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- // Copyright 2016 The G3N Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- package gui
- import (
- "github.com/g3n/engine/core"
- "github.com/g3n/engine/geometry"
- "github.com/g3n/engine/gls"
- "github.com/g3n/engine/graphic"
- "github.com/g3n/engine/material"
- "github.com/g3n/engine/math32"
- )
- /*********************************************
- Panel areas:
- +------------------------------------------+
- | Margin area |
- | +------------------------------------+ |
- | | Border area | |
- | | +------------------------------+ | |
- | | | Padding area | | |
- | | | +------------------------+ | | |
- | | | | Content area | | | |
- | | | | | | | |
- | | | | | | | |
- | | | +------------------------+ | | |
- | | | | | |
- | | +------------------------------+ | |
- | | | |
- | +------------------------------------+ |
- | |
- +------------------------------------------+
- *********************************************/
- // IPanel is the interface for all panel types
- type IPanel interface {
- graphic.IGraphic
- GetPanel() *Panel
- Width() float32
- Height() float32
- Enabled() bool
- SetEnabled(bool)
- SetLayout(ILayout)
- InsideBorders(x, y float32) bool
- SetZLayerDelta(zLayerDelta int)
- ZLayerDelta() int
- // TODO these methods here should probably be defined in INode
- SetPosition(x, y float32)
- SetPositionX(x float32)
- SetPositionY(y float32)
- SetPositionZ(y float32)
- }
- // Panel is 2D rectangular graphic which by default has a quad (2 triangles) geometry.
- // When using the default geometry, a panel has margins, borders, paddings
- // and a content area. The content area can be associated with a texture
- // It is the building block of most GUI widgets.
- type Panel struct {
- *graphic.Graphic // Embedded graphic
- mat *material.Material // panel material
- zLayerDelta int // Z-layer relative to parent
- bounded bool // Whether panel is bounded by its parent
- enabled bool // Whether event should be processed for this panel
- layout ILayout // current layout for children
- layoutParams interface{} // current layout parameters used by container panel
- marginSizes RectBounds // external margin sizes in pixel coordinates
- borderSizes RectBounds // border sizes in pixel coordinates
- paddingSizes RectBounds // padding sizes in pixel coordinates
- content Rect // current content rectangle in pixel coordinates
- // Absolute screen position and external size in pixels
- pospix math32.Vector3
- width float32
- height float32
- xmin float32 // minimum absolute x this panel can use
- xmax float32 // maximum absolute x this panel can use
- ymin float32 // minimum absolute y this panel can use
- ymax float32 // maximum absolute y this panel can use
- // Uniforms sent to shader
- uniMatrix gls.Uniform // model matrix uniform location cache
- uniPanel gls.Uniform // panel parameters uniform location cache
- udata struct { // Combined uniform data 8 * vec4
- bounds math32.Vector4 // panel bounds in texture coordinates
- borders math32.Vector4 // panel borders in texture coordinates
- paddings math32.Vector4 // panel paddings in texture coordinates
- content math32.Vector4 // panel content area in texture coordinates
- bordersColor math32.Color4 // panel border color
- paddingsColor math32.Color4 // panel padding color
- contentColor math32.Color4 // panel content color
- textureValid float32 // texture valid flag (bool)
- dummy [3]float32 // complete 8 * vec4
- }
- }
- // PanelStyle contains all the styling attributes of a Panel.
- type PanelStyle struct {
- Margin RectBounds
- Border RectBounds
- Padding RectBounds
- BorderColor math32.Color4
- BgColor math32.Color4
- }
- // BasicStyle extends PanelStyle by adding a foreground color.
- // Many GUI components can be styled using BasicStyle or redeclared versions thereof (e.g. ButtonStyle)
- type BasicStyle struct {
- PanelStyle
- FgColor math32.Color4
- }
- // Quad geometry shared by ALL Panels
- var panelQuadGeometry *geometry.Geometry
- // NewPanel creates and returns a pointer to a new panel with the
- // specified dimensions in pixels and a default quad geometry
- func NewPanel(width, height float32) *Panel {
- p := new(Panel)
- p.Initialize(p, width, height)
- return p
- }
- // Initialize initializes this panel and is normally used by other types which embed a panel.
