openclonk/src/editor/C4ConsoleQtViewport.cpp

545 lines
18 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2013, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
/* Player and editor viewports in console */
#include "C4Include.h"
#include "script/C4Value.h"
#include "editor/C4ConsoleQtViewport.h"
#include "editor/C4ConsoleQtState.h"
#include "editor/C4Console.h"
#include "editor/C4ConsoleQtShapes.h"
#include "game/C4Viewport.h"
#include "object/C4Object.h"
#include "editor/C4ViewportWindow.h"
#include "editor/C4Console.h"
#include "gui/C4MouseControl.h"
#include "landscape/C4Landscape.h"
#include "object/C4GameObjects.h"
#include "player/C4PlayerList.h"
/* Console viewports */
C4ConsoleQtViewportView::C4ConsoleQtViewportView(class C4ConsoleQtViewportScrollArea *scrollarea)
: QOpenGLWidget(scrollarea->dock), dock(scrollarea->dock), cvp(scrollarea->cvp)
{
setAttribute(Qt::WA_ShowWithoutActivating, true);
setFocusPolicy(Qt::WheelFocus);
setMouseTracking(true);
setContextMenuPolicy(Qt::CustomContextMenu);
// Register for viewport
C4ViewportWindow *window = dock->cvp;
window->glwidget = this;
// Enable context menu
connect(this, &QWidget::customContextMenuRequested, this, &C4ConsoleQtViewportView::ShowContextMenu);
}
bool C4ConsoleQtViewportView::IsPlayViewport() const
{
return (cvp && ::MouseControl.IsViewport(cvp)
&& (::Console.EditCursor.GetMode() == C4CNS_ModePlay));
}
// On high-DPI screens, Qt's pixels are not equal to device pixels anymore. However, viewports
// still work with device pixels, so we have to adjust coordinates from Qt events.
qreal C4ConsoleQtViewportView::GetDevicePixelRatio()
{
// Find the screen the viewport is on to get its pixel ratio.
auto desktop = QApplication::desktop();
auto screenNumber = desktop->screenNumber(this);
// This can happen while moving to a different screen.
if (screenNumber == -1)
return 1;
auto screen = QApplication::screens()[screenNumber];
return screen->devicePixelRatio();
}
void C4ConsoleQtViewportView::AddSelectObjectContextEntry(C4Object *obj, QMenu *menu)
{
// Add select object item for object and for all contents
if (!obj || !obj->Status) return;
int32_t object_number = obj->Number;
QAction *select_object_action = new QAction(QString("%1 #%2 (%3/%4)").arg(obj->GetName()).arg(object_number).arg(obj->GetX()).arg(obj->GetY()), menu);
connect(select_object_action, &QAction::triggered, menu, [object_number]() {
bool add = !!(QGuiApplication::keyboardModifiers() & Qt::ShiftModifier);
C4Object *obj = ::Objects.SafeObjectPointer(object_number);
if (obj) ::Console.EditCursor.DoContextObjsel(obj, !add);
});
menu->addAction(select_object_action);
if (obj->Contents.ObjectCount())
{
QMenu *submenu = menu->addMenu(FormatString(LoadResStr("IDS_CNS_SELECTCONTENTS"), obj->GetName()).getData());
for (C4Object *cobj : obj->Contents)
{
AddSelectObjectContextEntry(cobj, submenu);
}
}
}
void C4ConsoleQtViewportView::ShowContextMenu(const QPoint &pos)
{
// Coordinates are in viewport (not adjusted by parent scroll window)
if (!IsPlayViewport())
{
// Show context menu in editor viewport
QMenu *menu = new QMenu(this);
// Show current object(s) as unselectable item
auto &ui = dock->main_window->GetConsoleState()->ui;
menu->addSection(ui.selectionInfoLabel->text());
// Object actions. Always shown but grayed out if no object is selected.
