Beispiel #1
0
/**
 * @todo Find  better name
 */
static void UI_CloseWindowByRef (uiNode_t *window)
{
	int i;

	/** @todo If the focus is not on the window we close, we don't need to remove it */
	UI_ReleaseInput();

	assert(ui_global.windowStackPos);
	i = UI_GetWindowPositionFromStackByName(window->name);
	if (i == -1) {
		Com_Printf("Window '%s' is not on the active stack\n", window->name);
		return;
	}

	/* close child */
	while (i + 1 < ui_global.windowStackPos) {
		uiNode_t *m = ui_global.windowStack[i + 1];
		if (WINDOWEXTRADATA(m).parent != window) {
			break;
		}

		UI_Node_WindowClosed(window);
		WINDOWEXTRADATA(m).parent = NULL;
		UI_RemoveWindowAtPositionFromStack(i + 1);
	}

	/* close the window */
	UI_Node_WindowClosed(window);
	WINDOWEXTRADATA(window).parent = NULL;
	UI_RemoveWindowAtPositionFromStack(i);

	UI_InvalidateMouse();
}
Beispiel #2
0
/**
 * @brief Sets the keyDest in cls
 * @param[in] keyDest see keydest_t
 */
void Key_SetDest (int keyDest)
{
	cls.keyDest = keyDest;
	if (cls.keyDest == key_console) {
		/* make sure the menu no more capture inputs */
		UI_ReleaseInput();
	}
}
Beispiel #3
0
/**
 * @brief Push a window onto the window stack
 * @param[in] name Name of the window to push onto window stack
 * @param[in] parentName Window name to link as parent-child (else NULL)
 * @param[in] params List of string parameters to send to the onWindowOpened method.
 * It can be NULL when there is no parameters, else this object must be freed by the caller.
 * @return A pointer to @c uiNode_t
 */
uiNode_t* UI_PushWindow (const char *name, const char *parentName, linkedList_t *params)
{
	uiNode_t *window;

	UI_ReleaseInput();

	window = UI_GetWindow(name);
	if (window == NULL) {
		Com_Printf("Window \"%s\" not found.\n", name);
		return NULL;
	}

	UI_DeleteWindowFromStack(window);

	if (ui_global.windowStackPos < UI_MAX_WINDOWSTACK)
		if (parentName) {
			const int parentPos = UI_GetWindowPositionFromStackByName(parentName);
			if (parentPos == -1) {
				Com_Printf("Didn't find parent window \"%s\" for window push of \"%s\"\n", parentName, name);
				return NULL;
			}
			UI_InsertWindowIntoStack(window, parentPos + 1);
			WINDOWEXTRADATA(window).parent = ui_global.windowStack[parentPos];
		} else
			ui_global.windowStack[ui_global.windowStackPos++] = window;
	else
		Com_Printf("Window stack overflow\n");

	UI_Node_WindowOpened(window, params);

	/* change from e.g. console mode to game input mode (fetch input) */
	Key_SetDest(key_game);

	UI_InvalidateMouse();
	return window;
}
Beispiel #4
0
/**
 * Reinit input and font
 */
void UI_Reinit (void)
{
	UI_InitFonts();
	UI_ReleaseInput();
	UI_InvalidateMouse();
}
Beispiel #5
0
/**
 * @brief Handle input events like keys presses and joystick movement as well
 * as window events
 * @sa CL_Frame
 * @sa IN_Parse
 * @sa IN_JoystickMove
 */
void IN_Frame (void)
{
	int mouse_buttonstate;
	unsigned short unicode;
	unsigned int key;
	SDL_Event event;

	IN_Parse();

