/usr/src/castle-game-engine-5.2.0/window/castlewindowmodes.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 2003-2014 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.
----------------------------------------------------------------------------
}
{ Helpers for making modal boxes (TGLMode, TGLModeFrozenScreen)
cooperating with the TCastleWindowCustom windows.
They allow to easily save / restore TCastleWindowCustom attributes.
This unit is a tool for creating functions like
@link(CastleMessages.MessageOK). To make nice "modal" box,
you want to temporarily replace TCastleWindowCustom callbacks with your own,
call Application.ProcessMessage method in a loop until user gives an answer,
and restore everything. This way you can implement functions that
wait for some keypress, or wait until user inputs some
string, or wait until user picks something with mouse,
or wait for 10 seconds displaying some animation, etc. }
unit CastleWindowModes;
{$I castleconf.inc}
interface
uses SysUtils, Classes, CastleWindow, CastleGLUtils, CastleImages,
CastleUIControls, CastleKeysMouse, CastleGLImages, CastleControls;
type
{ Enter / exit modal state on a TCastleWindowCustom.
Saves/restores the state of TCastleWindowCustom. }
TGLMode = class
strict private
OldWidth, OldHeight: integer;
FFakeMouseDown: boolean;
strict protected
type
TWindowState = class(TComponent)
strict private
Window: TCastleWindowCustom;
OldMotion: TInputMotionEvent;
OldPress, OldRelease: TInputPressReleaseEvent;
OldOpenObject, OldCloseObject: TContainerObjectEvent;
OldBeforeRender, OldRender, OldCloseQuery, OldUpdate, OldTimer: TContainerEvent;
OldRenderStyle: TRenderStyle;
OldResize: TContainerEvent;
OldMenuClick: TMenuClickFunc;
OldCaption: string;
OldUserdata: Pointer;
OldAutoRedisplay: boolean;
OldMainMenu: TMenu;
{ This is the saved value of OldMainMenu.Enabled.
So that you can change MainMenu.Enabled without changing MainMenu
and SetWindowState will restore this. }
OldMainMenuEnabled: boolean;
OldCursor: TMouseCursor;
OldCustomCursor: TRGBAlphaImage;
OldSwapFullScreen_Key: TKey;
OldClose_charkey: char;
OldFpsShowOnCaption: boolean;
OldControls: TUIControlList;
OldAutomaticTouchControl: boolean;
procedure WindowOpen(Container: TUIContainer);
procedure WindowClose(Container: TUIContainer);
protected
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
public
{ When adding new attributes to TCastleWindowCustom that should be saved/restored,
you must remember to
1. expand this class with new fields
2. expand constructor, destructor and SetStandardState } { }
procedure SetStandardState(
NewRender, NewResize, NewCloseQuery: TContainerEvent);
{ Constructor saves the TCastleWindowCustom state, destructor applies this state
back to the window.
Every property that can change when TCastleWindowCustom is open are saved.
This way you can save/restore TCastleWindowCustom state, you can also copy
a state from one window into another.
Notes about TCastleWindowCustom.MainMenu saving: only the reference
to MainMenu is stored. So:
@unorderedList(
@item(If you use TCastleWindowCustom.MainMenu,
be careful when copying it to another window (no two windows
may own the same MainMenu instance at the same time;
also, you would have to make sure MainMenu instance will not be
freed two times).)
@item(Do not change the MainMenu contents
during TGLMode.Create/Free. Although you can change MainMenu
to something completely different. Just keep the assumption
that MainMenu stays <> nil.)
@item(As an exception to the previous point, you can freely
change MainMenu.Enabled, that is saved specially for this.)
)
}
constructor Create(AWindow: TCastleWindowCustom); reintroduce;
destructor Destroy; override;
end;
var
OldState: TWindowState;
Window: TCastleWindowCustom;
DisabledContextOpenClose: boolean;
public
{ Constructor saves open TCastleWindowCustom and OpenGL state.
Destructor will restore them.
Some gory details (that you will usually not care about...
the point is: everything works sensibly of the box) :
@unorderedList(
@item(We save/restore window state.)
@item(OpenGL context connected to this window is also made current
during constructor and destructor. Also, TCastleWindowCustom.Invalidate
is called (since new callbacks, as well as original callbacks,
probably want to redraw window contents.))
@item(
All pressed keys and mouse butons are saved and faked to be released,
by calling TCastleWindowCustom.EventRelease with original
callbacks.
This way, if user releases some keys/mouse inside modal box,
your original TCastleWindowCustom callbacks will not miss this fact.
This way e.g. user scripts in VRML/X3D worlds that observe keys
work fine.
If FakeMouseDown then at destruction (after restoring original
callbacks) we will also notify your original callbacks that
user pressed these buttons (by sending TCastleWindowCustom.EventMouseDown).