- func (p *Panel) Initialize(ipan IPanel, width, height float32) { // TODO rename to Init
- p.width = width
- p.height = height
- // If first time, create panel quad geometry
- if panelQuadGeometry == nil {
- // Builds array with vertex positions and texture coordinates
- positions := math32.NewArrayF32(0, 20)
- positions.Append(
- 0, 0, 0, 0, 1,
- 0, -1, 0, 0, 0,
- 1, -1, 0, 1, 0,
- 1, 0, 0, 1, 1,
- )
- // Builds array of indices
- indices := math32.NewArrayU32(0, 6)
- indices.Append(0, 1, 2, 0, 2, 3)
- // Creates geometry
- geom := geometry.NewGeometry()
- geom.SetIndices(indices)
- geom.AddVBO(gls.NewVBO(positions).
- AddAttrib(gls.VertexPosition).
- AddAttrib(gls.VertexTexcoord),
- )
- panelQuadGeometry = geom
- }
- // Initialize material
- p.mat = material.NewMaterial()
- p.mat.SetUseLights(material.UseLightNone)
- p.mat.SetShader("panel")
- p.mat.SetShaderUnique(true)
- // For now set all panels as transparent by default
- // This means they are all rendered back to front, after and on top of everything else
- // TODO if we know a panel is opaque, setting it as such will improve rendering performance
- p.mat.SetTransparent(true)
- // Initialize graphic
- p.Graphic = graphic.NewGraphic(ipan, panelQuadGeometry.Incref(), gls.TRIANGLES)
- p.AddMaterial(p, p.mat, 0, 0)
- // Initialize uniforms location caches
- p.uniMatrix.Init("ModelMatrix")
- p.uniPanel.Init("Panel")
- // Set defaults
- p.udata.bordersColor = math32.Color4{0, 0, 0, 1}
- p.bounded = true
- p.enabled = true
- p.resize(width, height, true)
- }
- // InitializeGraphic initializes this panel with a different graphic
- func (p *Panel) InitializeGraphic(width, height float32, gr *graphic.Graphic) {
- p.Graphic = gr
- p.width = width
- p.height = height
- // Initializes uniforms location caches
- p.uniMatrix.Init("ModelMatrix")
- p.uniPanel.Init("Panel")
- // Set defaults
- p.udata.bordersColor = math32.Color4{0, 0, 0, 1}
- p.bounded = true
- p.enabled = true
- p.resize(width, height, true)
- }
- // GetPanel satisfies the IPanel interface and
- // returns pointer to this panel
- func (p *Panel) GetPanel() *Panel {
- return p
- }
- // Material returns a pointer for this panel's Material
- func (p *Panel) Material() *material.Material { // TODO remove - allow for setting and getting a single texture
- return p.mat
- }
- // SetTopChild sets the Z coordinate of the specified panel to
- // be on top of all other children of this panel.
- // The function does not check if the specified panel is a
- // child of this one.
- func (p *Panel) SetTopChild(ipan IPanel) {
- // Remove panel and if found appends to the end
- found := p.Remove(ipan)
- if found {
- p.Add(ipan)
- p.SetChanged(true)
- }
- }
- // SetZLayerDelta sets the Z-layer of the panel relative to its parent.
- func (p *Panel) SetZLayerDelta(zLayerDelta int) {
- p.zLayerDelta = zLayerDelta
- }
- // ZLayerDelta returns the Z-layer of the panel relative to its parent.
- func (p *Panel) ZLayerDelta() int {
- return p.zLayerDelta
- }
- // SetPosition sets this panel absolute position in pixel coordinates
- // from left to right and from top to bottom of the screen.
- func (p *Panel) SetPosition(x, y float32) {
- p.Node.SetPositionX(math32.Round(x))
- p.Node.SetPositionY(math32.Round(y))
- }
- // SetSize sets this panel external width and height in pixels.
- func (p *Panel) SetSize(width, height float32) {
- if width < 0 {
- log.Warn("Invalid panel width:%v", width)
- width = 0
- }
- if height < 0 {
- log.Warn("Invalid panel height:%v", height)
- height = 0
- }
- p.resize(width, height, true)
- }
- // SetWidth sets this panel external width in pixels.
- // The internal panel areas and positions are recalculated
- func (p *Panel) SetWidth(width float32) {
- p.SetSize(width, p.height)
- }
- // SetHeight sets this panel external height in pixels.