	IN_JoystickMove();

	if (vid_grabmouse->modified) {
		vid_grabmouse->modified = qfalse;

		if (!vid_grabmouse->integer) {
			/* ungrab the pointer */
			Com_Printf("Switch grab input off\n");
			SDL_WM_GrabInput(SDL_GRAB_OFF);
		/* don't allow grabbing the input in fullscreen mode */
		} else if (!vid_fullscreen->integer) {
			/* grab the pointer */
			Com_Printf("Switch grab input on\n");
			SDL_WM_GrabInput(SDL_GRAB_ON);
		} else {
			Com_Printf("No input grabbing in fullscreen mode\n");
			Cvar_SetValue("vid_grabmouse", 0);
		}
	}

	oldMousePosX = mousePosX;
	oldMousePosY = mousePosY;

	while (SDL_PollEvent(&event)) {
		switch (event.type) {
		case SDL_MOUSEBUTTONDOWN:
		case SDL_MOUSEBUTTONUP:
			switch (event.button.button) {
			case SDL_BUTTON_LEFT:
				mouse_buttonstate = K_MOUSE1;
				break;
			case SDL_BUTTON_MIDDLE:
				mouse_buttonstate = K_MOUSE3;
				break;
			case SDL_BUTTON_RIGHT:
				mouse_buttonstate = K_MOUSE2;
				break;
			case SDL_BUTTON_WHEELUP:
				mouse_buttonstate = K_MWHEELUP;
				break;
			case SDL_BUTTON_WHEELDOWN:
				mouse_buttonstate = K_MWHEELDOWN;
				break;
			case 6:
				mouse_buttonstate = K_MOUSE4;
				break;
			case 7:
				mouse_buttonstate = K_MOUSE5;
				break;
			default:
				mouse_buttonstate = K_AUX1 + (event.button.button - 8) % 16;
				break;
			}
			IN_EventEnqueue(mouse_buttonstate, 0, (event.type == SDL_MOUSEBUTTONDOWN));
			break;

		case SDL_MOUSEMOTION:
			SDL_GetMouseState(&mousePosX, &mousePosY);
			mousePosX /= viddef.rx;
			mousePosY /= viddef.ry;
			break;

		case SDL_KEYDOWN:
			IN_PrintKey(&event, 1);
#ifndef _WIN32
			if ((event.key.keysym.mod & KMOD_ALT) && event.key.keysym.sym == SDLK_RETURN) {
				SDL_Surface *surface = SDL_GetVideoSurface();
				if (!SDL_WM_ToggleFullScreen(surface)) {
					int flags = surface->flags ^= SDL_FULLSCREEN;
					SDL_SetVideoMode(surface->w, surface->h, 0, flags);
				}

				if (surface->flags & SDL_FULLSCREEN) {
					Cvar_SetValue("vid_fullscreen", 1);
					/* make sure, that input grab is deactivated in fullscreen mode */
					Cvar_SetValue("vid_grabmouse", 0);
				} else {
					Cvar_SetValue("vid_fullscreen", 0);
				}
				vid_fullscreen->modified = qfalse; /* we just changed it with SDL. */
				break; /* ignore this key */
			}
#endif

			if ((event.key.keysym.mod & KMOD_CTRL) && event.key.keysym.sym == SDLK_g) {
				SDL_GrabMode gm = SDL_WM_GrabInput(SDL_GRAB_QUERY);
				Cvar_SetValue("vid_grabmouse", (gm == SDL_GRAB_ON) ? 0 : 1);
				break; /* ignore this key */
			}

			/* console key is hardcoded, so the user can never unbind it */
			if ((event.key.keysym.mod & KMOD_SHIFT) && event.key.keysym.sym == SDLK_ESCAPE) {
				Con_ToggleConsole_f();
				break;
			}

			IN_TranslateKey(&event.key.keysym, &key, &unicode);
			IN_EventEnqueue(key, unicode, qtrue);
			break;

		case SDL_VIDEOEXPOSE:
			break;

		case SDL_KEYUP:
			IN_PrintKey(&event, 0);
			IN_TranslateKey(&event.key.keysym, &key, &unicode);
			IN_EventEnqueue(key, unicode, qfalse);
			break;

		case SDL_ACTIVEEVENT:
			/* make sure menu no more capture input when the game window lose the focus */
			if (event.active.state == SDL_APPINPUTFOCUS && event.active.gain == 0)
				UI_ReleaseInput();
			break;

		case SDL_QUIT:
			Cmd_ExecuteString("quit");
			break;

		case SDL_VIDEORESIZE:
			/* make sure that SDL_SetVideoMode is called again after we changed the size
			 * otherwise the mouse will make problems */
			vid_mode->modified = qtrue;
			break;
		}
	}
}