Note that FakeMouseDown feature turned out to be usually more
troublesome than usefull --- too often some unwanted MouseDown
event was caused by this mechanism.
That's because if original callbacks do something in MouseDown (like
e.g. activate some click) then you don't want to generate
fake MouseDown by TGLMode.Destroy.
So the default value of FakeMouseDown is @false.
But this means that original callbacks have to be careful
and @italic(never assume) that when some button is pressed
(because it's included in MousePressed, or has EventRelease generated for it)
then for sure there occurred some MouseDown for it.
)
@item(At destructor, we notify original callbacks about size changes
by sending TCastleWindowCustom.EventResize. This way your original callbacks
know about size changes, and can set OpenGL projection etc.)
@item(
We call ZeroNextSecondsPassed at the end, when closing our mode,
see TFramesPerSecond.ZeroNextSecondsPassed for comments why this is needed.)
@item(This also performs important optimization to avoid closing /
reinitializing window TCastleWindowCustom.Controls OpenGL resources,
see TUIControl.DisableContextOpenClose.)
) }
constructor Create(AWindow: TCastleWindowCustom);
{ Save TCastleWindowCustom state, and then change it to a standard
state. Destructor will restore saved state.
For most properties, we simply reset them to some sensible default
values. For some important properties, we take their value
explicitly by parameter.
Window properties resetted:
@unorderedList(
@item(All callbacks (OnXxx) are set to @nil.
Except the open/close callbacks
(OnOpen and OnClose, OnOpenObject and OnCloseObject).
Actually, OnOpenObject and OnCloseObject are changed for internal purposes,
but, assuming you use SetStandardState, the orignal ones will still happen.
Global CastleUIControls.OnGLContextOpen, CastleUIControls.OnGLContextClose
are also untouched.
@unorderedList(
@item(On standalone, we can expect that the window
(and OpenGL context) will stay open during the lifetime of a single
TGLMode. So it doesn't really matter what we do with callbacks
OnOpen / OnClose.)
@item(On mobiles (Android) this is not necessarily true.
Window may get closed at any time.
So be extra careful when implementing OnOpen / OnClose callbacks,
remember that they may happen when we're inside a mode (for example
inside a modal message in CastleMessages or a progress bar).)
)
)
@item(TCastleWindowCustom.Caption and TCastleWindowCustom.MainMenu are left as they were.)
@item(TCastleWindowCustom.Cursor is reset to mcDefault.)
@item(TCastleWindowCustom.UserData is reset to @nil.)
@item(TCastleWindowCustom.AutoRedisplay is reset to @false.)
@item(TCastleWindowCustom.RenderStyle is reset to rs2D.)
@item(TCastleWindowCustom.MainMenu.Enabled will be reset to @false (only if MainMenu <> nil).)
@item(TCastleWindowDemo.SwapFullScreen_Key will be reset to K_None.)
@item(TCastleWindowDemo.Close_charkey will be reset to #0.)
@item(TCastleWindowDemo.FpsShowOnCaption will be reset to false.)
@item(Existing TCastleWindowCustom.Controls are set to non-existing.
That is, their TUIControl.Exists is adjusted.)
)
If you're looking for a suitable callback to pass as NewCloseQuery
(new TCastleWindowCustom.OnCloseQuery), @@NoClose may be suitable:
it's an empty callback, thus using it disables the possibility
to close the window by window manager
(usually using "close" button in some window corner or Alt+F4). }
constructor CreateReset(AWindow: TCastleWindowCustom;
NewRender, NewResize, NewCloseQuery: TContainerEvent);
destructor Destroy; override;
property FakeMouseDown: boolean
read FFakeMouseDown write FFakeMouseDown default false;
end;
{ Enter / exit modal box on a TCastleWindowCustom, additionally saving the screen
contents before entering modal box. This is nice if you want to wait
for some event (like pressing a key), keeping the same screen
displayed.
During this lifetime, we set special TCastleWindowCustom.OnRender and TCastleWindowCustom.OnResize
to draw the saved image in a simplest 2D OpenGL projection. }
TGLModeFrozenScreen = class(TGLMode)
private
Control: TCastleImageControl;
public
constructor Create(AWindow: TCastleWindowCustom);
destructor Destroy; override;
end;
{ Empty TCastleWindowCustom callback, useful as TCastleWindowCustom.OnCloseQuery
to disallow closing the window by user. }
procedure NoClose(Container: TUIContainer);
implementation
uses CastleUtils, CastleWindowTouch;
{ TGLMode.TWindowState -------------------------------------------------------------- }
constructor TGLMode.TWindowState.Create(AWindow: TCastleWindowCustom);
var
I: Integer;
begin
inherited Create(nil);
Window := AWindow;
OldOpenObject := Window.OnOpenObject;
OldCloseObject := Window.OnCloseObject;
{ Note that we do not touch OnOpen and OnClose. Let them happen.