- // The internal panel areas and positions are recalculated
- func (p *Panel) SetHeight(height float32) {
- p.SetSize(p.width, height)
- }
- // SetContentAspectWidth sets the width of the content area of the panel
- // to the specified value and adjusts its height to keep the same aspect radio.
- func (p *Panel) SetContentAspectWidth(width float32) {
- aspect := p.content.Width / p.content.Height
- height := width / aspect
- p.SetContentSize(width, height)
- }
- // SetContentAspectHeight sets the height of the content area of the panel
- // to the specified value and adjusts its width to keep the same aspect ratio.
- func (p *Panel) SetContentAspectHeight(height float32) {
- aspect := p.content.Width / p.content.Height
- width := height / aspect
- p.SetContentSize(width, height)
- }
- // Size returns this panel current external width and height in pixels
- func (p *Panel) Size() (float32, float32) {
- return p.width, p.height
- }
- // Width returns the current panel external width in pixels
- func (p *Panel) Width() float32 {
- return p.width
- }
- // Height returns the current panel external height in pixels
- func (p *Panel) Height() float32 {
- return p.height
- }
- // ContentWidth returns the current width of the content area in pixels
- func (p *Panel) ContentWidth() float32 {
- return p.content.Width
- }
- // ContentHeight returns the current height of the content area in pixels
- func (p *Panel) ContentHeight() float32 {
- return p.content.Height
- }
- // SetMargins set this panel margin sizes in pixels
- // and recalculates the panel external size
- func (p *Panel) SetMargins(top, right, bottom, left float32) {
- p.marginSizes.Set(top, right, bottom, left)
- p.resize(p.calcWidth(), p.calcHeight(), true)
- }
- // SetMarginsFrom sets this panel margins sizes from the specified
- // RectBounds pointer and recalculates the panel external size
- func (p *Panel) SetMarginsFrom(src *RectBounds) {
- p.marginSizes = *src
- p.resize(p.calcWidth(), p.calcHeight(), true)
- }
- // Margins returns the current margin sizes in pixels
- func (p *Panel) Margins() RectBounds {
- return p.marginSizes
- }
- // SetBorders sets this panel border sizes in pixels
- // and recalculates the panel external size
- func (p *Panel) SetBorders(top, right, bottom, left float32) {
- p.borderSizes.Set(top, right, bottom, left)
- p.resize(p.calcWidth(), p.calcHeight(), true)
- }
- // SetBordersFrom sets this panel border sizes from the specified
- // RectBounds pointer and recalculates the panel size
- func (p *Panel) SetBordersFrom(src *RectBounds) {
- p.borderSizes = *src
- p.resize(p.calcWidth(), p.calcHeight(), true)
- }
- // Borders returns this panel current border sizes
- func (p *Panel) Borders() RectBounds {
- return p.borderSizes
- }
- // SetPaddings sets the panel padding sizes in pixels
- func (p *Panel) SetPaddings(top, right, bottom, left float32) {
- p.paddingSizes.Set(top, right, bottom, left)
- p.resize(p.calcWidth(), p.calcHeight(), true)
- }
- // SetPaddingsFrom sets this panel padding sizes from the specified
- // RectBounds pointer and recalculates the panel size
- func (p *Panel) SetPaddingsFrom(src *RectBounds) {
- p.paddingSizes = *src
- p.resize(p.calcWidth(), p.calcHeight(), true)
- }
- // Paddings returns this panel padding sizes in pixels
- func (p *Panel) Paddings() RectBounds {
- return p.paddingSizes
- }
- // SetBordersColor sets the color of this panel borders
- // The borders opacity is set to 1.0 (full opaque)
- func (p *Panel) SetBordersColor(color *math32.Color) {
- p.udata.bordersColor = math32.Color4{color.R, color.G, color.B, 1}
- p.SetChanged(true)
- }
- // SetBordersColor4 sets the color and opacity of this panel borders
- func (p *Panel) SetBordersColor4(color *math32.Color4) {
- p.udata.bordersColor = *color
- p.SetChanged(true)
- }
- // BordersColor4 returns current border color
- func (p *Panel) BordersColor4() math32.Color4 {
- return p.udata.bordersColor
- }
- // SetPaddingsColor sets the color of this panel paddings.
