Time;
                }
                Mouse.Instance.LeftButtonPressedPos   = Mouse.Instance.Position;
                Mouse.Instance.DragMaxDiatanceSquared = 0;
            }
            else if (Mouse.Instance.LeftButtonState == KeyState.Down)
            {
                Mouse.Instance.DragMaxDiatanceSquared = Math.Max(Mouse.Instance.DragMaxDiatanceSquared, (Mouse.Instance.Position - Mouse.Instance.LeftButtonPressedPos).LengthSquared);
            }
            if (Mouse.Instance.LeftButtonPressed)
            {
                ++Mouse.Instance.LeftButtonPressedTimes;
            }
            if (Mouse.Instance.LeftButtonReleased)
            {
                ++Mouse.Instance.LeftButtonReleasedTimes;
            }
            if (Mouse.Instance.LeftButtonDoubleClicked)
            {
                ++Mouse.Instance.LeftButtonDoubleClickedTimes;
            }
            #endregion

            #region mouse right button
            Mouse.Instance.RightButtonPressed      = Mouse.Instance.RightButtonState == KeyState.Down && Mouse.Instance.RightButtonDownDuration < 0;
            Mouse.Instance.RightButtonReleased     = Mouse.Instance.RightButtonState == KeyState.Up && Mouse.Instance.RightButtonDownDuration >= 0;
            Mouse.Instance.RightButtonDownDuration = Mouse.Instance.RightButtonState == KeyState.Down ? (Mouse.Instance.RightButtonDownDuration < 0 ? 0 : Mouse.Instance.RightButtonDownDuration + g.DeltaTime) : -1;

            if (Mouse.Instance.RightButtonPressed)
            {
                ++Mouse.Instance.RightButtonPressedTimes;
            }
            if (Mouse.Instance.RightButtonReleased)
            {
                ++Mouse.Instance.RightButtonReleasedTimes;
            }
            #endregion

            #endregion

            // Clear reference to active widget if the widget isn't alive anymore
            g.HoveredIdPreviousFrame = g.HoverId;
            g.HoverId             = 0;
            g.HoverIdAllowOverlap = false;
            if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
            {
                g.SetActiveID(0);
            }
            g.ActiveIdPreviousFrame   = g.ActiveId;
            g.ActiveIdIsAlive         = false;
            g.ActiveIdIsJustActivated = false;

            w.NewFrame(g);

            // Create implicit window - we will only render it if the user has added something to it.
            GUI.Begin("Debug", ref this.debugWindowOpen, (0, 0), (200, 140), 0.8);
        }
Beispiel #8
0
        public void NewFrame(GUIContext g)
        {
            // Handle user moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
            if (this.MovedWindowMoveId != 0 && this.MovedWindowMoveId == g.ActiveId)
            {
                g.KeepAliveID(this.MovedWindowMoveId);
                Debug.Assert(this.MovedWindow != null && this.MovedWindow.RootWindow != null);
                Debug.Assert(this.MovedWindow.RootWindow.MoveID == this.MovedWindowMoveId);
                if (Mouse.Instance.LeftButtonState == KeyState.Down)
                {
                    if (!this.MovedWindow.Flags.HaveFlag(WindowFlags.NoMove))
                    {
                        this.MovedWindow.Position += Mouse.Instance.MouseDelta;
                    }
                    this.FocusWindow(this.MovedWindow);
                }
                else
                {
                    g.SetActiveID(0);
                    this.MovedWindow       = null;
                    this.MovedWindowMoveId = 0;
                }
            }
            else
            {
                this.MovedWindow       = null;
                this.MovedWindowMoveId = 0;
            }

            // Find the window we are hovering. Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow
            this.HoveredWindow = this.MovedWindow ?? this.FindHoveredWindow(Mouse.Instance.Position, false);
            if (this.HoveredWindow != null && (this.HoveredWindow.Flags.HaveFlag(WindowFlags.ChildWindow)))
            {
                this.HoveredRootWindow = this.HoveredWindow.RootWindow;
            }
            else
            {
                this.HoveredRootWindow = (this.MovedWindow != null) ? this.MovedWindow.RootWindow : this.FindHoveredWindow(Mouse.Instance.Position, true);
            }