Our WindowOpen/Close will also call origina OnOpenObject/Close. }
OldMotion := Window.OnMotion;
OldPress := Window.OnPress;
OldRelease := Window.OnRelease;
OldBeforeRender := Window.OnBeforeRender;
OldRender := Window.OnRender;
OldRenderStyle := Window.RenderStyle;
OldCloseQuery := Window.OnCloseQuery;
OldResize := Window.OnResize;
OldUpdate := Window.OnUpdate;
OldTimer := Window.OnTimer;
OldMenuClick := Window.OnMenuClick;
oldCaption := Window.Caption;
oldUserdata := Window.Userdata;
oldAutoRedisplay := Window.AutoRedisplay;
oldMainMenu := Window.MainMenu;
if Window.MainMenu <> nil then
oldMainMenuEnabled := Window.MainMenu.Enabled;
OldCursor := Window.Cursor;
OldCustomCursor := Window.CustomCursor;
oldSwapFullScreen_Key := Window.SwapFullScreen_Key;
oldClose_charkey := Window.Close_charkey;
oldFpsShowOnCaption := Window.FpsShowOnCaption;
OldControls := TUIControlList.Create(false);
OldControls.Assign(Window.Controls);
for I := 0 to OldControls.Count - 1 do
OldControls[I].FreeNotification(Self);
OldControls.BeginDisableContextOpenClose;
{ save AutomaticTouchInterface,
as it has to be reset in SetStandardState,
as adding to Controls during a mode doesn't work (Controls contain
only a temporary list of controls e.g. for progress bar UI),
so TouchInterface (e.g. when camera changes to nil,
then to non-nil, during SceneManager.LoadLevel) should remain unchanged. }
if Window is TCastleWindowTouch then
OldAutomaticTouchControl := TCastleWindowTouch(Window).AutomaticTouchInterface;
end;
destructor TGLMode.TWindowState.Destroy;
var
I: Integer;
begin
Window.OnOpenObject := OldOpenObject;
Window.OnCloseObject := OldCloseObject;
Window.OnMotion := OldMotion;
Window.OnPress := OldPress;
Window.OnRelease := OldRelease;
Window.OnBeforeRender := OldBeforeRender;
Window.OnRender := OldRender;
Window.RenderStyle := OldRenderStyle;
Window.OnCloseQuery := OldCloseQuery;
Window.OnResize := OldResize;
Window.OnUpdate := OldUpdate;
Window.OnTimer := OldTimer;
Window.OnMenuClick := OldMenuClick;
Window.Caption := oldCaption;
Window.Userdata := oldUserdata;
Window.AutoRedisplay := oldAutoRedisplay;
Window.MainMenu := oldMainMenu;
if Window.MainMenu <> nil then
Window.MainMenu.Enabled := OldMainMenuEnabled;
Window.Cursor := OldCursor;
Window.CustomCursor := OldCustomCursor;
Window.SwapFullScreen_Key := oldSwapFullScreen_Key;
Window.Close_charkey := oldClose_charkey;
Window.FpsShowOnCaption := oldFpsShowOnCaption;
if OldControls <> nil then
begin
Window.Controls.Assign(OldControls);
OldControls.EndDisableContextOpenClose;
for I := 0 to OldControls.Count - 1 do
OldControls[I].RemoveFreeNotification(Self);
FreeAndNil(OldControls);
end;
{ restore AutomaticTouchInterface after Controls are restored,
as it may add/remove touch controls, if navigation type changed
during the mode. }
if Window is TCastleWindowTouch then
TCastleWindowTouch(Window).AutomaticTouchInterface := OldAutomaticTouchControl;
inherited;
end;
procedure TGLMode.TWindowState.WindowOpen(Container: TUIContainer);
var
I: Integer;
C: TUIControl;
begin
if Assigned(OldOpenObject) then
OldOpenObject(Container);
{ Make sure to call GLContextOpen on OldControls,
otherwise they would not initialize OpenGL resources even though OpenGL
context was open. This goes around the C.DisableContextOpenClose value,
so BeginDisableContextOpenClose / EndDisableContextOpenClose also don't matter. }
for I := 0 to OldControls.Count - 1 do
begin
C := OldControls[I];
C.GLContextOpen;
end;
end;
procedure TGLMode.TWindowState.WindowClose(Container: TUIContainer);
var
I: Integer;
C: TUIControl;
begin
if Assigned(OldCloseObject) then
OldCloseObject(Container);
{ Make sure to call GLContextClose on OldControls,
otherwise they would not release OpenGL resources even though OpenGL
context was closed. This goes around the C.DisableContextOpenClose value,
so BeginDisableContextOpenClose / EndDisableContextOpenClose also don't matter. }
for I := 0 to OldControls.Count - 1 do
begin
C := OldControls[I];
C.GLContextClose;
end;
end;
procedure TGLMode.TWindowState.SetStandardState(
