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//----------------------------------------------------------------------------------
// File: NvUI/NvUIWindow.cpp
// SDK Version: v3.00
// Email: gameworks@nvidia.com
// Site: http://developer.nvidia.com/
//
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//----------------------------------------------------------------------------------
/*
* library for implementing base classes for NV UI framework
* used for building Widgets and Applications on common code.
*/
#include "NvUIInternal.h"
#include "NvUI/NvBitFont.h" // !!!TBD TODO for the save/restore state fns.
NvUIWindow::NvUIWindow(float width, float height)
: NvUIContainer(width, height)
{
// !!!!TBD TODO error handling.
NvUIText::StaticInit(width, height);
SystemResChange((int)width, (int)height);
}
NvUIWindow::~NvUIWindow()
{
NvUIText::StaticCleanup();
}
NvUIEventResponse NvUIWindow::HandleEvent(const NvGestureEvent &ev, NvUST timeUST, NvUIElement *hasInteract)
{
if (ev.kind > NvGestureKind::HOVER && HasFocus())
DropFocus();
// !!!!TBD note we ignore hasInteract, and just pass in the window as the top level focus holder.
NvUIEventResponse r = INHERITED::HandleEvent(ev, timeUST, this);
return r;
}
void NvUIWindow::HandleReshape(float w, float h)
{
// !!!!!TBD TODO !!!!!TBD TODO
// resize container, notify contents
// update UIText/BitFont of view size change as needed.
// CANNOT allow a resize to zero - scaling is done incrementally in NvUI
// Thus, old*new shows up in the calculations. Thus, passing in 0 for either
// dimension kills the positions and sizes forever. This is a WAR for that
// design issue
if (w < 1.0f || h < 1.0f)
return;
INHERITED::HandleReshape(w, h);
// most containers won't just resize, but we're THE WINDOW, we are the VIEW SIZE.
SetDimensions(w, h);
// this changes our design w/h statics inside UIElement, so we MUST DO THIS LAST,
// so that children can compare current design w/h vs incoming new w/h...
// in the future with gravity positioning, and relative coord spaces, might not be necessary.
// !!!!TBD TODO for the moment, use SystemResChange to do what we want for text and similar systems.
SystemResChange((int)w, (int)h);
}
void NvUIWindow::Draw(const NvUIDrawState &drawState)
{
if (!m_isVisible) return;
NvUIRenderFactory::GlobalRenderPrep();
INHERITED::Draw(drawState);
NvUIRenderFactory::GlobalRenderDone();
}