            // Scale & Scrolling
            if (this.HoveredWindow != null && Mouse.Instance.MouseWheel != 0.0 && !this.HoveredWindow.Collapsed)
            {
                Window window = this.HoveredWindow;
                if (Keyboard.Instance.KeyDown(Key.LeftControl))
                {
                    //Scale
                    //TODO
                }
                else
                {
                    // Scroll
                    if (!(window.Flags.HaveFlag(WindowFlags.NoScrollWithMouse)))
                    {
                        var    newScrollY         = window.Scroll.Y - Math.Sign(Mouse.Instance.MouseWheel) * 20 /*scroll step*/;
                        float  window_rounding    = (float)window.WindowContainer.RuleSet.Get <double>(GUIStyleName.WindowRounding);
                        double resize_corner_size = Math.Max(window.WindowContainer.RuleSet.FontSize * 1.35, window_rounding + 1.0 + window.WindowContainer.RuleSet.FontSize * 0.2);
                        var    contentSize        = window.ContentRect.Size;
                        var    vH = window.Rect.Height - window.TitleBarHeight - window.WindowContainer.RuleSet.BorderVertical - window.WindowContainer.RuleSet.PaddingVertical;
                        var    cH = contentSize.Height;
                        if (cH > vH)
                        {
                            newScrollY = MathEx.Clamp(newScrollY, 0, cH - vH);
                            window.SetWindowScrollY(newScrollY);
                        }
                    }
                }
            }

            // Mark all windows as not visible
            for (int i = 0; i != this.Windows.Count; i++)
            {
                Window window = this.Windows[i];
                window.WasActive = window.Active;
                window.Active    = false;
                window.Accessed  = false;
            }

            // No window should be open at the beginning of the frame.
            // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
            this.WindowStack.Clear();
        }
        internal static void NewFrame()
        {
            GUIContext    g = Application.ImGuiContext;
            WindowManager w = g.WindowManager;

            if (!g.Initialized)
            {
                // Initialize on first frame
                g.Initialized = true;
            }

            g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
            g.ConfigFlagsCurrFrame = IO.ConfigFlags;

            // Time
            g.DeltaTime = Time.deltaTime;
            g.Time     += g.DeltaTime;
            g.FrameCount++;

            Metrics.ActiveWindows = 0;

            //fps
            var detlaTime = g.Time - g.lastFPSUpdateTime;

            g.lastFrameCount++;
            if (detlaTime > 1000)
            {
                g.fps               = (int)g.lastFrameCount;
                g.lastFrameCount    = 0;
                g.lastFPSUpdateTime = g.Time;
            }

            UpdateViewportsNewFrame();

            #region Input
            //TODO move to Mouse
            #region mouse position
            if (Mouse.Instance.Position.X < 0 && Mouse.Instance.Position.Y < 0)
            {
                Mouse.Instance.Position = new Point(-9999.0f, -9999.0f);
            }
            if ((Mouse.Instance.Position.X < 0 && Mouse.Instance.Position.Y < 0) || (Mouse.Instance.LastPosition.X < 0 && Mouse.Instance.LastPosition.Y < 0))   // if mouse just appeared or disappeared (negative coordinate) we cancel out movement in MouseDelta
            {
                Mouse.Instance.MouseDelta = Vector.Zero;
            }
            else
            {
                Mouse.Instance.MouseDelta = Mouse.Instance.Position - Mouse.Instance.LastPosition;
            }
            Mouse.Instance.LastPosition = Mouse.Instance.Position;
            #endregion

