mirror of https://github.com/axmolengine/axmol.git
522 lines
16 KiB
C++
522 lines
16 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __LAYOUT_H__
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#define __LAYOUT_H__
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#include "ui/UIWidget.h"
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCGroupCommand.h"
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NS_CC_BEGIN
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class DrawNode;
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class LayerColor;
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class LayerGradient;
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namespace ui {
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class LayoutManager;
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class LayoutProtocol
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{
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public:
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LayoutProtocol(){}
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virtual ~LayoutProtocol(){}
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virtual LayoutManager* createLayoutManager() = 0;
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virtual Size getLayoutContentSize()const = 0;
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virtual const Vector<Node*>& getLayoutElements()const = 0;
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virtual void doLayout() = 0;
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};
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/**
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* @js NA
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* @lua NA
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*/
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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#ifdef RELATIVE
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#undef RELATIVE
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#endif
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#endif
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class Layout : public Widget, public LayoutProtocol
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{
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DECLARE_CLASS_GUI_INFO
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public:
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enum class Type
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{
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ABSOLUTE,
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VERTICAL,
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HORIZONTAL,
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RELATIVE
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};
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enum class ClippingType
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{
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STENCIL,
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SCISSOR
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};
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enum class BackGroundColorType
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{
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NONE,
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SOLID,
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GRADIENT
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};
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/**
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* Default constructor
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*/
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Layout();
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/**
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* Default destructor
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*/
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virtual ~Layout();
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/**
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* Allocates and initializes a layout.
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*/
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static Layout* create();
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//background
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/**
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* Sets a background image for layout
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*
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* @param fileName image file path.
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*
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* @param texType @see TextureResType. UI_TEX_TYPE_LOCAL means local file, UI_TEX_TYPE_PLIST means sprite frame.
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*/
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void setBackGroundImage(const std::string& fileName,TextureResType texType = TextureResType::LOCAL);
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/**
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* Sets a background image capinsets for layout, if the background image is a scale9 render.
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*
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* @param capinsets of background image.
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*
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*/
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void setBackGroundImageCapInsets(const Rect& capInsets);
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const Rect& getBackGroundImageCapInsets()const;
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/**
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* Sets Color Type for layout.
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*
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* @param type @see LayoutBackGroundColorType.
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*/
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void setBackGroundColorType(BackGroundColorType type);
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BackGroundColorType getBackGroundColorType()const;
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/**
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* Sets background iamge use scale9 renderer.
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*
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* @param enabled true that use scale9 renderer, false otherwise.
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*/
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void setBackGroundImageScale9Enabled(bool enabled);
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bool isBackGroundImageScale9Enabled()const;
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/**
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* Sets background color for layout, if color type is LAYOUT_COLOR_SOLID
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*
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* @param color
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*/
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void setBackGroundColor(const Color3B &color);
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const Color3B& getBackGroundColor()const;
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/**
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* Sets background color for layout, if color type is LAYOUT_COLOR_GRADIENT
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*
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* @param start color
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*
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* @param end color
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*/
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void setBackGroundColor(const Color3B &startColor, const Color3B &endColor);
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const Color3B& getBackGroundStartColor()const;
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const Color3B& getBackGroundEndColor()const;
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/**
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* Sets background opacity layout.
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*
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* @param opacity
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*/
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void setBackGroundColorOpacity(GLubyte opacity);
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GLubyte getBackGroundColorOpacity()const;
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/**
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* Sets background color vector for layout, if color type is LAYOUT_COLOR_GRADIENT
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*
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* @param vector
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*/
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void setBackGroundColorVector(const Vec2 &vector);
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const Vec2& getBackGroundColorVector()const;
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void setBackGroundImageColor(const Color3B& color);
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void setBackGroundImageOpacity(GLubyte opacity);
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const Color3B& getBackGroundImageColor()const;
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GLubyte getBackGroundImageOpacity()const;
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/**
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* Remove the background image of layout.
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*/
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void removeBackGroundImage();
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/**
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* Gets background image texture size.
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*
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* @return background image texture size.
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*/
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const Size& getBackGroundImageTextureSize() const;
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/**
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* Changes if layout can clip it's content and child.
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*
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* If you really need this, please enable it. But it would reduce the rendering efficiency.
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*
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* @param clipping enabled.
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*/
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virtual void setClippingEnabled(bool enabled);
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void setClippingType(ClippingType type);
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ClippingType getClippingType()const;
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/**
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* Gets if layout is clipping enabled.
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*
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* @return if layout is clipping enabled.
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*/
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virtual bool isClippingEnabled()const;
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/**
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* Returns the "class name" of widget.
