#include #include "Specter/SplitView.hpp" #include "Specter/RootView.hpp" #include "Specter/ViewResources.hpp" namespace Specter { static LogVisor::LogModule Log("Specter::SplitView"); void SplitView::Resources::init(boo::IGraphicsDataFactory* factory, const ThemeData& theme) { static const Zeus::RGBA32 tex[3] = { {0,0,0,64}, {0,0,0,255}, {255,255,255,64} }; m_shadingTex = factory->newStaticTexture(3, 1, 1, boo::TextureFormat::RGBA8, tex, 12); } SplitView::SplitView(ViewResources& system, View& parentView, Axis axis, int clearanceA, int clearanceB) : View(system, parentView), m_axis(axis), m_clearanceA(clearanceA), m_clearanceB(clearanceB) { m_splitBlockBuf = system.m_factory->newDynamicBuffer(boo::BufferUse::Uniform, sizeof(ViewBlock), 1); m_splitVertsBuf = system.m_factory->newDynamicBuffer(boo::BufferUse::Vertex, sizeof(TexShaderVert), 4); if (!system.m_viewRes.m_texVtxFmt) { boo::VertexElementDescriptor vdescs[] = { {m_splitVertsBuf, nullptr, boo::VertexSemantic::Position4}, {m_splitVertsBuf, nullptr, boo::VertexSemantic::UV4} }; m_splitVtxFmt = system.m_factory->newVertexFormat(2, vdescs); boo::IGraphicsBuffer* bufs[] = {m_splitBlockBuf}; boo::ITexture* texs[] = {system.m_splitRes.m_shadingTex}; m_splitShaderBinding = system.m_factory->newShaderDataBinding(system.m_viewRes.m_texShader, m_splitVtxFmt, m_splitVertsBuf, nullptr, nullptr, 1, bufs, 1, texs); } else { boo::IGraphicsBuffer* bufs[] = {m_splitBlockBuf}; boo::ITexture* texs[] = {system.m_splitRes.m_shadingTex}; m_splitShaderBinding = system.m_factory->newShaderDataBinding(system.m_viewRes.m_texShader, system.m_viewRes.m_texVtxFmt, m_splitVertsBuf, nullptr, nullptr, 1, bufs, 1, texs); } commitResources(system); } View* SplitView::setContentView(int slot, View* view) { if (slot < 0 || slot > 1) Log.report(LogVisor::FatalError, "out-of-range slot to RootView::SplitView::setContentView"); View* ret = m_views[slot].m_view; m_views[slot].m_view = view; m_views[slot].m_mouseDown = 0; m_views[slot].m_mouseIn = false; updateSize(); return ret; } void SplitView::_setSlide(float slide) { m_slide = std::min(std::max(slide, 0.0f), 1.0f); const boo::SWindowRect& rect = subRect(); if (rect.size[0] && rect.size[1] && (m_clearanceA >= 0 || m_clearanceB >= 0)) { if (m_axis == Axis::Horizontal) { int slidePx = rect.size[1] * m_slide; if (m_clearanceA >= 0 && slidePx < m_clearanceA) m_slide = m_clearanceA / float(rect.size[1]); if (m_clearanceB >= 0 && (rect.size[1] - slidePx) < m_clearanceB) m_slide = 1.0 - m_clearanceB / float(rect.size[1]); } else if (m_axis == Axis::Vertical) { int slidePx = rect.size[0] * m_slide; if (m_clearanceA >= 0 && slidePx < m_clearanceA) m_slide = m_clearanceA / float(rect.size[0]); if (m_clearanceB >= 0 && (rect.size[0] - slidePx) < m_clearanceB) m_slide = 1.0 - m_clearanceB / float(rect.size[0]); } m_slide = std::min(std::max(m_slide, 0.0f), 1.0f); } } void SplitView::setSlide(float slide) { _setSlide(slide); updateSize(); } void SplitView::mouseDown(const boo::SWindowCoord& coord, boo::EMouseButton button, boo::EModifierKey mod) { if (m_axis == Axis::Horizontal) { int slidePx = subRect().size[1] * m_slide; if (abs(int(coord.pixel[1] - subRect().location[1]) - slidePx) < 