Example #1
0
 public static ButtonVisualStates GetButtonVisualState(UIInputManager im, object obj, UITouchInteraction ti = null)
 {
     if (ti != null && ti.PressedByTouchId != -1)
         return ButtonVisualStates.PRESSED;
     else if (im.m_mouseInteraction.ObjectPressed == obj)
         return ButtonVisualStates.PRESSED;
     else if (im.m_mouseInteraction.ObjectOver == obj)
         return ButtonVisualStates.MOUSEOVER;
     else
         return ButtonVisualStates.NORMAL;
 }
Example #2
0
        public static bool Button(UIInputManager im, object obj, float x0, float y0, float x1, float y1, UITouchInteraction ti)
        {
            if (!im.m_state.MouseDown)
            {
                if (im.MouseHitTest(x0, y0, x1, y1))
                    im.m_mouseInteraction.ObjectOver = obj;
                else if (im.m_mouseInteraction.ObjectOver == obj)
                    im.m_mouseInteraction.ObjectOver = null;
            }

            if (im.m_mouseInteraction.ObjectOver == obj)
            {
                if (im.m_state.MouseDown)
                    im.m_mouseInteraction.ObjectPressed = obj;
            }

            if (im.m_mouseInteraction.ObjectPressed == obj)
            {
                im.m_mouseInteraction.ObjectOver = im.MouseHitTest(x0, y0, x1, y1) ? obj : null;
                if (!im.m_state.MouseDown)
                {
                    im.m_mouseInteraction.ObjectPressed = null;

                    if (im.m_mouseInteraction.ObjectOver == obj)
                    {
                        // Triggering press, so dont do it doubly.
                        ti.PressedByTouchId = -1;
                        return true;
                    }
                }
            }

            if (ti != null)
            {
                bool pr = (ti.PressedByTouchId != -1) && ti.StillInside;
                im.TouchHitTest(x0, y0, x1, y1, ref ti);
                if (ti.PressedByTouchId == -1 && pr)
                {
                    //reset if needed
                    if (im.m_mouseInteraction.ObjectPressed == obj)
                        im.m_mouseInteraction.ObjectPressed = null;
                    return true;
                }
            }

            return false;
        }
Example #3
0
        public void Draw(float x0, float y0, float x1, float y1, float frameDelta, UIInputManager inputManager, EventHandler eventHandler)
        {
            bool mod = false;
            mod |= Putki.LiveUpdate.Update(ref m_screen);
            mod |= Putki.LiveUpdate.Update(ref m_screen.Root);
            if (mod)
            {
                CreateAndInit();
            }

            // calculate the scale
            bool preserveLayoutAspect = m_screen.Config.PreserveLayoutAspect;
            bool useLayoutScaling = (m_screen.Config.ScaleMode == outki.UIScaleMode.ScaleMode_Prop_Layout);
            bool useMatrixScaling = (m_screen.Config.ScaleMode == outki.UIScaleMode.ScaleMode_Prop_Transform);

            UIElementLayout el = new UIElementLayout();

            // Compute the actual screen pixels (first iteration), to figure out where on
            // the display this screen should be layouted.
            if (preserveLayoutAspect)
            {
                float cutW = m_screen.Root.width - m_screen.Config.CutL - m_screen.Config.CutR;
                float cutH = m_screen.Root.height - m_screen.Config.CutT - m_screen.Config.CutB;

                // when layouting here,
                float sWidth = (x1 - x0) / cutW;
                float sHeight = (y1 - y0) / cutH;

                // use the lowest size.
                float sScale = sWidth < sHeight ? sWidth : sHeight;

                float tgtWidth = (float)Math.Floor(m_screen.Root.width * sScale);
                float tgtHeight = (float)Math.Floor(m_screen.Root.height * sScale);

                el.x0 = (float)Math.Floor((x0 + x1 - tgtWidth) / 2);
                el.y0 = (float)Math.Floor((y0 + y1 - tgtHeight) / 2);
                el.x1 = el.x0 + tgtWidth;
                el.y1 = el.y0 + tgtHeight;
            }
            else
            {
                el.x0 = x0;
                el.y0 = y0;
                el.x1 = x1;
                el.y1 = y1;
            }

            // Compute the (uniform) scale factor to use for layout/matrix scaling.
            UIRenderContext rctx = new UIRenderContext();
            rctx.InputManager = inputManager;
            rctx.TextureManager = m_textureManager;
            rctx.EventHandler = eventHandler;
            rctx.FrameDelta = frameDelta;

            if (rctx.EventHandler == null)
                rctx.EventHandler = new NullEventHandler();

            if (useLayoutScaling || useMatrixScaling)
            {
                float sWidth = (el.x1 - el.x0) / m_screen.Root.width;
                float sHeight = (el.y1 - el.y0) / m_screen.Root.height;
                float sScale = sWidth < sHeight ? sWidth : sHeight;

                if (m_screen.Config.SnapScale)
                {
                    for (int i=0;i<m_screen.ScalingForSnapping.Length;i++)
                    {
                        if (sScale > m_screen.ScalingForSnapping[i])
                        {
                            sScale = m_screen.ScalingForSnapping[i];
                            break;
                        }
                    }
                }

                rctx.LayoutScale = sScale;
                rctx.LayoutOffsetX = -(float)Math.Floor(el.x0 * (rctx.LayoutScale - 1));
                rctx.LayoutOffsetY = -(float)Math.Floor(el.y0 * (rctx.LayoutScale - 1));
            }
            else
            {
                rctx.LayoutScale = 1;
                rctx.LayoutOffsetX = 0;
                rctx.LayoutOffsetY = 0;
            }

            // the non scaled, layout rect.
            el.nsx0 = el.x0;
            el.nsy0 = el.y0;
            el.nsx1 = el.x0 + (float) Math.Floor((el.x1 - el.x0) / rctx.LayoutScale);
            el.nsy1 = el.y0 + (float) Math.Floor((el.y1 - el.y0) / rctx.LayoutScale);

            m_rootRenderer.OnLayout(rctx, ref el);
            m_rootRenderer.Render(rctx, ref el);
        }