bool has_object = false;
int32_t contents_count = 0;
for (const C4Value &sel : ::Console.EditCursor.GetSelection())
{
C4Object *obj = sel.getObj();
if (obj)
{
has_object = true;
contents_count += obj->Contents.ObjectCount();
}
}
for (QAction *act : { ui.actionDeleteObject, ui.actionDuplicateObject, ui.actionEjectContents })
{
act->setEnabled(has_object);
menu->addAction(act);
}
if (!contents_count)
{
ui.actionEjectContents->setEnabled(false);
}
ui.actionEjectContents->setText(QString("%1 (%2)").arg(LoadResStr("IDS_MNU_CONTENTS")).arg((int)contents_count));
// Object selection section for overlapping objects
auto pr = GetDevicePixelRatio();
int32_t x = cvp->WindowToGameX(pr * pos.x()),
y = cvp->WindowToGameY(pr * pos.y());
auto pFOl = new C4FindObjectAtPoint(x, y); // freed by ~C4FindObjectAnd
auto pFOc = new C4FindObjectContainer(nullptr); // freed by ~C4FindObjectAnd
C4FindObject *pFO_conds[] = { pFOl , pFOc };
C4FindObjectAnd pFO(2, pFO_conds, false);
std::unique_ptr<C4ValueArray> atcursor(pFO.FindMany(::Objects, ::Objects.Sectors)); // needs freeing (single object ptr)
int itemcount = atcursor->GetSize();
if (itemcount)
{
menu->addSection(LoadResStr("IDS_CNS_SELECTNEARBYOBJECTS"));
for (int32_t i = 0; i < itemcount; ++i)
{
AddSelectObjectContextEntry(atcursor->GetItem(i).getObj(), menu);
}
}
menu->popup(mapToGlobal(pos));
}
}
// Get Shift state as Win32 wParam
uint32_t GetShiftWParam()
{
auto modifiers = QGuiApplication::keyboardModifiers();
uint32_t result = 0;
if (modifiers & Qt::ShiftModifier) result |= MK_SHIFT;
if (modifiers & Qt::ControlModifier) result |= MK_CONTROL;
if (modifiers & Qt::AltModifier) result |= MK_ALT;
return result;
}
void C4ConsoleQtViewportView::mouseMoveEvent(QMouseEvent *eventMove)
{
auto pr = GetDevicePixelRatio();
if (IsPlayViewport())
{
bool is_in_drawrange = (Inside<int32_t>(eventMove->x() - cvp->DrawX, 0, cvp->ViewWdt - 1)
&& Inside<int32_t>(eventMove->y() - cvp->DrawY, 0, cvp->ViewHgt - 1));
this->setCursor(is_in_drawrange ? Qt::BlankCursor : Qt::CrossCursor);
C4GUI::MouseMove(C4MC_Button_None, eventMove->x() * pr, eventMove->y() * pr, GetShiftWParam(), cvp);
}
else
{
cvp->pWindow->EditCursorMove(eventMove->x() * pr, eventMove->y() * pr, GetShiftWParam());
Qt::CursorShape cursor;
if (::Console.EditCursor.HasTransformCursor())
cursor = Qt::SizeAllCursor;
else if (::Console.EditCursor.GetShapes()->HasDragCursor())
cursor = ::Console.EditCursor.GetShapes()->GetDragCursor();
else
cursor = Qt::CrossCursor;
this->setCursor(cursor);
}
}
void C4ConsoleQtViewportView::mousePressEvent(QMouseEvent *eventPress)
{
auto pr = GetDevicePixelRatio();
if (IsPlayViewport())
{
int32_t btn = C4MC_Button_None;
switch (eventPress->button())
{
case Qt::LeftButton: btn = C4MC_Button_LeftDown; break;
case Qt::RightButton: btn = C4MC_Button_RightDown; break;
case Qt::MiddleButton: btn = C4MC_Button_MiddleDown; break;
case Qt::XButton1: btn = C4MC_Button_X1Down; break;
case Qt::XButton2: btn = C4MC_Button_X2Down; break;
}
C4GUI::MouseMove(btn, eventPress->x() * pr, eventPress->y() * pr, GetShiftWParam(), cvp);
}
else
{
// movement update needed before, so target is always up-to-date
cvp->pWindow->EditCursorMove(eventPress->x() * pr, eventPress->y() * pr, GetShiftWParam());
switch (eventPress->button())
{
case Qt::LeftButton: ::Console.EditCursor.LeftButtonDown(GetShiftWParam()); break;
case Qt::RightButton: ::Console.EditCursor.RightButtonDown(GetShiftWParam()); break;
}
}
}
