#pragma once #include "system_headers.h" #include #include "base.h" #include "ui_base.h" #include "layout_base.h" #include "events/ui_event.h" namespace cru { namespace ui { class Control; class Window; //the position cache struct ControlPositionCache { //The lefttop relative to the ancestor. Point lefttop_position_absolute; }; class Control : public Object { friend class Window; friend class WindowLayoutManager; protected: struct WindowConstructorTag {}; explicit Control(bool container = false); Control(WindowConstructorTag, Window* window); public: Control(const Control& other) = delete; Control(Control&& other) = delete; Control& operator=(const Control& other) = delete; Control& operator=(Control&& other) = delete; ~Control() override; public: //*************** region: tree *************** bool IsContainer() const { return is_container_; } //Get parent of control, return nullptr if it has no parent. Control* GetParent() const { return parent_; } //Traverse the children void ForeachChild(Action&& predicate) const; void ForeachChild(FlowControlAction&& predicate) const; //Return a vector of all children. This function will create a //temporary copy of vector of children. If you just want to //traverse all children, just call ForeachChild. Vector GetChildren() const { return children_; } //Add a child at tail. void AddChild(Control* control); //Add a child before the position. void AddChild(Control* control, int position); //Remove a child. void RemoveChild(Control* child); //Remove a child at specified position. void RemoveChild(int position); //Get the ancestor of the control. Control* GetAncestor(); //Get the window if attached, otherwise, return nullptr. Window* GetWindow() const { return window_; } //Traverse the tree rooted the control. void TraverseDescendants(Action&& predicate); //*************** region: position and size *************** // Position and size part must be isolated from layout part. // All the operations in this part must be done independently. // And layout part must use api of this part. //Get the lefttop relative to its parent. virtual Point GetPositionRelative(); //Set the lefttop relative to its parent. virtual void SetPositionRelative(const Point& position); //Get the actual size. virtual Size GetSize(); //Set the actual size directly without re-layout. virtual void SetSize(const Size& size); //Get lefttop relative to ancestor. This is only valid when //attached to window. Notice that the value is cached. //You can invalidate and recalculate it by calling "InvalidatePositionCache". Point GetPositionAbsolute() const; //Local point to absolute point. Point LocalToAbsolute(const Point& point) const; //Absolute point to local point. Point AbsoluteToLocal(const Point& point) const; bool IsPointInside(const Point& point); //*************** region: graphic *************** //Draw this control and its child controls. void Draw(ID2D1DeviceContext* device_context); virtual void Repaint(); //*************** region: focus *************** bool RequestFocus(); bool HasFocus(); //*************** region: layout *************** void Relayout(); void Measure(const Size& available_size); void Layout(const Rect& rect); Size GetDesiredSize() const; void SetDesiredSize(const Size& desired_size); template std::shared_ptr GetLayoutParams() { static_assert(std::is_base_of_v, "TLayoutParams must be subclass of BasicLayoutParams."); return static_cast>(layout_params_); } template>> void SetLayoutParams(std::shared_ptr basic_layout_params) { static_assert(std::is_base_of_v, "TLayoutParams must be subclass of BasicLayoutParams."); layout_params_ = basic_layout_params; } //*************** region: events *************** //Raised when mouse enter the control. events::MouseEvent mouse_enter_event; //Raised when mouse is leave the control. events::MouseEvent mouse_leave_event; //Raised when mouse is move in the control. events::MouseEvent mouse_move_event; //Raised when a mouse button is pressed in the control. events::MouseButtonEvent mouse_down_event; //Raised when a mouse button is released in the control. events::MouseButtonEvent mouse_up_event; events::UiEvent get_focus_event; events::UiEvent lose_focus_event; events::DrawEvent draw_event; events::PositionChangedEvent position_changed_event; events::SizeChangedEvent size_changed_event; protected: //Invoked when a child is added. Overrides should invoke base. virtual void OnAddChild(Control* child); //Invoked when a child is removed. Overrides should invoke base. virtual void OnRemoveChild(Control* child); //Invoked when the control is attached to a window. Overrides should invoke base. virtual void OnAttachToWindow(Window* window); //Invoked when the control is detached to a window. Overrides should invoke base. virtual void OnDetachToWindow(Window* window); virtual void OnDraw(ID2D1DeviceContext* device_context); // For a event, the window event system will first dispatch event to core functions. // Therefore for particular controls, you should do essential actions in core functions, // and override version should invoke base version. The base core function // in "Control" class will call corresponding non-core function and call "Raise" on // event objects. So user custom actions should be done by overriding non-core function // and calling the base version is optional. //*************** region: position and size event *************** virtual void OnPositionChanged(events::PositionChangedEventArgs& args); virtual void OnSizeChanged(events::SizeChangedEventArgs& args); virtual void OnPositionChangedCore(events::PositionChangedEventArgs& args); virtual void OnSizeChangedCore(events::SizeChangedEventArgs& args); //*************** region: mouse event *************** virtual void OnMouseEnter(events::MouseEventArgs& args); virtual void OnMouseLeave(events::MouseEventArgs& args); virtual void OnMouseMove(events::MouseEventArgs& args); virtual void OnMouseDown(events::MouseButtonEventArgs& args); virtual void OnMouseUp(events::MouseButtonEventArgs& args); virtual void OnMouseEnterCore(events::MouseEventArgs& args); virtual void OnMouseLeaveCore(events::MouseEventArgs& args); virtual void OnMouseMoveCore(events::MouseEventArgs& args); virtual void OnMouseDownCore(events::MouseButtonEventArgs& args); virtual void OnMouseUpCore(events::MouseButtonEventArgs& args); //*************** region: focus event *************** virtual void OnGetFocus(events::UiEventArgs& args); virtual void OnLoseFocus(events::UiEventArgs& args); virtual void OnGetFocusCore(events::UiEventArgs& args); virtual void OnLoseFocusCore(events::UiEventArgs& args); //*************** region: layout *************** virtual Size OnMeasure(const Size& available_size); virtual void OnLayout(const Rect& rect); private: // Only for layout manager to use. // Check if the old position is updated to current position. // If not, then a notify of position change and update will // be done. void CheckAndNotifyPositionChanged(); void ThrowIfNotContainer() const { if (!is_container_) throw std::runtime_error("You can't perform such operation on a non-container control."); } private: bool is_container_; protected: Window * window_; // protected for Window class to write it as itself in constructor. private: Control * parent_; Vector children_; // When position is changed and notification hasn't been // sent, it will be the old position. When position is changed // more than once, it will be the oldest position since last // notification. If notification has been sent, it will be updated // to position_. Point old_position_; Point position_; Size size_; ControlPositionCache position_cache_; bool is_mouse_inside_; std::shared_ptr layout_params_; Size desired_size_; }; // Find the lowest common ancestor. // Return nullptr if "left" and "right" are not in the same tree. Control* FindLowestCommonAncestor(Control* left, Control* right); // Return the ancestor if one control is the ancestor of the other one, otherwise nullptr. Control* IsAncestorOrDescendant(Control* left, Control* right); } }