- func (p *Panel) SetPaddingsColor(color *math32.Color) {
- p.udata.paddingsColor = math32.Color4{color.R, color.G, color.B, 1}
- p.SetChanged(true)
- }
- // SetColor sets the color of the panel paddings and content area
- func (p *Panel) SetColor(color *math32.Color) *Panel {
- p.udata.paddingsColor = math32.Color4{color.R, color.G, color.B, 1}
- p.udata.contentColor = p.udata.paddingsColor
- p.SetChanged(true)
- return p
- }
- // SetColor4 sets the color of the panel paddings and content area
- func (p *Panel) SetColor4(color *math32.Color4) *Panel {
- p.udata.paddingsColor = *color
- p.udata.contentColor = *color
- p.SetChanged(true)
- return p
- }
- // Color4 returns the current color of the panel content area
- func (p *Panel) Color4() math32.Color4 {
- return p.udata.contentColor
- }
- // ApplyStyle applies the provided PanelStyle to the panel
- func (p *Panel) ApplyStyle(ps *PanelStyle) {
- p.udata.bordersColor = ps.BorderColor
- p.udata.paddingsColor = ps.BgColor
- p.udata.contentColor = ps.BgColor
- p.marginSizes = ps.Margin
- p.borderSizes = ps.Border
- p.paddingSizes = ps.Padding
- p.resize(p.calcWidth(), p.calcHeight(), true)
- }
- // SetContentSize sets this panel content size to the specified dimensions.
- // The external size of the panel may increase or decrease to acomodate
- // the new content size.
- func (p *Panel) SetContentSize(width, height float32) {
- p.setContentSize(width, height, true)
- }
- // SetContentWidth sets this panel content width to the specified dimension in pixels.
- // The external size of the panel may increase or decrease to accommodate the new width
- func (p *Panel) SetContentWidth(width float32) {
- p.SetContentSize(width, p.content.Height)
- }
- // SetContentHeight sets this panel content height to the specified dimension in pixels.
- // The external size of the panel may increase or decrease to accommodate the new width
- func (p *Panel) SetContentHeight(height float32) {
- p.SetContentSize(p.content.Width, height)
- }
- // MinWidth returns the minimum width of this panel (ContentWidth = 0)
- func (p *Panel) MinWidth() float32 {
- return p.paddingSizes.Left + p.paddingSizes.Right +
- p.borderSizes.Left + p.borderSizes.Right +
- p.marginSizes.Left + p.marginSizes.Right
- }
- // MinHeight returns the minimum height of this panel (ContentHeight = 0)
- func (p *Panel) MinHeight() float32 {
- return p.paddingSizes.Top + p.paddingSizes.Bottom +
- p.borderSizes.Top + p.borderSizes.Bottom +
- p.marginSizes.Top + p.marginSizes.Bottom
- }
- // Pospix returns this panel absolute coordinate in pixels
- func (p *Panel) Pospix() math32.Vector3 {
- return p.pospix
- }
- // Add adds a child panel to this one
- // This overrides the Node method to enforce that IPanels can only have IPanels as children
- func (p *Panel) Add(ichild IPanel) *Panel {
- p.Node.Add(ichild)
- if p.layout != nil {
- p.layout.Recalc(p)
- }
- return p
- }
- // Remove removes the specified child from this panel
- func (p *Panel) Remove(ichild IPanel) bool {
- res := p.Node.Remove(ichild)
- if res {
- if p.layout != nil {
- p.layout.Recalc(p)
- }
- }
- return res
- }
- // Bounded returns this panel bounded state
- func (p *Panel) Bounded() bool {
- return p.bounded
- }
- // SetBounded sets this panel bounded state
- func (p *Panel) SetBounded(bounded bool) {
- p.bounded = bounded
- p.SetChanged(true)
- }
- // UpdateMatrixWorld overrides the standard core.Node version which is called by
- // the Engine before rendering the frame.
- func (p *Panel) UpdateMatrixWorld() {
- par := p.Parent()
- if par == nil {
- p.updateBounds(nil)
- // Panel has parent
- } else {
- parpan, ok := par.(IPanel)
- if ok {
- p.updateBounds(parpan.GetPanel())
- } else {
- p.updateBounds(nil)
- }
- }
- // Update this panel children
- for _, ichild := range p.Children() {
- ichild.UpdateMatrixWorld()
- }
- }
- // ContainsPosition returns indication if this panel contains
- // the specified screen position in pixels.
