Beispiel #1
0
void GameObject::update()
{
	if(Mouse::checkCollision(position,size))
	{
		onMouseOver();
		if(_event.type == SDL_MOUSEBUTTONDOWN)
		{
			if(_event.button.button == SDL_BUTTON_LEFT)
			{
				if(!_onMouseDown)
				{
					onMouseClickLeft();
					_onMouseDown=true;
				}
			}
			if(_event.button.button == SDL_BUTTON_RIGHT)
			{
				onMouseClickRight();
			}
		}
		else
			_onMouseDown=false;
	}
	else
		onMouseNotOver();
}
Beispiel #2
0
bool                          AGameController::handleEvent(sf::Event const& event) {

	switch (event.type) {

	case sf::Event::MouseMoved:
		return onMouseOver(event);

	case sf::Event::MouseButtonPressed:
		return onMouseClick(event);

	case sf::Event::MouseButtonReleased:
		return onMouseClickReleased(event);

	case sf::Event::KeyPressed:
		return onKeyPressed(event);

	case sf::Event::Closed:
		return onClose(event);

	case sf::Event::TextEntered:
		return onText(event);

	default:
		break;
	}
	return false;
}
Beispiel #3
0
void InteractiveObject::handleEvent(const Event &event)
{
    if (event.type == MouseEvent::MOUSE_MOVE || event.type == MouseEvent::CLICK || event.type == MouseEvent::MOUSE_DOWN || event.type == MouseEvent::MOUSE_UP)
    {
        MouseEvent* st = (MouseEvent*)(&event);
        bool hit = hitTestPoint(st->getX(), st->getY());
        if (event.type == MouseEvent::MOUSE_MOVE)
        {
            onMouseMove(event);
            if (isHovered)
            {
                if (!hit)
                {
                    onMouseOut(event);
                    dispatchEvent(MouseEvent(this, MouseEvent::MOUSE_OUT, st->getX(), st->getY()));
                    isHovered = !isHovered;
                }

            }
            else
            {
                if (hit)
                {
                    onMouseOver(event);
                    dispatchEvent(MouseEvent(this, MouseEvent::MOUSE_OVER, st->getX(), st->getY()));
                    isHovered = !isHovered;
                }
            }
        }
        else if (hit)
        {
            dispatchEvent(MouseEvent(this, event.type, st->getX(), st->getY()));
        }
    }
}
Beispiel #4
0
void ImageKnob::paint(Graphics &g) {
    if(isMouseOver() && !isMouseButtonDown()) {
        onMouseOver();
    }

    const int y = (int)(filmstripImageCount * getValue()) * knobWidth;
    knobArea.setY(y);
    const Image knobFrame = imageStates->normal.getClippedImage(knobArea);
    const Image resizedKnobFrame = knobFrame.rescaled(knobWidth, knobWidth, Graphics::highResamplingQuality);
    g.drawImageAt(resizedKnobFrame, 0, 0);
}
Beispiel #5
0
DGLPixelRectangleView::DGLPixelRectangleView(QWidget* _parent)
        : m_GraphicsView(_parent), m_Scene(NULL) {
    m_Ui = new Ui::DGLPixelRectangleView();
    m_Ui->setupUi(this);
    m_Ui->verticalLayout->insertWidget(0, &m_GraphicsView);
    m_Ui->widgetColor->setStyleSheet(
            "QWidget{background-color: palette(background);}");

    QPalette pal;
    pal.setColor(m_Ui->widgetColor->backgroundRole(), QColor(0, 0, 0, 0));
    m_Ui->widgetColor->setPalette(pal);

    m_Ui->widgetColor->setAutoFillBackground(true);

