/usr/src/castle-game-engine-5.2.0/window/castleuistate.pas is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2015-2015 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ UI state (TUIState). }
unit CastleUIState;
{$I castleconf.inc}
{ When defined, the non-OpenGL image data is kept loaded in memory.
This uses more RAM, but allows faster GLContextOpen/Close on the state,
as images do not need to be loaded from disk again. }
{ $define KEEP_LOADED_DATA_IMAGES}
{$ifdef ANDROID} {$undef KEEP_LOADED_DATA_IMAGES} {$endif}
{$ifdef iOS} {$undef KEEP_LOADED_DATA_IMAGES} {$endif}
interface
uses Classes, FGL,
CastleConfig, CastleKeysMouse, CastleImages, CastleUIControls,
CastleGLImages, CastleVectors, CastleRectangles;
type
TUIStateList = class;
TDataImageId = Integer;
{ UI state, a useful singleton to manage the state of your game UI.
Only one state is @italic(current) at a given time, it can
be get or set using the TUIState.Current property.
(Unless you use TUIState.Push, in which case you build a stack
of states, all of them are available at the same time.)
Each state has comfortable @link(Start) and @link(Finish)
methods that you can override to perform work when state becomes
current, or stops being current. Most importantly, you can
add/remove additional state-specific UI controls in @link(Start) and @link(Finish)
methods. Add them in @link(Start) method like
@code(StateContainer.Controls.InsertFront(...)), remove them by
@code(StateContainer.Controls.Remove(...)).
Current state is also placed on the list of container controls.
(Always @italic(under) state-specific UI controls you added
to container in @link(Start) method.) This way state is notified
about UI events, and can react to them. In case of events that
can be "handled" (like TUIControl.Press, TUIControl.Release events)
the state is notified about them only if no other state-specific
UI control handled them.
This way state can
@unorderedList(
@item(catch press/release and similar events, when no other
state-specific control handled them,)
@item(catch update, GL context open/close and other useful events,)
@item(can have it's own render function, to directly draw UI.)
)
See the TUIControl class for a lot of useful methods that you can
override in your state descendants to capture various events. }
TUIState = class(TUIControl)
private
type
TDataImage = class
URL: string;
Image: TEncodedImage;
GLImage: TGLImage;
destructor Destroy; override;
end;
TDataImageList = specialize TFPGObjectList<TDataImage>;
var
FDataImages: TDataImageList;
FStartContainer: TUIContainer;
procedure InternalStart;
procedure InternalFinish;
class var FStateStack: TUIStateList;
class function GetCurrent: TUIState; static;
class procedure SetCurrent(const Value: TUIState); static;
class function GetStateStack(const Index: Integer): TUIState; static;
protected
{ Adds image to the list of automatically loaded images for this state.
Path is automatically wrapped in ApplicationData(Path) to get URL.
The OpenGL image resource (TGLImage) is loaded when GL context
is active, available under DataGLImage(Id).
Where Id is the return value of this method. }
function AddDataImage(const Path: string): TDataImageId;
function DataGLImage(const Id: TDataImageId): TGLImage;
function DataImageRect(const Id: TDataImageId; const Scale: Single): TRectangle;
{ Container on which state works. By default, this is Application.MainWindow.
When the state is current, then @link(Container) property (from
ancestor, see TUIControl.Container) is equal to this. }
function StateContainer: TUIContainer; virtual;
public
{ Current state. In case multiple states are active (only possible
if you used @link(Push) method), this is the bottom state.
Setting this resets whole state stack. }
class property Current: TUIState read GetCurrent write SetCurrent;
{ Pushing the state adds it above the @link(Current) state.
The current state is conceptually at the bottom of state stack, always.
When it is nil, then pushing new state sets the @link(Current) state.
Otherwise @link(Current) state is left as-it-is, new state is added on top. }
class procedure Push(const NewState: TUIState);
class procedure Pop;
class function StateStackCount: Integer;
class property StateStack [const Index: Integer]: TUIState read GetStateStack;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ State becomes current.
