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Diffstat (limited to 'include/cru/ui/WindowHost.hpp')
-rw-r--r-- | include/cru/ui/WindowHost.hpp | 185 |
1 files changed, 185 insertions, 0 deletions
diff --git a/include/cru/ui/WindowHost.hpp b/include/cru/ui/WindowHost.hpp new file mode 100644 index 00000000..64116590 --- /dev/null +++ b/include/cru/ui/WindowHost.hpp @@ -0,0 +1,185 @@ +#pragma once +#include <functional> +#include "Base.hpp" + +#include "cru/common/Event.hpp" +#include "cru/common/SelfResolvable.hpp" +#include "render/Base.hpp" + +namespace cru::ui { +struct AfterLayoutEventArgs {}; + +// The host of all controls and render objects. +// +// 3 situations on destroy: +// 1. Native window destroyed, IsRetainAfterDestroy: false: +// OnNativeDestroy(set native_window_destroyed_ to true, call ~Window due to +// deleting_ is false and IsRetainAfterDestroy is false) -> ~Window -> +// ~WindowHost(not destroy native window repeatedly due to native_window_destroyed_ +// is true) +// 2. Native window destroyed, IsRetainAfterDestroy: true: +// OnNativeDestroy(set native_window_destroyed_ to true, not call ~Window +// because deleting_ is false and IsRetainAfterDestroy is true) +// then, ~Window -> ~WindowHost(not destroy native window repeatedly due to +// native_window_destroyed_ is true) +// 3. Native window not destroyed, ~Window is called: +// ~Window -> ~WindowHost(set deleting_ to true, destroy native window +// due to native_window_destroyed is false) -> OnNativeDestroy(not call ~Window +// due to deleting_ is true and IsRetainAfterDestroy is whatever) +// In conclusion: +// 1. Set native_window_destroyed_ to true at the beginning of OnNativeDestroy. +// 2. Set deleting_ to true at the beginning of ~WindowHost. +// 3. Destroy native window when native_window_destroy_ is false in ~Window. +// 4. Delete Window when deleting_ is false and IsRetainAfterDestroy is false in +// OnNativeDestroy. +class WindowHost : public Object, public SelfResolvable<WindowHost> { + CRU_DEFINE_CLASS_LOG_TAG(u"cru::ui::WindowHost") + + public: + // This will create root window render object and attach it to window. + // It will also create and manage a native window. + WindowHost(Window* window); + + CRU_DELETE_COPY(WindowHost) + CRU_DELETE_MOVE(WindowHost) + + ~WindowHost() override; + + public: + // Mark the layout as invalid, and arrange a re-layout later. + // This method could be called more than one times in a message cycle. But + // layout only takes place once. + void InvalidateLayout(); + + // Mark the paint as invalid, and arrange a re-paint later. + // This method could be called more than one times in a message cycle. But + // paint only takes place once. + void InvalidatePaint(); + + IEvent<AfterLayoutEventArgs>* AfterLayoutEvent() { + return &after_layout_event_; + } + + // If true, preferred size of root render object is set to window size when + // measure. Default is true. + bool IsLayoutPreferToFillWindow() const; + void SetLayoutPreferToFillWindow(bool value); + + void Relayout(); + + // Get current control that mouse hovers on. This ignores the mouse-capture + // control. Even when mouse is captured by another control, this function + // return the control under cursor. You can use `GetMouseCaptureControl` to + // get more info. + Control* GetMouseHoverControl() const { return mouse_hover_control_; } + + //*************** region: focus *************** + + // Request focus for specified control. + bool RequestFocusFor(Control* control); + + // Get the control that has focus. + Control* GetFocusControl(); + + //*************** region: focus *************** + + // Pass nullptr to release capture. If mouse is already capture by a control, + // this capture will fail and return false. If control is identical to the + // capturing control, capture is not changed and this function will return + // true. + // + // When capturing control changes, + // appropriate event will be sent. If mouse is not on the capturing control + // and capture is released, mouse enter event will be sent to the mouse-hover + // control. If mouse is not on the capturing control and capture is set, mouse + // leave event will be sent to the mouse-hover control. + bool CaptureMouseFor(Control* control); + + // Return null if not captured. + Control* GetMouseCaptureControl(); + + Control* HitTest(const Point& point); + + void UpdateCursor(); + + std::shared_ptr<platform::native::INativeWindowResolver> + GetNativeWindowResolver() { + return native_window_resolver_; + } + + bool IsRetainAfterDestroy() { return retain_after_destroy_; } + + void SetRetainAfterDestroy(bool destroy) { retain_after_destroy_ = destroy; } + + // Is layout is invalid, wait for relayout and then run the action. Otherwist + // run it right now. + void RunAfterLayoutStable(std::function<void()> action); + + private: + //*************** region: native messages *************** + void OnNativeDestroy(platform::native::INativeWindow* window, std::nullptr_t); + void OnNativePaint(platform::native::INativeWindow* window, std::nullptr_t); + void OnNativeResize(platform::native::INativeWindow* window, + const Size& size); + + void OnNativeFocus(platform::native::INativeWindow* window, + cru::platform::native::FocusChangeType focus); + + void OnNativeMouseEnterLeave( + platform::native::INativeWindow* window, + cru::platform::native::MouseEnterLeaveType enter); + void OnNativeMouseMove(platform::native::INativeWindow* window, + const Point& point); + void OnNativeMouseDown( + platform::native::INativeWindow* window, + const platform::native::NativeMouseButtonEventArgs& args); + void OnNativeMouseUp( + platform::native::INativeWindow* window, + const platform::native::NativeMouseButtonEventArgs& args); + + void OnNativeKeyDown(platform::native::INativeWindow* window, + const platform::native::NativeKeyEventArgs& args); + void OnNativeKeyUp(platform::native::INativeWindow* window, + const platform::native::NativeKeyEventArgs& args); + + //*************** region: event dispatcher helper *************** + + void DispatchMouseHoverControlChangeEvent(Control* old_control, + Control* new_control, + const Point& point, bool no_leave, + bool no_enter); + + private: + bool need_layout_ = false; + + Event<AfterLayoutEventArgs> after_layout_event_; + std::vector<std::function<void()> > after_layout_stable_action_; + + std::shared_ptr<platform::native::INativeWindowResolver> + native_window_resolver_; + + // See remarks of WindowHost. + bool retain_after_destroy_ = false; + // See remarks of WindowHost. + bool deleting_ = false; + + // We need this because calling Resolve on resolver in handler of destroy + // event is bad and will always get the dying window. But we need to label the + // window as destroyed so the destructor will not destroy native window + // repeatedly. See remarks of WindowHost. + bool native_window_destroyed_ = false; + + std::vector<EventRevokerGuard> event_revoker_guards_; + + Window* window_control_; + std::unique_ptr<render::WindowRenderObject> root_render_object_; + + Control* mouse_hover_control_; + + Control* focus_control_; // "focus_control_" can't be nullptr + + Control* mouse_captured_control_; + + bool layout_prefer_to_fill_window_ = true; +}; +} // namespace cru::ui |