    // process Mouse events ourselves
    CONNASSERT(&m_GraphicsView, SIGNAL(onMouseOver(QPoint)), this,
               SLOT(onMouseOver(QPoint)));
    CONNASSERT(&m_GraphicsView, SIGNAL(onMouseLeft()), this,
               SLOT(onMouseLeft()));
}
Beispiel #6
0
void ContextMenu::processMouseCallback(const MouseEvent &evt, std::deque<std::string> address) {
   static MenuHolder *holder = MenuHolder::getInstance();

   address.push_front(_label);
   if (_parentMenu == NULL) {
      if (evt.getState() == MouseEvent::UP) {
         holder->closeAllMenus();
         onMouseClick(evt, address);
         onMenuAccessed(address);
      } else if (evt.getState() == MouseEvent::MOTION) {
         onMouseOver(evt, address);
      }
   } else _parentMenu->processMouseCallback(evt, address);
}
Beispiel #7
0
void SDL_GUI::GUI_Element::Update()
{
	bool inRect = rect.Contains(inputManager->GetMousePosition());

	if (!mouseIsOver && inRect)
	{
		mouseIsOver = true;

		if (onMouseOver != NULL)
			onMouseOver();
	}
	else if (mouseIsOver && !inRect)
	{
		mouseIsOver = false;
		performingClick = false;

		if (onMouseOut != NULL)
			onMouseOut();
	}

	if (inRect)
	{
		if (inputManager->MouseDown())
		{
			performingClick = true;

			if (onMouseDown != NULL)
				onMouseDown();
		}
		else if (inputManager->MouseUp())
		{
			if (onMouseUp != NULL)
				onMouseUp();

			if (performingClick)
			{
				performingClick = false;

				if (onClick != NULL)
					onClick();
			}
		}
	}
}
Beispiel #8
0
void CButton::onEvent(Uint8 eventType)
{
	if(!display) return;
	int mouse_x = event.button.x;
	int mouse_y = event.button.y;

	if(onButton(mouse_x, mouse_y))
	{
		if(eventType == SDL_MOUSEBUTTONDOWN)
			onMouseDown();
		else if(eventType == SDL_MOUSEBUTTONUP)
			onClick();
		else if(eventType == SDL_MOUSEMOTION)
			onMouseOver();
	}
	else
		setImageState(getType());
		
}
Beispiel #9
0
void GameObject::update(const sf::Time& frameTime) {
	for (auto& component : m_components) {
		component->update(frameTime);
	}
	if (g_inputController->isMouseOver(&m_boundingBox, m_isInputInDefaultView)) {
		onMouseOver();
		// if the inputcontroller has locked actions, skip these methods.
		if (g_inputController->isActionLocked()) return;

		if (g_inputController->isRightClicked(&m_boundingBox, m_isInputInDefaultView)) {
			onRightClick();
		}
		else if (g_inputController->isRightJustPressed(&m_boundingBox, m_isInputInDefaultView)) {
			onRightJustPressed();
		}
		else if (g_inputController->isLeftClicked(&m_boundingBox, m_isInputInDefaultView)) {
			onLeftClick();
		}
		else if (g_inputController->isLeftJustPressed(&m_boundingBox, m_isInputInDefaultView)) {
			onLeftJustPressed();
		}
	}
}
Beispiel #10
0
void DGLPixRectQGraphicsView::mouseMoveEvent(QMouseEvent* _event) {
    emit onMouseOver(_event->pos());
    QGraphicsView::mouseMoveEvent(_event);
}
//main
void GameEngine::run() {
	lib.framestart();
	
	if (!gameStart)
		renderGameMenu();
	else {
		//Move the char left, right, up, and down
		if (!deadHero && !shop.isShopping()) {
			onPlayerTurn((lib.keywentdown("left") || lib.keywentdown("a")), Point(-1, 0));
			onPlayerTurn((lib.keywentdown("up") || lib.keywentdown("w")), Point(0, -1));
			onPlayerTurn((lib.keywentdown("right") || lib.keywentdown("d")), Point(1, 0));
			onPlayerTurn((lib.keywentdown("down") || lib.keywentdown("s")), Point(0, 1));