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*/
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virtual std::string getDescription() const override;
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virtual void setLayoutType(Type type);
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virtual Type getLayoutType() const;
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/**
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* Adds a child to the container with z order and tag
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*
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* If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
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*
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* @param child A child node
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* @param zOrder Z order for drawing priority. Please refer to setLocalZOrder(int)
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* @param tag A interger to identify the node easily. Please refer to setTag(int)
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*/
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virtual void addChild(Node* child)override;
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virtual void addChild(Node * child, int localZOrder)override;
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virtual void addChild(Node* child, int zOrder, int tag) override;
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virtual void addChild(Node* child, int zOrder, const std::string &name) override;
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virtual void visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override;
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virtual void removeChild(Node* child, bool cleanup = true) override;
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/**
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* Removes all children from the container with a cleanup.
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*
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* @see `removeAllChildrenWithCleanup(bool)`
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*/
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virtual void removeAllChildren() override;
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/**
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* Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
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*
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* @param cleanup true if all running actions on all children nodes should be cleanup, false oterwise.
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* @js removeAllChildren
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* @lua removeAllChildren
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*/
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virtual void removeAllChildrenWithCleanup(bool cleanup) override;
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void requestDoLayout();
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virtual void onEnter() override;
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virtual void onExit() override;
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/**
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* If a layout is loop focused which means that the focus movement will be inside the layout
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*@param loop pass true to let the focus movement loop inside the layout
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*/
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void setLoopFocus(bool loop);
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/**
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*@return If focus loop is enabled, then it will return true, otherwise it returns false. The default value is false.
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*/
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bool isLoopFocus()const;
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/**
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*@param pass To specify whether the layout pass its focus to its child
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*/
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void setPassFocusToChild(bool pass);
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/**
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* @return To query whether the layout will pass the focus to its children or not. The default value is true
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*/
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bool isPassFocusToChild()const;
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/**
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* When a widget is in a layout, you could call this method to get the next focused widget within a specified direction.
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* If the widget is not in a layout, it will return itself
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*@param dir the direction to look for the next focused widget in a layout
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*@param current the current focused widget
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*@return the next focused widget in a layout
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*/
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virtual Widget* findNextFocusedWidget(FocusDirection direction, Widget* current) override;
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/**
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* To specify a user-defined functor to decide which child widget of the layout should get focused
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* @param FocusDirection the finding direction
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* @param this previous focused widget
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* @return return the index of widget in the layout
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*/
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std::function<int(FocusDirection, Widget*)> onPassFocusToChild;
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CC_CONSTRUCTOR_ACCESS:
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//override "init" method of widget.
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virtual bool init() override;
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protected:
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//override "onSizeChanged" method of widget.
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virtual void onSizeChanged() override;
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//init background image renderer.
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void addBackGroundImage();
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void supplyTheLayoutParameterLackToChild(Widget* child);
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virtual Widget* createCloneInstance() override;
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virtual void copySpecialProperties(Widget* model) override;
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virtual void copyClonedWidgetChildren(Widget* model) override;
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void stencilClippingVisit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags);
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void scissorClippingVisit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags);
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void setStencilClippingSize(const Size& size);
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const Rect& getClippingRect();
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virtual void doLayout()override;
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virtual LayoutManager* createLayoutManager()override;
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virtual Size getLayoutContentSize()const override;
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virtual const Vector<Node*>& getLayoutElements()const override;
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//clipping
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void onBeforeVisitStencil();
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void onAfterDrawStencil();
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void onAfterVisitStencil();
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/**draw fullscreen quad to clear stencil bits
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*/
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void drawFullScreenQuadClearStencil();
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void onBeforeVisitScissor();
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void onAfterVisitScissor();
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void updateBackGroundImageColor();
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void updateBackGroundImageOpacity();
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void updateBackGroundImageRGBA();
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/**
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*get the content size of the layout, it will accumulate all its children's content size
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*/
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Size getLayoutAccumulatedSize() const;
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/**
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* When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child
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* will get the focus. The current algorithm to determine which child will get focus is nearest-distance-priority algorithm
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*@param dir next focused widget direction
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*@return The index of child widget in the container
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*/
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int findNearestChildWidgetIndex(FocusDirection direction, Widget* baseWidget);
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/**
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* When the layout get focused, it the layout pass the focus to its child, it will use this method to determine which child
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* will get the focus. The current algorithm to determine which child will get focus is farthest-distance-priority algorithm
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*@param dir next focused widget direction
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*@return The index of child widget in the container
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*/
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int findFarthestChildWidgetIndex(FocusDirection direction, Widget* baseWidget);
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/**
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* caculate the nearest distance between the baseWidget and the children of the layout
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*@param the base widget which will be used to caculate the distance between the layout's children and itself
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*@return return the nearest distance between the baseWidget and the layout's children
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*/
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float calculateNearestDistance(Widget* baseWidget);
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/**
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* caculate the farthest distance between the baseWidget and the children of the layout
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*@param the base widget which will be used to caculate the distance between the layout's children and itself
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*@return return the farthest distance between the baseWidget and the layout's children
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*/
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float calculateFarthestDistance(Widget* baseWidget);
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/**
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* when a layout pass the focus to it's child, use this method to determine which algorithm to use, nearest or farthest distance algorithm or not
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*/
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void findProperSearchingFunctor(FocusDirection dir, Widget* baseWidget);
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/**
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* find the first non-layout widget in this layout
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*/
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Widget *findFirstNonLayoutWidget();
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/**
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* find the fisrt focus enabled widget index in the layout, it will recusive searching the child widget
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*/
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int findFirstFocusEnabledWidgetIndex();
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/**
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* find a focus enabled child Widget in the layout by index
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*/
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Widget* findFocusEnabledChildWidgetByIndex(ssize_t index);
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/**
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* get the center point of a widget in world space
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*/
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Vec2 getWorldCenterPoint(Widget* node)const;
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/**
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* this method is called internally by nextFocusedWidget. When the dir is Right/Down, then this method will be called
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*@param dir the direction.