void C4ConsoleQtViewportView::mouseDoubleClickEvent(QMouseEvent *eventPress)
{
if (IsPlayViewport())
{
int32_t btn = C4MC_Button_None;
switch (eventPress->button())
{
case Qt::LeftButton: btn = C4MC_Button_LeftDouble; break;
case Qt::RightButton: btn = C4MC_Button_RightDouble; break;
case Qt::MiddleButton: btn = C4MC_Button_MiddleDouble; break;
case Qt::XButton1: btn = C4MC_Button_X1Double; break;
case Qt::XButton2: btn = C4MC_Button_X2Double; break;
}
auto pr = GetDevicePixelRatio();
C4GUI::MouseMove(btn, eventPress->x() * pr, eventPress->y() * pr, GetShiftWParam(), cvp);
}
}
void C4ConsoleQtViewportView::mouseReleaseEvent(QMouseEvent *releaseEvent)
{
if (IsPlayViewport())
{
int32_t btn = C4MC_Button_None;
switch (releaseEvent->button())
{
case Qt::LeftButton: btn = C4MC_Button_LeftUp; break;
case Qt::RightButton: btn = C4MC_Button_RightUp; break;
case Qt::MiddleButton: btn = C4MC_Button_MiddleUp; break;
case Qt::XButton1: btn = C4MC_Button_X1Up; break;
case Qt::XButton2: btn = C4MC_Button_X2Up; break;
}
auto pr = GetDevicePixelRatio();
C4GUI::MouseMove(btn, releaseEvent->x() * pr, releaseEvent->y() * pr, GetShiftWParam(), cvp);
}
else
{
switch (releaseEvent->button())
{
case Qt::LeftButton: ::Console.EditCursor.LeftButtonUp(GetShiftWParam()); break;
case Qt::RightButton: ::Console.EditCursor.RightButtonUp(GetShiftWParam()); break;
}
}
}
void C4ConsoleQtViewportView::wheelEvent(QWheelEvent *event)
{
if (IsPlayViewport())
{
int delta = event->delta() / 8;
if (!delta) delta = event->delta(); // abs(delta)<8?
uint32_t shift = (delta>0) ? (delta<<16) : uint32_t(delta<<16);
shift += GetShiftWParam();
auto pr = GetDevicePixelRatio();
C4GUI::MouseMove(C4MC_Button_Wheel, event->x() * pr, event->y() * pr, shift, cvp);
}
else
{
auto delta = event->angleDelta();
auto modifiers = QGuiApplication::keyboardModifiers();
// Zoom with Ctrl + mouse wheel, just like for player viewports.
if (modifiers & Qt::ControlModifier)
cvp->ChangeZoom(pow(C4GFX_ZoomStep, (float) delta.y() / 120));
else
{
// Viewport movement.
float x = -ViewportScrollSpeed * delta.x() / 120, y = -ViewportScrollSpeed * delta.y() / 120;
// Not everyone has a vertical scroll wheel...
if (modifiers & Qt::ShiftModifier)
std::swap(x, y);
cvp->ScrollView(x, y);
}
}
}
void C4ConsoleQtViewportView::focusInEvent(QFocusEvent * event)
{
dock->OnActiveChanged(true);
QWidget::focusInEvent(event);
}
void C4ConsoleQtViewportView::focusOutEvent(QFocusEvent * event)
{
dock->OnActiveChanged(false);
QWidget::focusOutEvent(event);
}
/* Keyboard scan code mapping from Qt to our keys */
/** Convert certain keys to (unix(?)) scancodes (those that differ from scancodes on Windows. Sometimes. Maybe.) */
static C4KeyCode QtKeyToUnixScancode(const QKeyEvent &event)
{
//LogF("VK: %x SC: %x key: %x", event.nativeVirtualKey(), event.nativeScanCode(), event.key());
// Map some special keys
switch (event.key())
{
case Qt::Key_Home: return K_HOME;
case Qt::Key_End: return K_END;
case Qt::Key_PageUp: return K_PAGEUP;
case Qt::Key_PageDown: return K_PAGEDOWN;
case Qt::Key_Up: return K_UP;
case Qt::Key_Down: return K_DOWN;
case Qt::Key_Left: return K_LEFT;
case Qt::Key_Right: return K_RIGHT;
case Qt::Key_Clear: return K_CENTER;
case Qt::Key_Insert: return K_INSERT;
case Qt::Key_Delete: return K_DELETE;
case Qt::Key_Menu: return K_MENU;
case Qt::Key_Pause: return K_PAUSE;
case Qt::Key_Print: return K_PRINT;
case Qt::Key_NumLock: return K_NUM;
case Qt::Key_ScrollLock:return K_SCROLL;
default:
// Some native Win32 key mappings...
