import {SpeechInput} from '../../core/speech-input.js';
/**
* Base form helper class contains utility methods for creation of UI elements - text blocks, checkboxes, text input etc.
* All elements share the same style defined in constructor.
* Every property of the form or element can be overriden with properties of passed params object.
* UI elements need to be named; this name is used to create a speech command that activates the element.
* E.g. if the element is checkbox named 'rigged', it can be (de)selected by speaking 'rigged on' or 'rigged off'.
* HUD delegates gamepad events to appropriate form methods, making form elements usable.
*/
export class Form {
constructor(params) {
this.fontSize = 42;
this.heightInPixels = 48;
this.resizeToFit = true;
this.color = "white";
this.background = "black";
this.selected = "yellow";
this.submitColor = "green";
this.verticalPanel = false;
this.inputWidth = 500;
this.keyboardRows = null;
this.virtualKeyboardEnabled = true;
this.speechInput = new SpeechInput();
this.speechInput.addNoMatch((phrases)=>this.noMatch(phrases));
this.inputFocusListener = null;
this.elements = [];
this.controls = [];
this.activeControl = null;
this.activeBackground = null;
this.plane = null;
this.texture = null;
if ( params ) {
for(var c of Object.keys(params)) {
this[c] = params[c];
}
}
}
/** Returns Form, required by HUD*/
getClassName() {
return "Form";
}
/** Called by default on speech recognition mismatch */
noMatch(phrases) {
console.log('no match:',phrases)
}
/**
* Returns new StackPanel with 1 height and width and aligned to center both vertically and horizontally
*/
createPanel() {
this.panel = new BABYLON.GUI.StackPanel();
this.panel.isVertical = this.verticalPanel;
this.panel.horizontalAlignment = BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_CENTER;
this.panel.verticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_CENTER;
this.panel.width = 1;
this.panel.height = 1;
return this.panel;
}
/** Add control to the panel */
addControl(control) {
this.panel.addControl(control);
}
/**
* Creates and returns a textblock with given text
*/
textBlock(text, params) {
var block = new BABYLON.GUI.TextBlock();
block.text = text;
block.color = this.color;
block.fontSize = this.fontSize;
block.heightInPixels = this.heightInPixels;
block.resizeToFit = this.resizeToFit;
if ( params ) {
for(var c of Object.keys(params)) {
block[c] = params[c];
}
}
this.elements.push(block);
return block;
}
// common code for checkbox and radio button
_common(obj, name, params) {
obj.heightInPixels = this.heightInPixels;
obj.widthInPixels = this.heightInPixels;
obj.color = this.color;
obj.background = this.background;
if ( params ) {
for(var c of Object.keys(params)) {
obj[c] = params[c];
}
}
let command = this.nameToCommand(name);
if ( command ) {
this.speechInput.addCommand(command, (text) => {
if ( text == 'on' || text == 'true') {
obj.isChecked = true;
} else if ( text == 'off' || text == 'false') {
obj.isChecked = false;
} else {
console.log("Can't set "+name+" to "+text);
}
}, "*onoff");
}
this.elements.push(obj);
this.controls.push(obj);
return obj;
}
/**
* Creates and returns a named Checkbox
*/
checkbox(name, params) {
var checkbox = new BABYLON.GUI.Checkbox();
return this._common(checkbox, name, params);
}
/**
* Creates and returns a named RadioButton
*/
radio(name, params) {
var radioButton= new BABYLON.GUI.RadioButton();
return this._common(radioButton, name, params);
}
/**
* Creates and returns a named InputText, registers this.inputFocus() as focus/blur listener
* @param name identifier used for speech input
* @param params optional object to override InputText field values
*/
inputText(name, params) {
let input = new BABYLON.GUI.InputText(name);
input.widthInPixels = this.inputWidth;
input.heightInPixels = this.heightInPixels;
input.fontSizeInPixels = this.fontSize;
input.color = this.color;
input.background = this.background;
input.focusedBackground = this.background;
input.onFocusObservable.add(i=>this.inputFocused(i,true));
input.onBlurObservable.add(i=>this.inputFocused(i,false));
input.disableMobilePrompt = VRSPACEUI.hud.inXR();
if ( params ) {
for(let c of Object.keys(params)) {
input[c] = params[c];
}
}
let command = this.nameToCommand(name);
if ( command ) {
this.speechInput.addCommand(command,
(text) => {
this.input.text = text;
this.input.onTextChangedObservable.notifyObservers(text);
this.input.onBlurObservable.notifyObservers();
},
"*text");
}
this.elements.push(input);
this.controls.push(input);
return input;
}
/** Common code for submitButton() and textButton() */
setupButton(button, callback, params) {
button.heightInPixels = this.heightInPixels;
button.paddingLeft = "10px";
button.background = this.submitColor;
if ( params ) {
for(let c of Object.keys(params)) {
button[c] = params[c];
}
}
let command = this.nameToCommand(button.name);
if ( callback ) {
if ( command ) {
this.speechInput.addCommand(command, () => callback(this));
}
button.onPointerDownObservable.add( () => callback(this));
}
this.elements.push(button);
this.controls.push(button);
}
/**
* Ceates and returns a named submit image-only Button.
