istereo2

annotate libs/goatkit/screen.cc @ 6:3bccfc7d10fe

goatkit is drawing
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 23 Sep 2015 05:44:58 +0300
parents
children 7bd4264bf74a
rev   line source
nuclear@6 1 /*
nuclear@6 2 GoatKit - a themable/animated widget toolkit for games
nuclear@6 3 Copyright (C) 2014 John Tsiombikas <nuclear@member.fsf.org>
nuclear@6 4
nuclear@6 5 This program is free software: you can redistribute it and/or modify
nuclear@6 6 it under the terms of the GNU Lesser General Public License as published by
nuclear@6 7 the Free Software Foundation, either version 3 of the License, or
nuclear@6 8 (at your option) any later version.
nuclear@6 9
nuclear@6 10 This program is distributed in the hope that it will be useful,
nuclear@6 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@6 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@6 13 GNU Lesser General Public License for more details.
nuclear@6 14
nuclear@6 15 You should have received a copy of the GNU Lesser General Public License
nuclear@6 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@6 17 */
nuclear@6 18 #include <stdio.h>
nuclear@6 19 #include <stdlib.h>
nuclear@6 20 #include <string.h>
nuclear@6 21 #include <vector>
nuclear@6 22 #include "screen.h"
nuclear@6 23 #include "widget.h"
nuclear@6 24
nuclear@6 25 #define MAX_BUTTONS 16
nuclear@6 26
nuclear@6 27 namespace goatkit {
nuclear@6 28
nuclear@6 29 struct ScreenImpl {
nuclear@6 30 bool visible;
nuclear@6 31 std::vector<Widget*> widgets;
nuclear@6 32 BBox box;
nuclear@6 33
nuclear@6 34 Widget *inp_focused, *over, *pressed[MAX_BUTTONS];
nuclear@6 35 Widget *mgrab;
nuclear@6 36 };
nuclear@6 37
nuclear@6 38 static Vec2 world_to_scr(const ScreenImpl *scr, const Vec2 &v);
nuclear@6 39 //static Vec2 scr_to_world(const ScreenImpl *scr, const Vec2 &v)
nuclear@6 40
nuclear@6 41 Screen::Screen()
nuclear@6 42 {
nuclear@6 43 scr = new ScreenImpl;
nuclear@6 44
nuclear@6 45 scr->box.bmin = Vec2(0, 0);
nuclear@6 46 scr->box.bmax = Vec2(1, 1);
nuclear@6 47
nuclear@6 48 scr->inp_focused = scr->over = 0;
nuclear@6 49 for(int i=0; i<MAX_BUTTONS; i++) {
nuclear@6 50 scr->pressed[i] = 0;
nuclear@6 51 }
nuclear@6 52
nuclear@6 53 scr->visible = true;
nuclear@6 54 scr->mgrab = 0;
nuclear@6 55 }
nuclear@6 56
nuclear@6 57 Screen::~Screen()
nuclear@6 58 {
nuclear@6 59 delete scr;
nuclear@6 60 }
nuclear@6 61
nuclear@6 62 void Screen::set_position(float x, float y)
nuclear@6 63 {
nuclear@6 64 set_position(Vec2(x, y));
nuclear@6 65 }
nuclear@6 66
nuclear@6 67 void Screen::set_position(const Vec2 &pos)
nuclear@6 68 {
nuclear@6 69 Vec2 sz = get_size();
nuclear@6 70
nuclear@6 71 scr->box.bmin = pos;
nuclear@6 72 scr->box.bmax.x = pos.x + sz.x;
nuclear@6 73 scr->box.bmax.y = pos.y + sz.y;
nuclear@6 74 }
nuclear@6 75
nuclear@6 76 const Vec2 &Screen::get_position() const
nuclear@6 77 {
nuclear@6 78 return scr->box.bmin;
nuclear@6 79 }
nuclear@6 80
nuclear@6 81 void Screen::set_size(float x, float y)
nuclear@6 82 {
nuclear@6 83 set_size(Vec2(x, y));
nuclear@6 84 }
nuclear@6 85
nuclear@6 86 void Screen::set_size(const Vec2 &sz)
nuclear@6 87 {
nuclear@6 88 scr->box.bmax.x = scr->box.bmin.x + sz.x;
nuclear@6 89 scr->box.bmax.y = scr->box.bmin.y + sz.y;
nuclear@6 90 }
nuclear@6 91
nuclear@6 92 const Vec2 Screen::get_size() const