            #region mouse left button
            Mouse.Instance.LeftButtonPressed          = Mouse.Instance.LeftButtonState == KeyState.Down && Mouse.Instance.LeftButtonDownDuration < 0;
            Mouse.Instance.LeftButtonReleased         = Mouse.Instance.LeftButtonState == KeyState.Up && Mouse.Instance.LeftButtonDownDuration >= 0;
            Mouse.Instance.LeftButtonDownDurationPrev = Mouse.Instance.LeftButtonDownDuration;
            Mouse.Instance.LeftButtonDownDuration     = Mouse.Instance.LeftButtonState == KeyState.Down ? (Mouse.Instance.LeftButtonDownDuration < 0 ? 0 : Mouse.Instance.LeftButtonDownDuration + g.DeltaTime) : -1;
            Mouse.Instance.LeftButtonDoubleClicked    = false;
            if (Mouse.Instance.LeftButtonPressed)
            {
                if (g.Time - Mouse.Instance.LeftButtonClickedTime < Mouse.DoubleClickIntervalTimeSpan)
                {
                    if ((Mouse.Instance.Position - Mouse.Instance.LeftButtonPressedPosition).LengthSquared < Mouse.DoubleClickMaxDistance * Mouse.DoubleClickMaxDistance)
                    {
                        Mouse.Instance.LeftButtonDoubleClicked = true;
                    }
                    Mouse.Instance.LeftButtonClickedTime = -99999; // so the third click isn't turned into a double-click
                }
                else
                {
                    Mouse.Instance.LeftButtonClickedTime = g.Time;
                }
                Mouse.Instance.LeftButtonPressedPosition = Mouse.Instance.Position;
                Mouse.Instance.DragMaxDistanceSquared    = 0;
            }
            else if (Mouse.Instance.LeftButtonState == KeyState.Down)
            {
                Mouse.Instance.DragMaxDistanceSquared = Math.Max(Mouse.Instance.DragMaxDistanceSquared, (Mouse.Instance.Position - Mouse.Instance.LeftButtonPressedPosition).LengthSquared);
            }
            if (Mouse.Instance.LeftButtonPressed)
            {
                ++Mouse.Instance.LeftButtonPressedTimes;
            }
            if (Mouse.Instance.LeftButtonReleased)
            {
                ++Mouse.Instance.LeftButtonReleasedTimes;
            }
            if (Mouse.Instance.LeftButtonDoubleClicked)
            {
                ++Mouse.Instance.LeftButtonDoubleClickedTimes;
            }
            #endregion

            #region mouse right button
            Mouse.Instance.RightButtonPressed      = Mouse.Instance.RightButtonState == KeyState.Down && Mouse.Instance.RightButtonDownDuration < 0;
            Mouse.Instance.RightButtonReleased     = Mouse.Instance.RightButtonState == KeyState.Up && Mouse.Instance.RightButtonDownDuration >= 0;
            Mouse.Instance.RightButtonDownDuration = Mouse.Instance.RightButtonState == KeyState.Down ? (Mouse.Instance.RightButtonDownDuration < 0 ? 0 : Mouse.Instance.RightButtonDownDuration + g.DeltaTime) : -1;

            if (Mouse.Instance.RightButtonPressed)
            {
                ++Mouse.Instance.RightButtonPressedTimes;
            }
            if (Mouse.Instance.RightButtonReleased)
            {
                ++Mouse.Instance.RightButtonReleasedTimes;
            }
            #endregion

            #endregion

            // Update HoverId data
            // 1. record data related to previous frame
            // 2. reset
            g.HoverId                = 0;
            g.HoverIdAllowOverlap    = false;
            g.HoveredIdPreviousFrame = g.HoverId;

            // Update ActiveId data
            // 1. record data related to previous frame
            // 2. reset
            if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
            {//Clear reference to active widget if the widget isn't alive anymore
                g.SetActiveID(0, null);
            }
            g.ActiveIdPreviousFrame        = g.ActiveId;
            g.ActiveIdIsAlive              = 0;
            g.ActiveIdPreviousFrameIsAlive = false;
            g.ActiveIdIsJustActivated      = false;

            w.NewFrame(g);

            foreach (var form in w.Viewports)
            {
                if (!form.PlatformWindowCreated)
                {
                    continue;
                }
                form.ForeBackGroundRenderOpen();
            }

            // [DEBUG] Item picker tool - start with DebugStartItemPicker()
            // useful to visually select an item and break into its call-stack.
            UpdateDebugToolItemPicker();