*/
submitButton(name, callback, params) {
let button = BABYLON.GUI.Button.CreateImageOnlyButton(name, VRSPACEUI.contentBase+"/content/icons/play.png");
button.widthInPixels = this.heightInPixels+10;
this.setupButton(button, callback, params);
return button;
}
/** Creates and returns button showing both text and image */
textButton(name, callback, params) {
let button = BABYLON.GUI.Button.CreateImageButton(name.toLowerCase(), name, VRSPACEUI.contentBase+"/content/icons/play.png");
button.widthInPixels = this.heightInPixels/2*name.length+10;
this.setupButton(button, callback, params);
return button;
}
/**
* Creates and returns a VirtualKeyboard, bound to given AdvancedDynamicTexture.
* A form can only have one keyboard, shared by all InputText elements.
* Currently selected InputText takes keyboard input.
*/
keyboard(advancedTexture = this.texture) {
var keyboard = BABYLON.GUI.VirtualKeyboard.CreateDefaultLayout('form-keyboard');
keyboard.fontSizeInPixels = 36;
keyboard.verticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_BOTTOM;
if (this.keyboardRows) {
this.keyboardRows.forEach(row=>keyboard.addKeysRow(row));
}
advancedTexture.addControl(keyboard);
keyboard.isVisible = false;
this.vKeyboard = keyboard;
return keyboard;
}
/**
* Creates a plane and advanced dynamic texture to hold the panel and all controlls.
* At this point all UI elements should be created.
* TODO Form should estimate required texture width/height from elements
*/
createPlane(size, textureWidth, textureHeight) {
this.planeSize = size;
this.plane = BABYLON.MeshBuilder.CreatePlane("FormPlane", {width: size*textureWidth/textureHeight, height: size});
this.texture = BABYLON.GUI.AdvancedDynamicTexture.CreateForMesh(this.plane,textureWidth,textureHeight);
// advancedTexture creates material and attaches it to the plane
this.plane.material.transparencyMode = BABYLON.Material.MATERIAL_ALPHATEST;
this.texture.addControl(this.panel);
return this.plane;
}
/**
* Connects the keyboard to given input, or hides it
* @param input InputText to (dis)connect
* @param focused true = connect the keyboard, false = disconnect and hide
*/
inputFocused(input, focused) {
if ( this.vKeyboard && this.virtualKeyboardEnabled ) {
if ( focused ) {
this.vKeyboard.connect(input); // makes keyboard invisible if input has no focus
} else {
this.vKeyboard.disconnect(input);
}
this.vKeyboard.isVisible=focused;
}
if ( this.inputFocusListener ) {
this.inputFocusListener(input,focused);
}
}
/**
* Dispose of all created elements.
*/
dispose() {
if ( this.vKeyboard ) {
this.vKeyboard.dispose();
delete this.vKeyboard;
}
this.elements.forEach(e=>e.dispose());
this.speechInput.dispose();
if ( this.panel ) {
this.panel.dispose();
}
if ( this.plane) {
this.plane.dispose();
}
if ( this.texture ) {
this.texture.dispose();
}
}
/** Internal voice input method: converts a control (button,checkbox...) name (label) to voice command */
nameToCommand(name) {
let ret = null;
if ( name ) {
// split words and remove all punctuation
let tokens = name.split(/\s+/).map(word => word.replace(/^[^\w]+|[^\w]+$/g, ''));
if ( tokens ) {
// first word is mandatory
let command = tokens[0].toLowerCase();
if ( tokens.length > 1 ) {
// all other words are optional
for ( let i = 1; i < tokens.length; i++ ) {
command += ' ('+tokens[i].toLowerCase()+')';
}
}
ret = command;
}
}
return ret;
}
/**
* Input delegate method used for gamepad input, or programatic control of the form.