#ifdef USE_WIN32_WINDOWS
switch (event.nativeVirtualKey())
{
case VK_LWIN: return K_WIN_L;
case VK_RWIN: return K_WIN_R;
case VK_NUMPAD1: return K_NUM1;
case VK_NUMPAD2: return K_NUM2;
case VK_NUMPAD3: return K_NUM3;
case VK_NUMPAD4: return K_NUM4;
case VK_NUMPAD5: return K_NUM5;
case VK_NUMPAD6: return K_NUM6;
case VK_NUMPAD7: return K_NUM7;
case VK_NUMPAD8: return K_NUM8;
case VK_NUMPAD9: return K_NUM9;
case VK_NUMPAD0: return K_NUM0;
}
switch (event.nativeScanCode())
{
case 285: return K_CONTROL_R;
}
#endif
// Otherwise rely on native scan code to be the same on all platforms
#ifdef Q_OS_LINUX
return event.nativeScanCode() - 8;
#elif defined(Q_OS_DARWIN)
return event.nativeScanCode();
#else
return event.nativeScanCode();
#endif
}
}
void C4ConsoleQtViewportView::keyPressEvent(QKeyEvent * event)
{
// Convert key to our internal mapping
C4KeyCode code = QtKeyToUnixScancode(*event);
// Viewport-only handling
bool handled = false;
if (code == K_SCROLL)
{
cvp->TogglePlayerLock();
handled = true;
}
// Handled if handled as player control or main editor
if (!handled) handled = Game.DoKeyboardInput(code, KEYEV_Down, !!(event->modifiers() & Qt::AltModifier), !!(event->modifiers() & Qt::ControlModifier), !!(event->modifiers() & Qt::ShiftModifier), event->isAutoRepeat(), NULL);
if (!handled) handled = dock->main_window->HandleEditorKeyDown(event);
event->setAccepted(handled);
}
void C4ConsoleQtViewportView::keyReleaseEvent(QKeyEvent * event)
{
// Convert key to our internal mapping
C4KeyCode code = QtKeyToUnixScancode(*event);
// Handled if handled as player control
bool handled = Game.DoKeyboardInput(code, KEYEV_Up, !!(event->modifiers() & Qt::AltModifier), !!(event->modifiers() & Qt::ControlModifier), !!(event->modifiers() & Qt::ShiftModifier), event->isAutoRepeat(), NULL);
if (!handled) handled = dock->main_window->HandleEditorKeyUp(event);
event->setAccepted(handled);
}
void C4ConsoleQtViewportView::enterEvent(QEvent *)
{
// TODO: This should better be managed by the viewport
// looks weird when there's multiple viewports open
// but for some reason, the EditCursor drawing stuff is not associated with the viewport (yet)
::Console.EditCursor.SetMouseHover(true);
}
void C4ConsoleQtViewportView::leaveEvent(QEvent *)
{
// TODO: This should better be managed by the viewport
::Console.EditCursor.SetMouseHover(false);
}
void C4ConsoleQtViewportView::initializeGL()
{
// init extensions
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err)
{
// Problem: glewInit failed, something is seriously wrong.
LogF("glewInit: %s", reinterpret_cast<const char*>(glewGetErrorString(err)));
}
}
void C4ConsoleQtViewportView::resizeGL(int w, int h)
{
auto pr = GetDevicePixelRatio();
cvp->UpdateOutputSize(w * pr, h * pr);
}
void C4ConsoleQtViewportView::paintGL()
{
cvp->ScrollBarsByViewPosition();
cvp->Execute();
}
C4ConsoleQtViewportScrollArea::C4ConsoleQtViewportScrollArea(class C4ConsoleQtViewportDockWidget *dock)
: QAbstractScrollArea(dock), dock(dock), cvp(dock->cvp->cvp)
{
cvp->scrollarea = this;
// No scroll bars by default. Neutral viewports will toggle this.