- func (p *Panel) ContainsPosition(x, y float32) bool {
- if x < p.pospix.X || y < p.pospix.Y || x >= (p.pospix.X+p.width) || y >= (p.pospix.Y+p.height) {
- return false
- }
- return true
- }
- // InsideBorders returns indication if the specified screen
- // position in pixels is inside the panel borders, including the borders width.
- // Unlike "ContainsPosition" is does not consider the panel margins.
- func (p *Panel) InsideBorders(x, y float32) bool {
- if x < (p.pospix.X+p.marginSizes.Left) || x >= (p.pospix.X+p.width-p.marginSizes.Right) ||
- y < (p.pospix.Y+p.marginSizes.Top) || y >= (p.pospix.Y+p.height-p.marginSizes.Bottom) {
- return false
- }
- return true
- }
- // Intersects returns if this panel intersects with the other panel
- func (p *Panel) Intersects(other *Panel) bool {
- if p.pospix.X+p.width <= other.pospix.X || other.pospix.X+other.width <= p.pospix.X ||
- p.pospix.Y+p.height <= other.pospix.Y || other.pospix.Y+other.height <= p.pospix.Y {
- return false
- }
- return true
- }
- // SetEnabled sets the panel enabled state
- // A disabled panel do not process key or mouse events.
- func (p *Panel) SetEnabled(state bool) {
- p.enabled = state
- p.Dispatch(OnEnable, nil)
- }
- // Enabled returns the current enabled state of this panel
- func (p *Panel) Enabled() bool {
- return p.enabled
- }
- // SetLayout sets the layout to use to position the children of this panel
- // To remove the layout, call this function passing nil as parameter.
- func (p *Panel) SetLayout(ilayout ILayout) {
- p.layout = ilayout
- if p.layout != nil {
- p.layout.Recalc(p)
- }
- }
- // Layout returns this panel current layout
- func (p *Panel) Layout() ILayout {
- return p.layout
- }
- // SetLayoutParams sets the layout parameters for this panel
- func (p *Panel) SetLayoutParams(params interface{}) {
- p.layoutParams = params
- }
- // LayoutParams returns this panel current layout parameters
- func (p *Panel) LayoutParams() interface{} {
- return p.layoutParams
- }
- // ContentCoords converts the specified window absolute coordinates in pixels
- // (as informed by OnMouse event) to this panel internal content area pixel coordinates
- func (p *Panel) ContentCoords(wx, wy float32) (float32, float32) {
- cx := wx - p.pospix.X -
- p.paddingSizes.Left -
- p.borderSizes.Left -
- p.marginSizes.Left
- cy := wy - p.pospix.Y -
- p.paddingSizes.Top -
- p.borderSizes.Top -
- p.marginSizes.Top
- return cx, cy
- }
- // setContentSize is an internal version of SetContentSize() which allows
- // to determine if the panel will recalculate its layout and dispatch event.
- // It is normally used by layout managers when setting the panel content size
- // to avoid another invocation of the layout manager.
- func (p *Panel) setContentSize(width, height float32, dispatch bool) {
- // Calculates the new desired external width and height
- eWidth := width +
- p.paddingSizes.Left + p.paddingSizes.Right +
- p.borderSizes.Left + p.borderSizes.Right +
- p.marginSizes.Left + p.marginSizes.Right
- eHeight := height +
- p.paddingSizes.Top + p.paddingSizes.Bottom +
- p.borderSizes.Top + p.borderSizes.Bottom +
- p.marginSizes.Top + p.marginSizes.Bottom
- p.resize(eWidth, eHeight, dispatch)
- }
- // updateBounds is called by UpdateMatrixWorld() and calculates this panel
- // bounds considering the bounds of its parent
- func (p *Panel) updateBounds(par *Panel) {
- // If this panel has no parent, its pixel position is its Position
- if par == nil {
- p.pospix.X = p.Position().X
- p.pospix.Y = p.Position().Y
- // If this panel is bounded to its parent, its coordinates are relative
- // to the parent internal content rectangle.