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*@param current the current focused widget
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*@return the next focused widget
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*/
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Widget* getNextFocusedWidget(FocusDirection direction,Widget *current);
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/**
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* this method is called internally by nextFocusedWidget. When the dir is Left/Up, then this method will be called
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*@param dir the direction.
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*@param current the current focused widget
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*@return the next focused widget
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*/
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Widget* getPreviousFocusedWidget(FocusDirection direction, Widget *current);
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/**
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* find the nth elment in the _children array. Only the Widget descendant object will be returned
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*@param index The index of a element in the _children array
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*/
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Widget* getChildWidgetByIndex(ssize_t index)const;
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/**
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* whether it is the last element according to all their parents
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*/
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bool isLastWidgetInContainer(Widget* widget, FocusDirection direction)const;
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/**Lookup any parent widget with a layout type as the direction,
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* if the layout is loop focused, then return true, otherwise
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* It returns false
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*/
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bool isWidgetAncestorSupportLoopFocus(Widget* widget, FocusDirection direction)const;
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/**
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* pass the focus to the layout's next focus enabled child
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*/
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Widget* passFocusToChild(FocusDirection direction, Widget* current);
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/**
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* If there are no focus enabled child in the layout, it will return false, otherwise it returns true
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*/
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bool checkFocusEnabledChild()const;
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protected:
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bool _clippingEnabled;
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//background
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bool _backGroundScale9Enabled;
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Node* _backGroundImage;
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std::string _backGroundImageFileName;
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Rect _backGroundImageCapInsets;
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BackGroundColorType _colorType;
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TextureResType _bgImageTexType;
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LayerColor* _colorRender;
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LayerGradient* _gradientRender;
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Color3B _cColor;
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Color3B _gStartColor;
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Color3B _gEndColor;
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Vec2 _alongVector;
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GLubyte _cOpacity;
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Size _backGroundImageTextureSize;
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Type _layoutType;
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ClippingType _clippingType;
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DrawNode* _clippingStencil;
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bool _scissorRectDirty;
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Rect _clippingRect;
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Layout* _clippingParent;
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bool _doLayoutDirty;
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bool _clippingRectDirty;
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//clipping
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GLboolean _currentStencilEnabled;
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GLuint _currentStencilWriteMask;
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GLenum _currentStencilFunc;
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GLint _currentStencilRef;
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GLuint _currentStencilValueMask;
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GLenum _currentStencilFail;
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GLenum _currentStencilPassDepthFail;
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GLenum _currentStencilPassDepthPass;
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GLboolean _currentDepthWriteMask;
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GLboolean _currentAlphaTestEnabled;
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GLenum _currentAlphaTestFunc;
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GLclampf _currentAlphaTestRef;
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Color3B _backGroundImageColor;
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GLubyte _backGroundImageOpacity;
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GLint _mask_layer_le;
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GroupCommand _groupCommand;
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CustomCommand _beforeVisitCmdStencil;
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CustomCommand _afterDrawStencilCmd;
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CustomCommand _afterVisitCmdStencil;
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CustomCommand _beforeVisitCmdScissor;
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CustomCommand _afterVisitCmdScissor;
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//whether enable loop focus or not
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bool _loopFocus;
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//on default, it will pass the focus to the next nearest widget
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bool _passFocusToChild;
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//when finding the next focused widget, use this variable to pass focus between layout & widget
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bool _isFocusPassing;
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};
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}
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NS_CC_END
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#endif /* defined(__Layout__) */
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