/************************************************************************************ Filename : OptionMenu.h Content : Option selection and editing for OculusWorldDemo Created : March 7, 2014 Authors : Michael Antonov, Caleb Leak Copyright : Copyright 2012 Oculus VR, LLC All Rights reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. *************************************************************************************/ #ifndef INC_OptionMenu_h #define INC_OptionMenu_h #include "OVR_Kernel.h" #include "../Platform/Platform_Default.h" #include "../Render/Render_Device.h" #include "../Platform/Gamepad.h" #include "Util/Util_Render_Stereo.h" using namespace OVR::Util::Render; #include #include #include #include "Sensors/OVR_DeviceConstants.h" using namespace OVR; using namespace OVR::OvrPlatform; using namespace OVR::Render; //------------------------------------------------------------------------------------- struct FunctionNotifyBase : public NewOverrideBase { virtual void CallNotify(void*) { } virtual void CallNotify() { } }; // Simple member pointer wrapper to support calling class members template struct FunctionNotifyContext : public FunctionNotifyBase { typedef void (C::*FnPtr)(X*); FunctionNotifyContext(C* p, FnPtr fn) : pClass(p), pFn(fn), pContext(NULL) { } FunctionNotifyContext(C* p, FnPtr fn, X* pContext) : pClass(p), pFn(fn), pContext(pContext) { } virtual void CallNotify(void* var) { (void)(pClass->*pFn)(static_cast(var)); } virtual void CallNotify() { (void)(pClass->*pFn)(pContext); } private: X* pContext; C* pClass; FnPtr pFn; }; template struct FunctionNotifySimple : public FunctionNotifyBase { typedef void (C::*FnPtr)(void); FunctionNotifySimple(C* p, FnPtr fn) : pClass(p), pFn(fn) { } virtual void CallNotify(void*) { CallNotify(); } virtual void CallNotify() { (void)(pClass->*pFn)(); } private: C* pClass; FnPtr pFn; }; //------------------------------------------------------------------------------------- // Describes a shortcut key struct ShortcutKey { enum ShiftUsageType { Shift_Ignore, Shift_Modify, Shift_RequireOn, Shift_RequireOff }; ShortcutKey(OVR::KeyCode key = Key_None, ShiftUsageType shiftUsage = Shift_RequireOff) : Key(key), ShiftUsage(shiftUsage) { } OVR::KeyCode Key; ShiftUsageType ShiftUsage; }; //------------------------------------------------------------------------------------- struct OptionShortcut { Array Keys; Array GamepadButtons; FunctionNotifyBase* pNotify; OptionShortcut() : pNotify(NULL) {} OptionShortcut(FunctionNotifyBase* pNotify) : pNotify(pNotify) {} ~OptionShortcut() { if (pNotify) delete pNotify; } void AddShortcut(ShortcutKey key) { Keys.PushBack(key); } void AddShortcut(uint32_t gamepadButton) { GamepadButtons.PushBack(gamepadButton); } bool MatchKey(OVR::KeyCode key, bool shift) const; bool MatchGamepadButton(uint32_t gamepadButtonMask) const; }; //------------------------------------------------------------------------------------- // Base class for a menu item. Internally, this can also be OptionSelectionMenu itself // to support nested menus. Users shouldn't need to use this class. class OptionMenuItem : public NewOverrideBase { public: virtual ~OptionMenuItem() { } virtual void Select() { } virtual void NextValue(bool* pFastStep = NULL) { OVR_UNUSED1(pFastStep); } virtual void PrevValue(bool* pFastStep = NULL) { OVR_UNUSED1(pFastStep); } virtual String GetLabel() { return Label; } virtual String GetValue() { return ""; } // Returns empty string if shortcut not handled virtual String ProcessShortcutKey(OVR::KeyCode key, bool shift) = 0; virtual String ProcessShortcutButton(uint32_t buttonMask) = 0; virtual bool IsMenu() const { return false; } protected: String Label; String PopNamespaceFrom(OptionMenuItem* menuItem); }; //------------------------------------------------------------------------------------- // OptionVar implements a basic menu item, which binds to an external variable, // displaying and editing its state. class OptionVar : public OptionMenuItem { public: enum VarType { Type_Enum, Type_Int, Type_Float, Type_Bool, Type_Trigger, }; typedef String (*FormatFunction)(OptionVar*); typedef void (*UpdateFunction)(OptionVar*); static String FormatEnum(OptionVar* var); static String FormatInt(OptionVar* var); static String FormatFloat(OptionVar* var); static String FormatTan(OptionVar* var); static String FormatBool(OptionVar* var); static String FormatTrigger(OptionVar* var); OptionVar(const char* name, void* pVar, VarType type, FormatFunction formatFunction, UpdateFunction updateFunction = NULL); // Integer with range and step size. OptionVar(const char* name, int32_t* pVar, int32_t min, int32_t max, int32_t stepSize=1, const char* formatString = "%d", FormatFunction formatFunction = 0, // Default int formatting. UpdateFunction updateFunction = NULL); // Float with range and step size. OptionVar(const char* name, float* pvar, float minf, float maxf, float stepSize = 1.0f, const char* formatString = "%.3f", float formatScale = 1.0f, FormatFunction formatFunction = 0, // Default float formatting. UpdateFunction updateFunction = 0 ); virtual ~OptionVar(); int32_t* AsInt() { return reinterpret_cast(pVar); } bool* AsBool() { return reinterpret_cast(pVar); } float* AsFloat() { return reinterpret_cast(pVar); } VarType GetType() { return Type; } //virtual void Select() { if(Type == Type_Trigger) SignalUpdate(); } // Step through values (wrap for enums). virtual void NextValue(bool* pFastStep); virtual void PrevValue(bool* pFastStep); // Executes shortcut message and returns notification string. // Returns empty string for no action. String HandleShortcutUpdate(); virtual String ProcessShortcutKey(OVR::KeyCode key, bool shift); virtual String ProcessShortcutButton(uint32_t buttonMask); OptionVar& AddEnumValue(const char* displayName, int32_t value); template OptionVar& SetNotify(C* p, void (C::*fn)(OptionVar*)) { OVR_ASSERT(pNotify == 0); // Can't set notifier twice. pNotify = new FunctionNotifyContext(p, fn, this); return *this; } //String Format(); virtual String GetValue(); OptionVar& AddShortcutUpKey(const ShortcutKey& shortcut) { ShortcutUp.AddShortcut(shortcut); return *this; } OptionVar& AddShortcutUpKey(OVR::KeyCode key, ShortcutKey::ShiftUsageType shiftUsage = ShortcutKey::Shift_Modify) { ShortcutUp.AddShortcut(ShortcutKey(key, shiftUsage)); return *this; } OptionVar& AddShortcutUpButton(uint32_t gamepadButton) { ShortcutUp.AddShortcut(gamepadButton); return *this; } OptionVar& AddShortcutDownKey(const ShortcutKey& shortcut) { ShortcutDown.AddShortcut(shortcut); return *this; } OptionVar& AddShortcutDownKey(OVR::KeyCode key, ShortcutKey::ShiftUsageType shiftUsage = ShortcutKey::Shift_Modify) { ShortcutDown.AddShortcut(ShortcutKey(key, shiftUsage)); return *this; } OptionVar& AddShortcutDownButton(uint32_t gamepadButton) { ShortcutDown.AddShortcut(gamepadButton); return *this; } OptionVar& AddShortcutKey(const ShortcutKey& shortcut) { return AddShortcutUpKey(shortcut); } OptionVar& AddShortcutKey(OVR::KeyCode key, ShortcutKey::ShiftUsageType shiftUsage = ShortcutKey::Shift_RequireOff) { return AddShortcutUpKey(key, shiftUsage); } OptionVar& AddShortcutButton(uint32_t gamepadButton) { return AddShortcutUpButton(gamepadButton); } private: void SignalUpdate() { if (fUpdate) fUpdate(this); if (pNotify) pNotify->CallNotify(this); } struct EnumEntry { // Human readable name for enum. String Name; int32_t Value; }; // Array of possible enum values. Array EnumValues; // Gets the index of the current enum value. uint32_t GetEnumIndex(); FormatFunction fFormat; UpdateFunction fUpdate; FunctionNotifyBase* pNotify; VarType Type; void* pVar; const char* FormatString; OptionShortcut ShortcutUp; OptionShortcut ShortcutDown; float MinFloat; float MaxFloat; float StepFloat; float FormatScale; // Multiply float by this before rendering int32_t MinInt; int32_t MaxInt; int32_t StepInt; int SelectedIndex; }; //------------------------------------------------------------------------------------- // ***** OptionSelectionMenu // Implements an overlay option menu, brought up by the 