- } else if p.bounded {
- p.pospix.X = p.Position().X + par.pospix.X + par.marginSizes.Left + par.borderSizes.Left + par.paddingSizes.Left
- p.pospix.Y = p.Position().Y + par.pospix.Y + par.marginSizes.Top + par.borderSizes.Top + par.paddingSizes.Top
- // Otherwise its coordinates are relative to the parent outer coordinates.
- } else {
- p.pospix.X = p.Position().X + par.pospix.X
- p.pospix.Y = p.Position().Y + par.pospix.Y
- }
- // Maximum x,y coordinates for this panel
- p.xmin = p.pospix.X
- p.ymin = p.pospix.Y
- p.xmax = p.pospix.X + p.width
- p.ymax = p.pospix.Y + p.height
- // Set default bounds to be entire panel texture
- p.udata.bounds = math32.Vector4{0, 0, 1, 1}
- // If this panel has no parent or is unbounded then the default bounds are correct
- if par == nil || !p.bounded {
- return
- }
- // From here on panel has parent and is bounded by parent
- // TODO why not use par.xmin, etc here ? shouldn't they be already updated?
- // Get the parent content area minimum and maximum absolute coordinates in pixels
- pxmin := par.pospix.X + par.marginSizes.Left + par.borderSizes.Left + par.paddingSizes.Left
- if pxmin < par.xmin {
- pxmin = par.xmin
- }
- pymin := par.pospix.Y + par.marginSizes.Top + par.borderSizes.Top + par.paddingSizes.Top
- if pymin < par.ymin {
- pymin = par.ymin
- }
- pxmax := par.pospix.X + par.width - (par.marginSizes.Right + par.borderSizes.Right + par.paddingSizes.Right)
- if pxmax > par.xmax {
- pxmax = par.xmax
- }
- pymax := par.pospix.Y + par.height - (par.marginSizes.Bottom + par.borderSizes.Bottom + par.paddingSizes.Bottom)
- if pymax > par.ymax {
- pymax = par.ymax
- }
- // Update this panel minimum x and y coordinates.
- if p.xmin < pxmin {
- p.xmin = pxmin
- }
- if p.ymin < pymin {
- p.ymin = pymin
- }
- // Update this panel maximum x and y coordinates.
- if p.xmax > pxmax {
- p.xmax = pxmax
- }
- if p.ymax > pymax {
- p.ymax = pymax
- }
- // If this panel is bounded to its parent, calculates the bounds
- // for clipping in texture coordinates
- if p.pospix.X < p.xmin {
- p.udata.bounds.X = (p.xmin - p.pospix.X) / p.width
- }
- if p.pospix.Y < p.ymin {
- p.udata.bounds.Y = (p.ymin - p.pospix.Y) / p.height
- }
- if p.pospix.X+p.width > p.xmax {
- p.udata.bounds.Z = (p.xmax - p.pospix.X) / p.width
- }
- if p.pospix.Y+p.height > p.ymax {
- p.udata.bounds.W = (p.ymax - p.pospix.Y) / p.height
- }
- }
- // calcWidth calculates the panel external width in pixels
- func (p *Panel) calcWidth() float32 {
- return p.content.Width +
- p.paddingSizes.Left + p.paddingSizes.Right +
- p.borderSizes.Left + p.borderSizes.Right +
- p.marginSizes.Left + p.marginSizes.Right
- }
- // calcHeight calculates the panel external height in pixels
- func (p *Panel) calcHeight() float32 {
- return p.content.Height +
- p.paddingSizes.Top + p.paddingSizes.Bottom +
- p.borderSizes.Top + p.borderSizes.Bottom +
- p.marginSizes.Top + p.marginSizes.Bottom
- }
- // resize tries to set the external size of the panel to the specified
- // dimensions and recalculates the size and positions of the internal areas.
- // The margins, borders and padding sizes are kept and the content
- // area size is adjusted. So if the panel is decreased, its minimum
- // size is determined by the margins, borders and paddings.
- // Normally it should be called with dispatch=true to recalculate the
- // panel layout and dispatch OnSize event.