            // Create implicit debug window - we will only render it if the user has added something to it.
            GUI.Begin("Debug##Default", Application.InitialDebugWindowRect);
        }
Beispiel #10
0
        internal static bool DoPolygonButton(Rect rect, IReadOnlyList <Point> points, Rect textRect, string text)
        {
            Form       form     = Form.current;
            GUIContext g        = form.uiContext;
            Window     window   = g.WindowManager.CurrentWindow;
            DrawList   d        = window.DrawList;
            int        id       = window.GetID(text);
            var        mousePos = Mouse.Instance.Position;

            var clicked = false;
            var hovered = MathEx.IsPointInPolygon(mousePos, points, new Vector(rect.X, rect.Y));

            textRect.Offset(rect.X, rect.Y);

            //control logic
            g.KeepAliveID(id);
            if (hovered)
            {
                g.SetHoverID(id);

                if (Mouse.Instance.LeftButtonPressed)//start track
                {
                    g.SetActiveID(id);
                }

                if (Mouse.Instance.LeftButtonReleased)//end track
                {
                    clicked = true;
                    g.SetActiveID(GUIContext.None);
                }
            }

            // ui representation
            var state = GUI.Normal;

            if (hovered)
            {
                state = GUI.Hover;
                if (g.ActiveId == id && Mouse.Instance.LeftButtonState == KeyState.Down)
                {
                    state = GUI.Active;
                }
            }

            // ui painting
            {
                var style = GUISkin.Instance[GUIControlName.PolygonButton];

                d.PathClear();
                foreach (var point in points)
                {
                    d.PathMoveTo(point + new Vector(rect.X, rect.Y));
                }
                d.PathFill(style.FillColor);

                d.PathClear();
                foreach (var point in points)
                {
                    d.PathMoveTo(point + new Vector(rect.X, rect.Y));
                }
                d.PathStroke(style.LineColor, true, 2);

                d.DrawBoxModel(textRect, text, style, state);
            }

            return(clicked);
        }
Beispiel #11
0
        public void EndFrame(GUIContext g)
        {
            // Click to focus window and start moving (after we're done with all our widgets)
            if (g.ActiveId == 0 && g.HoverId == 0 && Mouse.Instance.LeftButtonPressed)
            {
                if (this.HoveredRootWindow != null)
                {
                    this.FocusWindow(this.HoveredWindow);
                    if (!(this.HoveredWindow.Flags.HaveFlag(WindowFlags.NoMove)))
                    {
                        this.MovingWindow       = this.HoveredWindow;
                        this.MovingWindowMoveId = this.HoveredRootWindow.MoveId;
                        g.SetActiveID(this.MovingWindowMoveId, this.HoveredRootWindow);
                    }
                }
                else if (this.FocusedWindow != null)
                {
                    // Clicking on void disable focus
                    this.FocusWindow(null);
                }
            }

            //TODO refactor to don't rely on flag to identify window type, subclass Window instead
            // Sort windows so
            // 1. child windows always rendered after its parent
            // 2. popup windows always rendered after regular window
            windowSwapBuffer.Clear();
            childWindows.Clear();
            popupWindows.Clear();
            for (int i = 0; i < Windows.Count; i++)
            {
                var window = Windows[i];
                if (window.Active && window.Flags.HaveFlag(WindowFlags.ChildWindow))
                {
                    childWindows.Add(window);
                }
                else if (window.Flags.HaveFlag(WindowFlags.Popup))
                {
                    popupWindows.Add(window);
                }
                else
                {
                    windowSwapBuffer.Add(window);
                }
            }
            foreach (var childWindow in childWindows)
            {
                var parentWindowIndex = windowSwapBuffer.FindIndex(win => win == childWindow.RootWindow);
                if (parentWindowIndex < 0)
                {
                    throw new IndexOutOfRangeException(
                              $"Cannot find the parent window of child window<{childWindow.Name}>");
                }
                windowSwapBuffer.Insert(parentWindowIndex + 1, childWindow);
            }
            windowSwapBuffer.AddRange(popupWindows);

            Debug.Assert(windowSwapBuffer.Count == Windows.Count);

            Windows.Clear();
            Windows.AddRange(windowSwapBuffer);
        }