'Tab' key. // Items are added to the menu with AddBool, AddEnum, AddFloat on startup, // and are editable by using arrow keys (underlying variable is modified). // // Call Render() to render the menu every frame. // // Menu also support displaying popup messages with a timeout, displayed // when menu body isn't up. class OptionSelectionMenu : public OptionMenuItem { public: OptionSelectionMenu(OptionSelectionMenu* parentMenu = NULL); ~OptionSelectionMenu(); bool OnKey(OVR::KeyCode key, int chr, bool down, int modifiers); bool OnGamepad(uint32_t buttonMask); void Render(RenderDevice* prender, String title = ""); void AddItem(OptionMenuItem* menuItem); // Adds a boolean toggle. Returns added item to allow customization. OptionVar& AddBool(const char* name, bool* pvar, OptionVar::UpdateFunction updateFunction = 0, OptionVar::FormatFunction formatFunction = OptionVar::FormatBool) { OptionVar* p = new OptionVar(name, pvar, OptionVar::Type_Bool, formatFunction, updateFunction); AddItem(p); return *p; } // Adds a boolean toggle. Returns added item to allow customization. OptionVar& AddEnum(const char* name, void* pvar, OptionVar::UpdateFunction updateFunction = 0) { OptionVar* p = new OptionVar(name, pvar, OptionVar::Type_Enum, OptionVar::FormatEnum, updateFunction); AddItem(p); return *p; } // Adds a Float variable. Returns added item to allow customization. OptionVar& AddFloat( const char* name, float* pvar, float minf, float maxf, float stepSize = 1.0f, const char* formatString = "%.3f", float formatScale = 1.0f, OptionVar::FormatFunction formatFunction = 0, // Default float formatting. OptionVar::UpdateFunction updateFunction = 0 ) { OptionVar* p = new OptionVar(name, pvar, minf, maxf, stepSize, formatString, formatScale, formatFunction, updateFunction); AddItem(p); return *p; } OptionVar& AddTrigger( const char* name, OptionVar::UpdateFunction updateFunction = 0 ) { OptionVar* p = new OptionVar(name, NULL, OptionVar::Type_Trigger, NULL, updateFunction); AddItem(p); return *p; } virtual void Select(); virtual String GetLabel() { return Label + " >"; } virtual String ProcessShortcutKey(OVR::KeyCode key, bool shift); virtual String ProcessShortcutButton(uint32_t buttonMask); // Sets a message to display with a time-out. Default time-out is 4 seconds. // This uses the same overlay approach as used for shortcut notifications. void SetPopupMessage(const char* format, ...); // Overrides current timeout, in seconds (not the future default value); // intended to be called right after SetPopupMessage. void SetPopupTimeout(double timeoutSeconds, bool border = false); virtual bool IsMenu() const { return true; } protected: void renderShortcutChangeMessage(RenderDevice* prender); public: OptionSelectionMenu* GetSubmenu(); OptionSelectionMenu* GetOrCreateSubmenu(String submenuName); enum DisplayStateType { Display_None, Display_Menu, Display_SingleItem }; DisplayStateType DisplayState; OptionSelectionMenu* ParentMenu; ArrayPOD Items; int SelectedIndex; bool SelectionActive; String PopupMessage; double PopupMessageTimeout; bool PopupMessageBorder; // Possible menu navigation actions. enum NavigationActions { Nav_Up, Nav_Down, Nav_Left, Nav_Right, Nav_Select, Nav_Back, Nav_LAST }; // Handlers for navigation actions. void HandleUp(bool* pFast); void HandleDown(bool* pFast); void HandleLeft(); void HandleRight(); void HandleSelect(); void HandleBack(); void HandleMenuToggle(); void HandleSingleItemToggle(); OptionShortcut NavShortcuts[Nav_LAST]; OptionShortcut ToggleShortcut; OptionShortcut ToggleSingleItemShortcut; }; //------------------------------------------------------------------------------------- // Text Rendering Utility enum DrawTextCenterType { DrawText_NoCenter= 0, DrawText_VCenter = 0x01, DrawText_HCenter = 0x02, DrawText_Center = DrawText_VCenter | DrawText_HCenter, DrawText_Border = 0x10, }; void DrawTextBox(RenderDevice* prender, float x, float y, float textSize, const char* text, unsigned centerType = DrawText_NoCenter); void CleanupDrawTextFont(); #endif // INC_OptionMenu_h