4) { if (button == boo::EMouseButton::Primary) { m_dragging = true; setSlide((coord.pixel[1] - subRect().location[1]) / float(subRect().size[1])); } else if (button == boo::EMouseButton::Secondary) { // TODO: Split menu } return; } } else if (m_axis == Axis::Vertical) { int slidePx = subRect().size[0] * m_slide; if (abs(int(coord.pixel[0] - subRect().location[0]) - slidePx) < 4) { if (button == boo::EMouseButton::Primary) { m_dragging = true; setSlide((coord.pixel[0] - subRect().location[0]) / float(subRect().size[0])); } else if (button == boo::EMouseButton::Secondary) { // TODO: Split menu } return; } } m_views[0].mouseDown(coord, button, mod); m_views[1].mouseDown(coord, button, mod); } void SplitView::mouseUp(const boo::SWindowCoord& coord, boo::EMouseButton button, boo::EModifierKey mod) { if (button == boo::EMouseButton::Primary) m_dragging = false; m_views[0].mouseUp(coord, button, mod); m_views[1].mouseUp(coord, button, mod); } void SplitView::mouseMove(const boo::SWindowCoord& coord) { if (m_axis == Axis::Horizontal) { if (m_dragging) setSlide((coord.pixel[1] - subRect().location[1]) / float(subRect().size[1])); int slidePx = subRect().size[1] * m_slide; rootView().setHorizontalSplitHover(abs(int(coord.pixel[1] - subRect().location[1]) - slidePx) < 4); } else if (m_axis == Axis::Vertical) { if (m_dragging) setSlide((coord.pixel[0] - subRect().location[0]) / float(subRect().size[0])); int slidePx = subRect().size[0] * m_slide; rootView().setVerticalSplitHover(abs(int(coord.pixel[0] - subRect().location[0]) - slidePx) < 4); } m_views[0].mouseMove(coord); m_views[1].mouseMove(coord); } void SplitView::mouseEnter(const boo::SWindowCoord& coord) { m_views[0].mouseEnter(coord); m_views[1].mouseEnter(coord); } void SplitView::mouseLeave(const boo::SWindowCoord& coord) { m_views[0].mouseLeave(coord); m_views[1].mouseLeave(coord); } void SplitView::resized(const boo::SWindowRect& root, const boo::SWindowRect& sub) { View::resized(root, sub); _setSlide(m_slide); if (m_axis == Axis::Horizontal) { boo::SWindowRect ssub = sub; ssub.size[1] *= m_slide; if (m_views[0].m_view) m_views[0].m_view->resized(root, ssub); ssub.location[1] += ssub.size[1]; ssub.size[1] = sub.size[1] - ssub.size[1]; if (m_views[1].m_view) m_views[1].m_view->resized(root, ssub); ssub.location[1] -= 1; m_splitBlock.setViewRect(root, ssub); setHorizontalVerts(ssub.size[0]); } else if (m_axis == Axis::Vertical) { boo::SWindowRect ssub = sub; ssub.size[0] *= m_slide; if (m_views[0].m_view) m_views[0].m_view->resized(root, ssub); ssub.location[0] += ssub.size[0]; ssub.size[0] = sub.size[0] - ssub.size[0]; if (m_views[1].m_view) m_views[1].m_view->resized(root, ssub); ssub.location[0] -= 1; m_splitBlock.setViewRect(root, ssub); setVerticalVerts(ssub.size[1]); } m_splitBlockBuf->load(&m_splitBlock, sizeof(ViewBlock)); m_splitVertsBuf->load(m_splitVerts, sizeof(TexShaderVert) * 4); } void SplitView::draw(boo::IGraphicsCommandQueue* gfxQ) { View::draw(gfxQ); if (m_views[0].m_view) m_views[0].m_view->draw(gfxQ); if (m_views[1].m_view) m_views[1].m_view->draw(gfxQ); gfxQ->setShaderDataBinding(m_splitShaderBinding); gfxQ->draw(0, 4); } }