This is called right before adding the state to the
@code(StateContainer.Controls) list, so the state methods
GLContextOpen and ContainerResize will be called next (as for all
normal TUIControl). }
procedure Start; virtual;
{ State is no longer current.
This is called after removing the state from the
@code(StateContainer.Controls) list.
This is always called to finalize the started state.
When the current state is destroyed, it's @link(Finish) is called
too. So you can use this method to reliably finalize whatever
you initialized in @link(Start). }
procedure Finish; virtual;
function PositionInside(const Position: TVector2Single): boolean; override;
procedure GLContextOpen; override;
procedure GLContextClose; override;
end;
TUIStateList = class(specialize TFPGObjectList<TUIState>);
implementation
uses SysUtils,
CastleWindow, CastleWarnings, CastleFilesUtils, CastleUtils,
CastleTimeUtils, CastleLog;
{ TUIState.TDataImage ---------------------------------------------------------- }
destructor TUIState.TDataImage.Destroy;
begin
FreeAndNil(Image);
FreeAndNil(GLImage);
inherited;
end;
{ TUIState --------------------------------------------------------------------- }
class function TUIState.GetCurrent: TUIState;
begin
if (FStateStack = nil) or
(FStateStack.Count = 0) then
Result := nil else
Result := FStateStack[0];
end;
class procedure TUIState.SetCurrent(const Value: TUIState);
begin
{ exit early if there's nothing to do }
if (StateStackCount = 0) and (Value = nil) then
Exit;
if (StateStackCount = 1) and (FStateStack[0] = Value) then
Exit;
{ Remove and finish topmost state.
The loop is written to work even when some state Finish method
changes states. }
while StateStackCount <> 0 do
Pop;
{ deallocate empty FStateStack }
if Value = nil then
FreeAndNil(FStateStack);
Push(Value);
end;
class procedure TUIState.Push(const NewState: TUIState);
begin
if NewState <> nil then
begin
{ create FStateStack on demand now }
if FStateStack = nil then
FStateStack := TUIStateList.Create(false);
FStateStack.Add(NewState);
NewState.InternalStart;
end;
end;
class procedure TUIState.Pop;
var
TopState: TUIState;
begin
TopState := FStateStack.Last;
TopState.InternalFinish;
if TopState = FStateStack.Last then
FStateStack.Delete(FStateStack.Count - 1) else
OnWarning(wtMinor, 'State', 'Topmost state is no longer topmost after its Finish method. Do not change state stack from state Finish methods.');
end;
class function TUIState.StateStackCount: Integer;
begin
if FStateStack = nil then
Result := 0 else
Result := FStateStack.Count;
end;
class function TUIState.GetStateStack(const Index: Integer): TUIState;
begin
if FStateStack = nil then
raise EInternalError.CreateFmt('TUIState.GetStateStack: state stack is empty, cannot get state index %d',
[Index]);
Result := FStateStack[Index];
end;
procedure TUIState.InternalStart;
var
ControlsCount, PositionInControls: Integer;
NewControls: TUIControlList;
begin
NewControls := StateContainer.Controls;
ControlsCount := NewControls.Count;
Start;
{ actually insert to NewControls, this will also call GLContextOpen
and ContainerResize.