nuclear@6 93 {
nuclear@6 94 return Vec2(scr->box.bmax.x - scr->box.bmin.x,
nuclear@6 95 scr->box.bmax.y - scr->box.bmin.y);
nuclear@6 96 }
nuclear@6 97
nuclear@6 98 const BBox &Screen::get_box() const
nuclear@6 99 {
nuclear@6 100 return scr->box;
nuclear@6 101 }
nuclear@6 102
nuclear@6 103 void Screen::add_widget(Widget *w)
nuclear@6 104 {
nuclear@6 105 scr->widgets.push_back(w);
nuclear@6 106 if(scr->visible) {
nuclear@6 107 w->show();
nuclear@6 108 } else {
nuclear@6 109 w->hide();
nuclear@6 110 }
nuclear@6 111
nuclear@6 112 w->set_screen(this);
nuclear@6 113 }
nuclear@6 114
nuclear@6 115 int Screen::get_widget_count() const
nuclear@6 116 {
nuclear@6 117 return (int)scr->widgets.size();
nuclear@6 118 }
nuclear@6 119
nuclear@6 120 Widget *Screen::get_widget(int idx) const
nuclear@6 121 {
nuclear@6 122 if(idx < 0 || idx >= (int)scr->widgets.size()) {
nuclear@6 123 return 0;
nuclear@6 124 }
nuclear@6 125 return scr->widgets[idx];
nuclear@6 126 }
nuclear@6 127
nuclear@6 128 Widget *Screen::get_widget(const char *name) const
nuclear@6 129 {
nuclear@6 130 for(size_t i=0; i<scr->widgets.size(); i++) {
nuclear@6 131 if(strcmp(scr->widgets[i]->get_name(), name) == 0) {
nuclear@6 132 return scr->widgets[i];
nuclear@6 133 }
nuclear@6 134 }
nuclear@6 135 return 0;
nuclear@6 136 }
nuclear@6 137
nuclear@6 138 void Screen::show()
nuclear@6 139 {
nuclear@6 140 scr->visible = true;
nuclear@6 141
nuclear@6 142 for(size_t i=0; i<scr->widgets.size(); i++) {
nuclear@6 143 scr->widgets[i]->show();
nuclear@6 144 }
nuclear@6 145 }
nuclear@6 146
nuclear@6 147 void Screen::hide()
nuclear@6 148 {
nuclear@6 149 scr->visible = false;
nuclear@6 150
nuclear@6 151 for(size_t i=0; i<scr->widgets.size(); i++) {
nuclear@6 152 scr->widgets[i]->hide();
nuclear@6 153 }
nuclear@6 154 }
nuclear@6 155
nuclear@6 156 bool Screen::is_visible() const
nuclear@6 157 {
nuclear@6 158 return scr->visible;
nuclear@6 159 }
nuclear@6 160
nuclear@6 161 bool Screen::grab_mouse(Widget *w)
nuclear@6 162 {
nuclear@6 163 if(!scr->mgrab || !w) {
nuclear@6 164 scr->mgrab = w;
nuclear@6 165 return true;
nuclear@6 166 }
nuclear@6 167 return false;
nuclear@6 168 }
nuclear@6 169
nuclear@6 170 void Screen::draw() const
nuclear@6 171 {
nuclear@6 172 for(size_t i=0; i<scr->widgets.size(); i++) {
nuclear@6 173 scr->widgets[i]->draw();
nuclear@6 174 }
nuclear@6 175 }
nuclear@6 176
nuclear@6 177 static Widget *find_widget_at(const ScreenImpl *scr, const Vec2 &pt)
nuclear@6 178 {
nuclear@6 179 for(size_t i=0; i<scr->widgets.size(); i++) {
nuclear@6 180 Widget *w = scr->widgets[i];
nuclear@6 181
nuclear@6 182 if(w->hit_test(pt)) {
nuclear@6 183 return w;
nuclear@6 184 }
nuclear@6 185 }
nuclear@6 186 return 0;
nuclear@6 187 }
nuclear@6 188
nuclear@6 189 void Screen::sysev_keyboard(int key, bool press)
nuclear@6 190 {
nuclear@6 191 Event ev;
nuclear@6 192
nuclear@6 193 if(scr->inp_focused) {
nuclear@6 194 ev.type = EV_KEY;
nuclear@6 195 ev.key.key = key;
nuclear@6 196 ev.key.press = press;
nuclear@6 197 scr->inp_focused->handle_event(ev);
nuclear@6 198 }
nuclear@6 199 }
nuclear@6 200
nuclear@6 201 void Screen::sysev_mouse_button(int bn, bool press, float x, float y)
nuclear@6 202 {
nuclear@6 203 Event ev;
nuclear@6 204 Vec2 pt = world_to_scr(scr, Vec2(x, y));