setScrollBarVisibility(false);
}
void C4ConsoleQtViewportScrollArea::scrollContentsBy(int dx, int dy)
{
// Just use the absolute position in any case.
cvp->SetViewX(horizontalScrollBar()->value());
cvp->SetViewY(verticalScrollBar()->value());
}
bool C4ConsoleQtViewportScrollArea::viewportEvent(QEvent *e)
{
// Pass everything to the viewport.
return false;
}
void C4ConsoleQtViewportScrollArea::setupViewport(QWidget *viewport)
{
// Don't steal focus from the viewport. This is necessary to make keyboard input work.
viewport->setFocusProxy(NULL);
ScrollBarsByViewPosition();
}
void C4ConsoleQtViewportScrollArea::ScrollBarsByViewPosition()
{
int x = viewport()->width() / cvp->GetZoom();
horizontalScrollBar()->setRange(0, ::Landscape.GetWidth() - x);
horizontalScrollBar()->setPageStep(x);
horizontalScrollBar()->setValue(cvp->GetViewX());
int y = viewport()->height() / cvp->GetZoom();
verticalScrollBar()->setRange(0, ::Landscape.GetHeight() - y);
verticalScrollBar()->setPageStep(y);
verticalScrollBar()->setValue(cvp->GetViewY());
}
void C4ConsoleQtViewportScrollArea::setScrollBarVisibility(bool visible)
{
if (visible)
{
setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOn);
setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOn);
}
else
{
setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
}
}
C4ConsoleQtViewportDockWidget::C4ConsoleQtViewportDockWidget(C4ConsoleQtMainWindow *main_window, QMainWindow *parent, C4ViewportWindow *cvp)
: QDockWidget("", parent), main_window(main_window), cvp(cvp)
{
// Translated title or player name
C4Player *plr = ::Players.Get(cvp->cvp->GetPlayer());
setWindowTitle(plr ? plr->GetName() : LoadResStr("IDS_CNS_VIEWPORT"));
// Actual view container, wrapped in scrolling area
auto scrollarea = new C4ConsoleQtViewportScrollArea(this);
view = new C4ConsoleQtViewportView(scrollarea);
scrollarea->setViewport(view);
setWidget(scrollarea);
connect(this, SIGNAL(topLevelChanged(bool)), this, SLOT(TopLevelChanged(bool)));
// Register viewport widget for periodic rendering updates.
cvp->viewport_widget = view;
}
void C4ConsoleQtViewportDockWidget::mousePressEvent(QMouseEvent *eventPress)
{
// Clicking the dock focuses the viewport
view->setFocus();
QDockWidget::mousePressEvent(eventPress);
}
void C4ConsoleQtViewportDockWidget::OnActiveChanged(bool active)
{
// Title bar of the selected viewport should be drawn in highlight colors to show that keyboard input will now go to the viewport.
// Unfortunately, color and font of the title is not taken from QDockWidget::title but directly from QDockWidget.
// Provide them in both just in case Qt ever changes its definition.
QColor bgclr = QApplication::palette(this).color(QPalette::Highlight);
QColor fontclr = QApplication::palette(this).color(QPalette::HighlightedText);
if (active)
setStyleSheet(QString(
"QDockWidget::title { text-align: left; background: %1; padding-left: 3px; color: %2; font-weight: bold; } QDockWidget { color: %2; font-weight: bold; }").arg(bgclr.name(), fontclr.name()));
else
setStyleSheet(QString());
}
void C4ConsoleQtViewportDockWidget::TopLevelChanged(bool is_floating)
{
// Ensure focus after undock and after re-docking floating viewport window
view->setFocus();
}
void C4ConsoleQtViewportDockWidget::closeEvent(QCloseEvent * event)
{
QDockWidget::closeEvent(event);
if (event->isAccepted())
{
if (cvp)
{
// This causes "this" to be deleted:
cvp->Close();
}
else
{
deleteLater();
}
}
}
bool C4ConsoleQtViewportDockWidget::event(QEvent *e)
{
// Focus on title bar click
if (e->type() == QEvent::NonClientAreaMouseButtonPress || e->type() == QEvent::MouseButtonPress) view->setFocus();
return QDockWidget::event(e);
}