* @return all controls in this form, or in the keyboard if it's active
*/
getControls() {
if ( this.activeControl && this.activeControl.getClassName() == "VirtualKeyboard") {
return this.vKeyboard.children[this.keyboardRow].children;
}
return this.controls;
}
/**
* Input delegate method used for gamepad input, or programatic control of the form.
* @return currently active control, or in the keyboard if it's active
*/
getActiveControl() {
if ( this.activeControl && this.activeControl.getClassName() == "VirtualKeyboard") {
return this.vKeyboard.children[this.keyboardRow].children[this.keyboardCol];
}
return this.activeControl;
}
/**
* Input delegate method used for gamepad input, or programatic control of the form.
* Sets currently active control.
*/
setActiveControl(control) {
if ( this.activeControl && this.activeControl.getClassName() == "VirtualKeyboard") {
return;
}
this.activeControl = control;
}
/**
* Input delegate method used for gamepad input, or programatic control of the form.
* Activates currently selected control, equivalent to clicking/tapping it.
* E.g. (de)select a checkbox, press a button, etc.
*/
activateCurrent() {
if ( this.activeControl ) {
//console.log('activate '+this.activeControl.getClassName());
if ( this.activeControl.getClassName() == "Checkbox") {
this.activeControl.isChecked = !this.activeControl.isChecked;
} else if ( this.activeControl.getClassName() == "Button") {
this.activeControl.onPointerDownObservable.observers.forEach(observer=>observer.callback(this));
} else if ( this.activeControl.getClassName() == "InputText") {
console.log("activating keyboard");
this.activeControl.disableMobilePrompt = true;
// keyboard has 5 children, each with own children;
this.getActiveControl().background = this.activeBackground;
this.activeControl = this.vKeyboard;
this.keyboardRow = 0;
this.keyboardCol = 0;
this.selectCurrent(0);
} else if ( this.activeControl.getClassName() == "VirtualKeyboard") {
let input = this.activeControl.connectedInputText;
let button = this.vKeyboard.children[this.keyboardRow].children[this.keyboardCol];
button.onPointerUpObservable.observers.forEach(o=>{
o.callback();
})
if(!this.vKeyboard.isVisible) {
// enter key pressed
this.activeControl = input;
this.getActiveControl().background = this.selected;
}
}
}
}
/**
* Internal virtual keyboard method, selects current row at given index
*/
selectCurrent(index) {
if (this.activeControl) {
//console.log('select '+index+' '+this.getActiveControl().getClassName());
this.keyboardCol = index;
this.activeBackground = this.getActiveControl().background;
this.getActiveControl().background = this.selected;
if ( this.getActiveControl().getClassName() == "InputText") {
this.inputFocused(this.getActiveControl(),true);
}
}
}
/**
* Deselects current control, i.e. changes the background color
*/
unselectCurrent() {
if (this.activeControl) {
this.getActiveControl().background = this.activeBackground;
if ( this.getActiveControl().getClassName() == "InputText") {
this.inputFocused(this.activeControl,false);
}
}
}
/**
* Internal virtual keyboard method, keeps column index in range
*/
adjustKeyboardColumn() {
if (this.keyboardCol >= this.vKeyboard.children[this.keyboardRow].children.length-1) {
this.keyboardCol = this.vKeyboard.children[this.keyboardRow].children.length-1;
}
this.selectCurrent(this.keyboardCol);
}
/**
* Input delegate method used for gamepad input, or programatic control of the form.
* Processes up key: activate current element, or move up a row in virtual keyboard
*/
up() {
if ( this.activeControl && this.activeControl.getClassName() == "VirtualKeyboard") {
this.unselectCurrent();
if ( this.keyboardRow > 0 ) {
this.keyboardRow--;
} else {
this.keyboardRow = this.vKeyboard.children.length-1;
}
this.adjustKeyboardColumn();
} else {
this.activateCurrent();
}
}
/**
* Input delegate method used for gamepad input, or programatic control of the form.
* Processes down key: move down a row in virtual keyboard
*/
down() {
if ( this.activeControl && this.activeControl.getClassName() == "VirtualKeyboard") {
this.unselectCurrent();
if ( this.keyboardRow + 1 < this.vKeyboard.children.length ) {
this.keyboardRow++;
} else {
this.keyboardRow = 0;
}
this.adjustKeyboardColumn();
return false;
}
return true;
}
/**
* XR selection support
*/
isSelectableMesh(mesh) {
return this.plane && this.plane == mesh;
}
}