NewRender, NewResize, NewCloseQuery: TContainerEvent);
begin
Window.OnOpenObject := @WindowOpen;
Window.OnCloseObject := @WindowClose;
Window.OnMotion := nil;
Window.OnPress := nil;
Window.OnRelease := nil;
Window.OnBeforeRender := nil;
Window.OnRender := nil;
Window.RenderStyle := rs2D;
Window.OnCloseQuery := nil;
Window.OnUpdate := nil;
Window.OnTimer := nil;
Window.OnResize := nil;
Window.OnMenuClick := nil;
Window.OnRender := NewRender;
Window.OnResize := NewResize;
Window.OnCloseQuery := NewCloseQuery;
{Window.Caption := leave current value}
Window.Userdata := nil;
Window.AutoRedisplay := false;
if Window.MainMenu <> nil then
Window.MainMenu.Enabled := false;
{Window.MainMenu := leave current value}
Window.Cursor := mcDefault;
Window.SwapFullScreen_Key := K_None;
Window.Close_charkey := #0;
Window.FpsShowOnCaption := false;
if Window is TCastleWindowTouch then
TCastleWindowTouch(Window).AutomaticTouchInterface := false;
Window.Controls.Clear;
end;
procedure TGLMode.TWindowState.Notification(AComponent: TComponent; Operation: TOperation);
begin
inherited;
if (Operation = opRemove) and (AComponent is TUIControl) and (OldControls <> nil) then
OldControls.DeleteAll(AComponent);
end;
{ TGLMode -------------------------------------------------------------------- }
constructor TGLMode.Create(AWindow: TCastleWindowCustom);
procedure SimulateReleaseAll;
var
Button: TMouseButton;
Key: TKey;
C: char;
begin
{ Simulate (to original callbacks) that user releases
all mouse buttons and key presses now. }
for Button := Low(Button) to High(Button) do
if Button in Window.MousePressed then
Window.Container.EventRelease(InputMouseButton(Window.MousePosition, Button, 0));
for Key := Low(Key) to High(Key) do
if Window.Pressed[Key] then
Window.Container.EventRelease(InputKey(Window.MousePosition, Key, #0));
for C := Low(C) to High(C) do
if Window.Pressed.Characters[C] then
Window.Container.EventRelease(InputKey(Window.MousePosition, K_None, C));
end;
begin
inherited Create;
Window := AWindow;
FFakeMouseDown := false;
Check(not Window.Closed, 'ModeGLEnter cannot be called on a closed CastleWindow.');
OldState := TWindowState.Create(Window);
OldWidth := Window.Width;
OldHeight := Window.Height;
Window.MakeCurrent;
SimulateReleaseAll;
Window.Invalidate;
end;
constructor TGLMode.CreateReset(AWindow: TCastleWindowCustom;
NewRender, NewResize, NewCloseQuery: TContainerEvent);
begin
Create(AWindow);
OldState.SetStandardState(NewRender, NewResize, NewCloseQuery);
end;
destructor TGLMode.Destroy;
var
btn: TMouseButton;
begin
FreeAndNil(OldState);
{ Although it's forbidden to use TGLMode on Closed TCastleWindowCustom,
in destructor we must take care of every possible situation
(because this may be called in finally ... end things when
everything should be possible). }
if not Window.Closed then
begin
{ fake resize event, and fake mouse presss events.
This way original callbacks are notified about current container state. }
Window.MakeCurrent;
if (OldWidth <> Window.Width) or
(OldHeight <> Window.Height) then
Window.Container.EventResize;
if FakeMouseDown then
for Btn in Window.MousePressed do
Window.Container.EventPress(InputMouseButton(Window.MousePosition, Btn, 0));
Window.Invalidate;
Window.Fps.ZeroNextSecondsPassed;
end;
inherited;
end;
{ TGLModeFrozenScreen ------------------------------------------------------ }
constructor TGLModeFrozenScreen.Create(AWindow: TCastleWindowCustom);
begin
inherited Create(AWindow);
Control := TCastleImageControl.Create(nil);
Control.Stretch := true;
Control.FullSize := true;
{ save screen, before changing state. }
Control.Image := Window.SaveScreen;
OldState.SetStandardState(nil, nil, @NoClose);
AWindow.Controls.InsertFront(Control);
end;
destructor TGLModeFrozenScreen.Destroy;
begin
inherited;
{ it's a little safer to call this after inherited }
FreeAndNil(Control);
end;
{ routines ------------------------------------------------------------------- }
procedure NoClose(Container: TUIContainer);
begin
end;
end.
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