However, check first that we're still the current state,
to safeguard from the fact that Start changed state
(like the loading state, that changes to play state immediately in start). }
if FStateStack.IndexOf(Self) <> -1 then
begin
PositionInControls := NewControls.Count - ControlsCount;
if PositionInControls < 0 then
begin
OnWarning(wtMinor, 'State', 'TUIState.Start removed some controls from container');
PositionInControls := 0;
end;
NewControls.Insert(PositionInControls, Self);
end;
end;
procedure TUIState.InternalFinish;
begin
StateContainer.Controls.Remove(Self);
Finish;
end;
function TUIState.StateContainer: TUIContainer;
begin
if FStartContainer <> nil then
{ between Start and Finish, be sure to return the same thing
from StateContainer method. Also makes it working when Application
is nil when destroying state from CastleWindow finalization. }
Result := FStartContainer else
Result := Application.MainWindow.Container;
end;
constructor TUIState.Create(AOwner: TComponent);
begin
inherited;
FDataImages := TDataImageList.Create;
end;
destructor TUIState.Destroy;
begin
{ finish yourself and remove from FStateStack, if present there }
if (FStateStack <> nil) and
(FStateStack.IndexOf(Self) <> -1) then
begin
InternalFinish;
FStateStack.Remove(Self);
{ deallocate empty FStateStack. Doing this here allows to deallocate
FStateStack only once all states finished gracefully. }
if FStateStack.Count = 0 then
FreeAndNil(FStateStack);
end;
FreeAndNil(FDataImages);
inherited;
end;
procedure TUIState.Start;
begin
FStartContainer := StateContainer;
end;
procedure TUIState.Finish;
begin
FStartContainer := nil;
end;
const
{ Shift data image id from 0, to avoid accidentally using uninitialized zero
value to get the information for 1st image. This way passing 0 to DataGLImage
or DataImageRect will always fail. }
ShiftDataImageId = 10;
function TUIState.AddDataImage(const Path: string): TDataImageId;
var
DI: TDataImage;
begin
DI := TDataImage.Create;
DI.URL := ApplicationData(Path);
{$ifdef KEEP_LOADED_DATA_IMAGES}
DI.Image := LoadEncodedImage(DI.URL, []);
{$endif}
if GLInitialized then
begin
{$ifndef KEEP_LOADED_DATA_IMAGES}
DI.Image := LoadEncodedImage(DI.URL, []);
{$endif}
DI.GLImage := TGLImage.Create(DI.Image, true);
{$ifndef KEEP_LOADED_DATA_IMAGES}
FreeAndNil(DI.Image);
{$endif}
end;
Result := FDataImages.Add(DI) + ShiftDataImageId;
end;
{ Do not make this public, to make outside code work
regardless of KEEP_LOADED_DATA_IMAGES defined.
function TUIState.DataImage(const Index: TDataImageId): TCastleImage;
begin
Result := FDataImages[Index - ShiftDataImageId].Image;
end;
}
function TUIState.DataGLImage(const Id: TDataImageId): TGLImage;
begin
Result := FDataImages[Id - ShiftDataImageId].GLImage;
end;
function TUIState.DataImageRect(const Id: TDataImageId; const Scale: Single): TRectangle;
begin
Result := FDataImages[Id - ShiftDataImageId].GLImage.Rect;
Result.Width := Round(Result.Width * Scale);
Result.Height := Round(Result.Height * Scale);
end;
function TUIState.PositionInside(const Position: TVector2Single): boolean;
begin
Result := true;
end;
procedure TUIState.GLContextOpen;
var
I: Integer;
DI: TDataImage;
StartTime: TProcessTimerResult;
begin
inherited;
if FDataImages.Count <> 0 then
begin
StartTime := ProcessTimerNow;
for I := 0 to FDataImages.Count - 1 do
begin
DI := FDataImages[I];
if DI.GLImage = nil then
begin
{$ifndef KEEP_LOADED_DATA_IMAGES}
DI.Image := LoadEncodedImage(DI.URL, []);
{$endif}
DI.GLImage := TGLImage.Create(DI.Image, true);
{$ifndef KEEP_LOADED_DATA_IMAGES}
FreeAndNil(DI.Image);
{$endif}
end;
end;
WritelnLog('Loading', Format('Loading time of %d data images for state %s: %f',
[FDataImages.Count, ClassName,
ProcessTimerSeconds(ProcessTimerNow, StartTime)]));
end;
end;
procedure TUIState.GLContextClose;
var
I: Integer;
begin
if FDataImages <> nil then
for I := 0 to FDataImages.Count - 1 do
FreeAndNil(FDataImages[I].GLImage);
inherited;
end;
end.
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