nuclear@6 205 Widget *new_over = scr->mgrab ? scr->mgrab : find_widget_at(scr, pt);
nuclear@6 206
nuclear@6 207 ev.type = EV_MOUSE_BUTTON;
nuclear@6 208 ev.button.button = bn;
nuclear@6 209 ev.button.pos = pt;
nuclear@6 210 ev.button.press = press;
nuclear@6 211
nuclear@6 212 if(press) {
nuclear@6 213 if(bn == 0) {
nuclear@6 214 // left click gives input focus
nuclear@6 215 // TODO: add input focus event in widget
nuclear@6 216 if(new_over && new_over != scr->inp_focused && new_over->can_focus()) {
nuclear@6 217 printf("input focus %p -> %p\n", (void*)scr->inp_focused, (void*)new_over);
nuclear@6 218 new_over->focusin();
nuclear@6 219
nuclear@6 220 if(scr->inp_focused) {
nuclear@6 221 scr->inp_focused->focusout();
nuclear@6 222 }
nuclear@6 223 scr->inp_focused = new_over;
nuclear@6 224 }
nuclear@6 225 }
nuclear@6 226
nuclear@6 227 scr->pressed[bn] = new_over;
nuclear@6 228 scr->over = new_over;
nuclear@6 229
nuclear@6 230 if(new_over) {
nuclear@6 231 new_over->handle_event(ev);
nuclear@6 232 }
nuclear@6 233
nuclear@6 234 } else {
nuclear@6 235 // send the mouse release event to the widget that got the matching press
nuclear@6 236 if(scr->pressed[bn]) {
nuclear@6 237 scr->pressed[bn]->handle_event(ev);
nuclear@6 238 scr->pressed[bn] = 0;
nuclear@6 239 }
nuclear@6 240 }
nuclear@6 241
nuclear@6 242 // if we're not over the same widget any more send the leave/enter events
nuclear@6 243 // TODO also add drag/drop events
nuclear@6 244 if(scr->over != new_over) {
nuclear@6 245 ev.type = EV_MOUSE_FOCUS;
nuclear@6 246 if(scr->over) {
nuclear@6 247 ev.focus.enter = false;
nuclear@6 248 scr->over->handle_event(ev);
nuclear@6 249 }
nuclear@6 250 if(new_over) {
nuclear@6 251 ev.focus.enter = true;
nuclear@6 252 new_over->handle_event(ev);
nuclear@6 253 }
nuclear@6 254 scr->over = new_over;
nuclear@6 255 }
nuclear@6 256 }
nuclear@6 257
nuclear@6 258 void Screen::sysev_mouse_motion(float x, float y)
nuclear@6 259 {
nuclear@6 260 Event ev;
nuclear@6 261 Vec2 pt = world_to_scr(scr, Vec2(x, y));
nuclear@6 262 Widget *new_over = scr->mgrab ? scr->mgrab : find_widget_at(scr, pt);
nuclear@6 263
nuclear@6 264 // if we're not over the same widget any more send the leave/enter events
nuclear@6 265 if(scr->over != new_over) {
nuclear@6 266 ev.type = EV_MOUSE_FOCUS;
nuclear@6 267 if(scr->over) {
nuclear@6 268 ev.focus.enter = false;
nuclear@6 269 scr->over->handle_event(ev);
nuclear@6 270 }
nuclear@6 271 if(new_over) {
nuclear@6 272 ev.focus.enter = true;
nuclear@6 273 new_over->handle_event(ev);
nuclear@6 274 }
nuclear@6 275 scr->over = new_over;
nuclear@6 276 }
nuclear@6 277
nuclear@6 278 if(new_over) {
nuclear@6 279 // send motion event
nuclear@6 280 ev.type = EV_MOUSE_MOTION;
nuclear@6 281 ev.motion.pos = pt;
nuclear@6 282 new_over->handle_event(ev);
nuclear@6 283 }
nuclear@6 284 }
nuclear@6 285
nuclear@6 286 static Vec2 world_to_scr(const ScreenImpl *scr, const Vec2 &v)
nuclear@6 287 {
nuclear@6 288 return Vec2(v.x - scr->box.bmin.x, v.y - scr->box.bmin.y);
nuclear@6 289 }
nuclear@6 290
nuclear@6 291 /*
nuclear@6 292 static Vec2 scr_to_world(const ScreenImpl *scr, const Vec2 &v)
nuclear@6 293 {
nuclear@6 294 return Vec2(v.x + scr->box.bmin.x, v.y + scr->box.bmin.y);
nuclear@6 295 }
nuclear@6 296 */
nuclear@6 297
nuclear@6 298
nuclear@6 299 } // namespace goatkit