- func (p *Panel) resize(width, height float32, dispatch bool) {
- var padding Rect
- var border Rect
- width = math32.Round(width)
- height = math32.Round(height)
- // Adjust content width
- p.content.Width = width - p.marginSizes.Left - p.marginSizes.Right - p.borderSizes.Left - p.borderSizes.Right - p.paddingSizes.Left - p.paddingSizes.Right
- if p.content.Width < 0 {
- p.content.Width = 0
- }
- // Adjusts content height
- p.content.Height = height - p.marginSizes.Top - p.marginSizes.Bottom - p.borderSizes.Top - p.borderSizes.Bottom - p.paddingSizes.Top - p.paddingSizes.Bottom
- if p.content.Height < 0 {
- p.content.Height = 0
- }
- // Adjust other area widths
- padding.Width = p.paddingSizes.Left + p.content.Width + p.paddingSizes.Right
- border.Width = p.borderSizes.Left + padding.Width + p.borderSizes.Right
- // Adjust other area heights
- padding.Height = p.paddingSizes.Top + p.content.Height + p.paddingSizes.Bottom
- border.Height = p.borderSizes.Top + padding.Height + p.borderSizes.Bottom
- // Set area positions
- border.X = p.marginSizes.Left
- border.Y = p.marginSizes.Top
- padding.X = border.X + p.borderSizes.Left
- padding.Y = border.Y + p.borderSizes.Top
- p.content.X = padding.X + p.paddingSizes.Left
- p.content.Y = padding.Y + p.paddingSizes.Top
- // Set final panel dimensions (may be different from requested dimensions)
- p.width = p.marginSizes.Left + border.Width + p.marginSizes.Right
- p.height = p.marginSizes.Top + border.Height + p.marginSizes.Bottom
- // Update border uniform in texture coordinates (0,0 -> 1,1)
- p.udata.borders = math32.Vector4{
- float32(border.X) / float32(p.width),
- float32(border.Y) / float32(p.height),
- float32(border.Width) / float32(p.width),
- float32(border.Height) / float32(p.height),
- }
- // Update padding uniform in texture coordinates (0,0 -> 1,1)
- p.udata.paddings = math32.Vector4{
- float32(padding.X) / float32(p.width),
- float32(padding.Y) / float32(p.height),
- float32(padding.Width) / float32(p.width),
- float32(padding.Height) / float32(p.height),
- }
- // Update content uniform in texture coordinates (0,0 -> 1,1)
- p.udata.content = math32.Vector4{
- float32(p.content.X) / float32(p.width),
- float32(p.content.Y) / float32(p.height),
- float32(p.content.Width) / float32(p.width),
- float32(p.content.Height) / float32(p.height),
- }
- p.SetChanged(true) // TODO necessary?
- // Update layout and dispatch event
- if !dispatch {
- return
- }
- if p.layout != nil {
- p.layout.Recalc(p)
- }
- p.Dispatch(OnResize, nil)
- }
- // RenderSetup is called by the Engine before drawing the object
- func (p *Panel) RenderSetup(gl *gls.GLS, rinfo *core.RenderInfo) {
- // Sets texture valid flag in uniforms
- // depending if the material has texture
- if p.mat.TextureCount() > 0 {
- p.udata.textureValid = 1
- } else {
- p.udata.textureValid = 0
- }
- // Sets model matrix
- var mm math32.Matrix4
- p.SetModelMatrix(gl, &mm)
- // Transfer model matrix uniform
- location := p.uniMatrix.Location(gl)
- gl.UniformMatrix4fv(location, 1, false, &mm[0])
- // Transfer panel parameters combined uniform
- location = p.uniPanel.Location(gl)
- const vec4count = 8
- gl.Uniform4fv(location, vec4count, &p.udata.bounds.X)
- }
- // SetModelMatrix calculates and sets the specified matrix with the model matrix for this panel
- func (p *Panel) SetModelMatrix(gl *gls.GLS, mm *math32.Matrix4) {
- // Get scale of window (for HiDPI support)
- sX, sY := Manager().win.GetScale()
- // Get the current viewport width and height
- _, _, width, height := gl.GetViewport()
- // Compute common factors
- fX := 2 * float32(sX) / float32(width)
- fY := 2 * float32(sY) / float32(height)
- // Calculate the model matrix
- // Convert pixel coordinates to standard OpenGL clip coordinates and scale the quad for the viewport
- mm.Set(
- fX*float32(p.width), 0, 0, fX*p.pospix.X-1,
- 0, fY*float32(p.height), 0, 1-fY*p.pospix.Y,
- 0, 0, 1, p.Position().Z,
- 0, 0, 0, 1,
- )
- }
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