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/*
$Id: gui_manager_generic.cpp,v 1.65 2002/01/18 11:37:33 sphair Exp $
ClanGUI, copyrights by various people. Have a look in the CREDITS file.
This sourcecode is distributed using the Library GNU Public Licence,
version 2 or (at your option) any later version. Please read LICENSE
for details.
*/
#include "precomp.h"
#include "API/Display/Display/display.h"
#include "API/Display/Input/input.h"
#include "API/Display/Input/mouse.h"
#include "API/Display/Input/inputdevice.h"
#include "API/Display/Input/inputcursor.h"
#include "API/Display/Input/keyboard.h"
#include "API/Core/System/system.h"
#include "API/GUI/component.h"
#include "gui_manager_generic.h"
#include "component_manager_generic.h"
/////////////////////////////////////////////////////////////////////////////
// CL_GUIManager_Generic construction:
CL_GUIManager_Generic::CL_GUIManager_Generic(CL_GUIManager *_owner, CL_Component *parent_component)
:
owner(_owner),
parent(NULL),
input_enabled(true),
current_tab_id(0),
comp_focus(_owner),
comp_capture_mouse(NULL),
comp_mouse_over(NULL)
{
owner->set_gui_manager(owner);
if(parent_component)
{
parent = parent_component->get_gui_manager();
if(parent)
parent->disable_input();
}
slot_button_press = CL_Input::sig_button_press.connect(
this, &CL_GUIManager_Generic::on_button_press);
slot_button_release = CL_Input::sig_button_release.connect(
this, &CL_GUIManager_Generic::on_button_release);
slot_mouse_move = CL_Mouse::sig_move.connect(
this, &CL_GUIManager_Generic::on_mouse_move);
}
CL_GUIManager_Generic::~CL_GUIManager_Generic()
{
if (parent)
parent->enable_input();
disable_input();
}
/////////////////////////////////////////////////////////////////////////////
// CL_GUIManager_Generic attributes:
CL_Component *CL_GUIManager_Generic::get_focus()
{
return comp_focus;
}
/////////////////////////////////////////////////////////////////////////////
// CL_GUIManager_Generic operations:
void CL_GUIManager_Generic::set_focus(CL_Component *component)
{
if (comp_focus == component) return;
comp_focus->sig_lost_focus()();
comp_focus = component;
comp_focus->sig_got_focus()();
}
void CL_GUIManager_Generic::quit()
{
quit_run = true;
}
void CL_GUIManager_Generic::run()
{
quit_run = false;
while (!quit_run)
{
show();
CL_Display::flip_display();
CL_System::keep_alive();
CL_System::sleep(10);
}
}
void CL_GUIManager_Generic::show()
{
if (parent)
parent->show();
owner->update();
/*
// Remove all closed components
bool new_focus = false;
std::list<COMP_PAIR>::iterator it;
for (it = components.begin(); it != components.end();)
{
CL_Component *cur_component = (*it).first;
if(cur_component->is_removeflag_set())
{
it = components.erase(it);
new_focus = true;
}
else
it++;
}
*/
}
void CL_GUIManager_Generic::enable_input()
{
input_enabled = true;
}
void CL_GUIManager_Generic::disable_input()
{
input_enabled = false;
}
void CL_GUIManager_Generic::gui_capture_mouse(CL_Component *component)
{
comp_capture_mouse = component;
}
void CL_GUIManager_Generic::gui_release_mouse()
{
comp_capture_mouse = NULL;
}
CL_Component *CL_GUIManager_Generic::find_focus_component(CL_InputDevice *device, const CL_Key &key)
{
CL_Component *focus_component = comp_focus;
if (comp_capture_mouse)
focus_component = comp_capture_mouse;
else if (device->get_type() == CL_InputDevice::type_mouse)
focus_component = owner->get_component_at(key.x - owner->get_position().x1, key.y - owner->get_position().y1);
return focus_component;
}
void CL_GUIManager_Generic::on_button_press(
CL_InputDevice *device,
const CL_Key &key)
{
if (!input_enabled) return;
// Transform from screen coordinates to GUI coordinate.
int mouse_x = (int) key.x;
int mouse_y = (int) key.y;
owner->sig_transform_coords()(mouse_x, mouse_y);
CL_Key transformed_key = key;
transformed_key.x = mouse_x;
transformed_key.y = mouse_y;
// Figure out what our focus component is (whom to send message):
CL_Component *focus_component = find_focus_component(device, transformed_key);
// If its a mouse click, make the clicked component get focus.
if (device->get_type() == CL_InputDevice::type_mouse) set_focus(focus_component);
// If its a tab click, pass on keyboard input to next component.
if (key.id == CL_KEY_TAB)
{
if (CL_Keyboard::get_keycode(CL_KEY_LSHIFT) || CL_Keyboard::get_keycode(CL_KEY_RSHIFT))
focus_component = tab_previous();
else
focus_component = tab_next();
}
// If component is disabled, do not send event:
if (focus_component->is_enabled() == false) return;
// Make coordinates relative to focus component.
