1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220
|
{
Copyright 2003-2022 Michalis Kamburelis.
This file is part of "view3dscene".
"view3dscene" is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
"view3dscene" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with "view3dscene"; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
----------------------------------------------------------------------------
}
{ Manage camera navigation types. }
unit V3DSceneNavigationTypes;
{$I v3dsceneconf.inc}
interface
uses SysUtils, CastleUtils, CastleWindow, CastleCameras, CastleVectors,
CastleGLUtils, CastleViewport, Classes, CastleUIControls,
CastleControls, CastleInternalControlsImages, CastleGLImages;
{ Compile also with CGE branches that don't yet have new-cameras work merged.
Once new-cameras merged -> master, we can remove this. }
{$if not declared(TCastleAutoNavigationViewport)}
{$define TCastleAutoNavigationViewport:=TCastleViewport}
{$endif}
{ Call this once on created Viewport.
This will take care of using proper Viewport.Navigation. }
procedure InitNavigation(const Viewport: TCastleAutoNavigationViewport);
type
{ Navigation types useful in view3dscene, in order suitable for view3dscene
menu and toolbar.
Note that "Walk" is after "Fly", which is safer because "Walk" automatically
activates gravity. }
TUserNavigationType = (
untExamine,
untFly,
untWalk,
unt2D,
untNone
);
const
NavigationNames: array [TUserNavigationType] of string =
('Examine', 'Fly', 'Walk', '2D', 'None');
var
CameraRadios: array [TUserNavigationType] of TMenuItemRadio;
CameraButtons: array [TUserNavigationType] of TCastleButton;
function NavigationType: TUserNavigationType;
{ Make UI reflect the current state of Viewport.NavigationType. }
procedure UpdateCameraNavigationTypeUI;
type
TNavigationTypeButton = class(TCastleButton)
strict private
ImageTooltipArrow, ImageTooltip: TCastleImagePersistent;
public
NavigationType: TUserNavigationType;
constructor Create(AOwner: TComponent;
const ANavigationType: TUserNavigationType); reintroduce;
destructor Destroy; override;
function TooltipExists: boolean; override;
procedure TooltipRender(const TooltipPosition: TVector2); override;
end;
{ Same as Viewport.Navigation, where Viewport was given to InitNavigation. }
function Navigation: TCastleNavigation;
implementation
uses CastleParameters, CastleClassUtils, CastleImages,
V3DSceneImages, CastleRectangles;
var
{ Saved Viewport from InitNavigation. }
FViewport: TCastleAutoNavigationViewport;
procedure UpdateCameraNavigationTypeUI;
var
NT: TUserNavigationType;
begin
if CameraRadios[NavigationType] <> nil then
CameraRadios[NavigationType].Checked := true;
for NT := Low(NT) to High(NT) do
{ check <> nil, since for ntNone and not StableNavigationType
we don't show buttons }
if CameraButtons[NT] <> nil then
CameraButtons[NT].Pressed := NT = NavigationType;
end;
procedure InitNavigation(const Viewport: TCastleAutoNavigationViewport);
begin
FViewport := Viewport;
UpdateCameraNavigationTypeUI;
end;
function NavigationType: TUserNavigationType;
begin
if FViewport.Navigation is TCastle2DNavigation then
Result := unt2D
else
case FViewport.NavigationType of
ntExamine, ntTurntable: Result := untExamine;
ntWalk: Result := untWalk;
ntFly: Result := untFly;
ntNone: Result := untNone;
{$ifndef COMPILER_CASE_ANALYSIS}
else raise EInternalError.Create('FViewport.NavigationType?');
{$endif}
end;
end;
function Navigation: TCastleNavigation;
begin
Result := FViewport.Navigation;
end;
{ TNavigationTypeButton ------------------------------------------------------ }
constructor TNavigationTypeButton.Create(AOwner: TComponent;
const ANavigationType: TUserNavigationType);
begin
inherited Create(AOwner);
NavigationType := ANavigationType;
ImageTooltipArrow := TCastleImagePersistent.Create;
ImageTooltipArrow.OwnsImage := false;
ImageTooltipArrow.Image := TooltipArrow;
ImageTooltip := TCastleImagePersistent.Create;
ImageTooltip.OwnsImage := false;
case NavigationType of
untExamine:
ImageTooltip.Image := Examine_Tooltip;
untWalk, untFly:
ImageTooltip.Image := Walk_Fly_Tooltip;
else ;
// unt2D:
//ImageTooltip.Image := Navigation2D_Tooltip; // TODO
end;
end;
destructor TNavigationTypeButton.Destroy;
begin
FreeAndNil(ImageTooltip);
FreeAndNil(ImageTooltipArrow);
inherited;
end;
function TNavigationTypeButton.TooltipExists: boolean;
begin
Result := NavigationType in [untExamine, untWalk, untFly];
end;
{ By using image instead of drawing the text we avoid some lacks
of our text output:
- it would be unhandy to print both normal and bold fonts
(note: this limit was later removed with TCastleLabel.Html)
- it would be unhandy to use non-monospace fonts and still
make columns (key names) matching
- Also we can draw a nice circle instead of "*" inside walk_fly list.
(Note: this limitation does not exist anymore,
as you can arrange layout in CGE editor.
Our tooltips could be reimplemented to allow any UI hierarchy.)
Of course, it also causes some problems. Things are no longer configurable
at runtime:
- fonts
- text contents (e.g. we cannot allow view3dscene keys config,
although this wasn't planned anyway, as it would make problems
with KeySensor, StringSensor)
- we cannot wrap text to window width. We just have to assume
we'll fit inside.
}
procedure TNavigationTypeButton.TooltipRender(const TooltipPosition: TVector2);
const
WindowBorderMargin = 8;
ButtonBottomMargin = 16;
ImgMargin = 8;
var
ButtonR, R: TFloatRectangle;
begin
ButtonR := RenderRect;
R := FloatRectangle(
WindowBorderMargin,
ButtonR.Bottom - ButtonBottomMargin - (ImageTooltip.Height + 2 * ImgMargin),
ImageTooltip.Width + 2 * ImgMargin,
ImageTooltip.Height + 2 * ImgMargin);
Theme.Draw(R, tiTooltip);
ImageTooltip.DrawableImage.Draw(R.Left + ImgMargin, R.Bottom + ImgMargin);
{ we decrease R.Top to overdraw the tooltip image border }
ImageTooltipArrow.DrawableImage.Draw(ButtonR.Left + (EffectiveWidth - ImageTooltipArrow.Width) / 2, R.Top - 1);
end;
initialization
Theme.ImagesPersistent[tiTooltip].Image := TooltipRounded;
Theme.ImagesPersistent[tiTooltip].OwnsImage := false;
Theme.ImagesPersistent[tiTooltip].ProtectedSides.AllSides := 9;
end.
|