			//Enter stairs
			if (lib.keywentdown("return") || lib.keywentdown("enter")) {
				if (hero->getLoc() == stairLoc) {
					currLevel++;
					generateLevel();
				}
				if (hero->getLoc() == shop.getLoc())
					shop.activateShop();
				if (hero->getLoc() == bossLoc)
					enterBossRoom();
				if (hero->getLoc() == stairAscend)
					leaveBossRoom();
			}

			if (tl_buttonwentdown(1)) {
				Pickup p = registerInventoryClick();
				if (p.getLoc() != Point(-1, -1)) {
					if (p.getPickupDef().getType() == 0)
						log.registerEvent(("Used a " + p.getPickupDef().getName() + "!").c_str());
					else
						log.registerEvent(("Equipped a " + p.getPickupDef().getName() + "!").c_str());
				}

				if (lib.mouseLoc() >= Point(lib.res().x() / 2 - 3, lib.res().y() - 4) && lib.mouseLoc() <= Point(lib.res().x() / 2 + 3, lib.res().y() - 4))
					useSpell(lib.mouseLoc());
			}
			if (tl_buttonwentdown(3)) {
				Pickup p;

				if (invLog.overInvOrGear(lib.mouseLoc()) == 0) {
					p = invLog.dropItem(lib.mouseLoc());
					if (p.getLoc() != Point(-1, -1))
						log.registerEvent(("Dropped the " + p.getPickupDef().getName() + "!").c_str());
				}
				else if (invLog.overInvOrGear(lib.mouseLoc()) == 1) {
					OutputDebugString("herpderp");
					p = invLog.unequipGear(lib.mouseLoc());
					if (p.getLoc() != Point(-1, -1))
						log.registerEvent(("Unequipped the " + p.getPickupDef().getName() + "!").c_str());
				}
			}
		}

		drawMap();

		onMouseOver();
		if(deadHero) {
			if (lib.keywentdown("escape"))
				gameStart = false;
		}
	}
}
Beispiel #12
0
void Widget::process(const WidgetEvents & events)
{
	// check automatic size.
	if (isAutoManagingWidth() || isAutoManagingHeight())
	{
		sf::Vector2f autoSize = getAutomaticSize();
		setSize(isAutoManagingWidth() ? autoSize.x : getSize().x, isAutoManagingHeight() ? autoSize.y : getSize().y);
	}

	// clear click flags for all buttons.
	myIsClicked = 0;

	// set mouse-over flag. mouse position is already pre-transformed.
	bool mouseOver = events.mouseFocus && checkMouseover(events.mousePosition);

	if (myIsMouseOver != mouseOver)
	{
		myIsMouseOver = mouseOver;

		if (mouseOver)
		{
			onMouseOver();
		}
		else
		{
			onMouseAway();
		}
	}

	// analyze container events to find state changes.
	for (auto it = events.conEvents.mouseEvents.begin(); it != events.conEvents.mouseEvents.end(); ++it)
	{
		ContainerEvents::MouseEvent event = *it;
		MouseBitmask buttonMask = convertMouseButtonBitmask(event.button);

		sf::Vector2f convPos = events.transform.getInverse().transformPoint(event.position);

		// check if mouse is over widget (and widget is not obstructed).
		if (events.mouseFocus && checkMouseover(convPos))
		{
			// handle mouse presses/releases on the widget, check for successful click.
			if (event.isPress)
			{
				// bring widget to front on left mouse click.
				//if (event.button == sf::Mouse::Left)
				//	sendToFront();

				// add mouse button to bitmask.
				myIsMouseDown |= buttonMask;
				onMouseDown(convPos, event.button);
			}
			else if (myIsMouseDown & buttonMask)
			{
				myIsClicked |= buttonMask;
				onClick(convPos, event.button);
			}
		}

		// handle mouse button release.
		if (!event.isPress)
		{
			// remove mouse button from bitmask.
			if (myIsMouseDown & buttonMask)
			{
				myIsMouseDown &= ~buttonMask;
				onMouseUp(convPos, event.button);
			}
		}

	}

	// now process widget events.
	onProcess(events);
}