transformed_key.x -= focus_component->get_screen_rect().x1;
transformed_key.y -= focus_component->get_screen_rect().y1;
// Send key down event:
focus_component->sig_key_down()(focus_component, device, transformed_key);
}
void CL_GUIManager_Generic::on_button_release(
CL_InputDevice *device,
const CL_Key &key)
{
if (!input_enabled) return;
// Do not pass tab support down through the gui:
if (key.id == CL_KEY_TAB) return;
// Transform from screen coordinates to GUI coordinate.
int mouse_x = (int) key.x;
int mouse_y = (int) key.y;
owner->sig_transform_coords()(mouse_x, mouse_y);
CL_Key transformed_key = key;
transformed_key.x = mouse_x;
transformed_key.y = mouse_y;
// Figure out what our focus component is (whom to send message):
CL_Component *focus_component = find_focus_component(device, transformed_key);
// Make coordinates relative to focus component.
transformed_key.x -= focus_component->get_screen_rect().x1;
transformed_key.y -= focus_component->get_screen_rect().y1;
// Send key up event:
focus_component->sig_key_up()(focus_component, device, transformed_key);
}
void CL_GUIManager_Generic::on_mouse_move(
int x,
int y)
{
if (!input_enabled) return;
owner->sig_transform_coords()(x, y);
CL_Component *focus_component = comp_capture_mouse;
if (!comp_capture_mouse)
{
focus_component = owner->get_component_at(
x - owner->get_position().x1,
y - owner->get_position().y1);
}
// Make coordinates relative to focus component.
x -= focus_component->get_screen_rect().x1;
y -= focus_component->get_screen_rect().y1;
// Send mouse enter and mouse leave signals:
do_mouse_enter_leave(x, y, focus_component);
focus_component->sig_mouse_move()(focus_component, x, y);
}
void CL_GUIManager_Generic::do_mouse_enter_leave(int x, int y, CL_Component *new_focus)
{
CL_Component *old_focus = comp_mouse_over;
if (x < 0 || y < 0 || x >= new_focus->get_width() || y >= new_focus->get_height()) new_focus = 0;
// No signals needed if same component kept focus.
if (old_focus == new_focus) return;
if (old_focus) old_focus->sig_mouse_leave()();
if (new_focus) new_focus->sig_mouse_enter()();
comp_mouse_over = new_focus;
}
CL_Component *CL_GUIManager_Generic::tab_next()
{
// First try to find component by tab id:
CL_Component *tab_component = owner->find_tab_id(++current_tab_id);
if (tab_component == 0) // reached end, start from beginning
{
current_tab_id = 0;
tab_component = owner->find_tab_id(current_tab_id);
}
if (tab_component)
{
set_focus(tab_component);
return comp_focus;
}
// No tab ids - fall back to tree walking:
if (comp_focus->get_children().empty()) // tab to sibling or uncle
{
CL_Component *cur = comp_focus;
while (true)
{
CL_Component *parent = cur->get_parent();
if (parent == 0) break;
// Search siblings:
std::list<CL_Component *>::const_iterator it;
for (it = parent->get_children().begin(); it != parent->get_children().end(); it++)
{
if (*it == cur)
{
it++;
// no more siblings
if (it == parent->get_children().end()) break;
// give sibling focus
set_focus(*it);
return comp_focus;
}
}
// Was last sibling, continue search in parent (uncles)
cur = parent;
}
// if we are top node (no siblings), and got no children:
if (cur == comp_focus) return comp_focus;
// walked through all components. Restart at first component:
set_focus(owner);
return comp_focus;
}
else // tab to children
{
// give first child focus
set_focus(comp_focus->get_children().front());
return comp_focus;
}
}
CL_Component *CL_GUIManager_Generic::tab_previous()
{
// First try to find component by tab id:
CL_Component *tab_component = owner->find_tab_id(--current_tab_id);
if (current_tab_id == -1) // reached beginning, start from end
{
current_tab_id = find_highest_tab_id(owner);
tab_component = owner->find_tab_id(current_tab_id);
}
if (tab_component)
{
set_focus(tab_component);
return comp_focus;
}
// No tab ids - fall back to tree walking:
CL_Component *cur = comp_focus;
while (true)
{
CL_Component *parent = cur->get_parent();
if (parent == 0) break;
// Search siblings:
std::list<CL_Component *>::const_iterator it;
for (it = parent->get_children().begin(); it != parent->get_children().end(); it++)
{
if (*it == cur)
{
// no more siblings
if (it == parent->get_children().begin()) break;
it--;
// give sibling focus
set_focus(*it);
return comp_focus;
}
}
// Was last sibling, continue search in parent (uncles)
cur = parent;
}
// walked through all components. Restart at end component:
cur = owner;
while (!cur->get_children().empty()) cur = cur->get_children().back();
set_focus(cur);
return comp_focus;
}
#define cl_max(a,b) ((a > b) ? a : b)
int CL_GUIManager_Generic::find_highest_tab_id(const CL_Component *component)
{
int id = cl_max(0, component->get_tab_id());
const std::list<CL_Component *> &children = component->get_children();
std::list<CL_Component *>::const_iterator it;
for (it = children.begin(); it != children.end(); it++)
{
id = cl_max(id, find_highest_tab_id(*it));
}
return id;
}
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