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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "InputReceiver.h"
#include "Rendering/GL/myGL.h"
float CInputReceiver::guiAlpha = 0.8f;
CInputReceiver* CInputReceiver::activeReceiver = NULL;
std::deque<CInputReceiver*>& GetInputReceivers()
{
// This construct fixes order of initialization between different
// compilation units using inputReceivers. (mantis # 34)
static std::deque<CInputReceiver*> s_inputReceivers;
return s_inputReceivers;
}
CInputReceiver::CInputReceiver(Where w)
{
switch (w) {
case FRONT: {
GetInputReceivers().push_front(this);
break;
}
case BACK: {
GetInputReceivers().push_back(this);
break;
}
}
}
CInputReceiver::~CInputReceiver()
{
if (activeReceiver == this) {
activeReceiver = NULL;
}
std::deque<CInputReceiver*>& inputReceivers = GetInputReceivers();
std::deque<CInputReceiver*>::iterator ri;
for (ri = inputReceivers.begin(); ri != inputReceivers.end(); ++ri) {
if (*ri == this) {
// we may be deleted while there are still iterators active
//inputReceivers.erase(ri);
*ri = NULL;
break;
}
}
}
void CInputReceiver::CollectGarbage()
{
// erase one NULL element each call (should be enough for now)
// called once every sec from CGame::Update
std::deque<CInputReceiver*>& inputReceivers = GetInputReceivers();
std::deque<CInputReceiver*>::iterator ri;
for (ri = inputReceivers.begin(); ri != inputReceivers.end(); ++ri) {
if (*ri == NULL) {
inputReceivers.erase(ri);
break;
}
}
}
CInputReceiver* CInputReceiver::GetReceiverAt(int x,int y)
{
std::deque<CInputReceiver*>& inputReceivers = GetInputReceivers();
std::deque<CInputReceiver*>::iterator ri;
for (ri = inputReceivers.begin(); ri != inputReceivers.end(); ++ri) {
CInputReceiver* recv = *ri;
if (recv && recv->IsAbove(x,y)) {
return recv;
}
}
return NULL;
}
bool CInputReceiver::InBox(float x, float y, const ContainerBox& box) const
{
return ((x > box.x1) &&
(x < box.x2) &&
(y > box.y1) &&
(y < box.y2));
}
void CInputReceiver::DrawBox(const ContainerBox& box, int how)
{
if (how == -1) {
how = GL_QUADS;
}
glBegin(how);
glVertex2f(box.x1, box.y1);
glVertex2f(box.x1, box.y2);
glVertex2f(box.x2, box.y2);
glVertex2f(box.x2, box.y1);
glEnd();
}
CInputReceiver::ContainerBox::ContainerBox()
: x1(0.0f)
, y1(0.0f)
, x2(0.0f)
, y2(0.0f)
{
}
CInputReceiver::ContainerBox CInputReceiver::ContainerBox::operator+(CInputReceiver::ContainerBox other) const
{
ContainerBox b;
b.x1 = x1 + other.x1;
b.x2 = x1 + other.x2;
b.y1 = y1 + other.y1;
b.y2 = y1 + other.y2;
return b;
}
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