Ejemplo n.º 1
0
boolean StandardPicker::pick(Canvas* c, Glyph* glyph, int depth, Hit& h) {
	if (!h.event()) {
		return false;
	}
	const Event& e = *h.event();
	if (e.grabber()) {
		h.target(depth, glyph, 0, e.grabber());
		return true;
	}
	event(e);
	
	long cnt = handlers_[ms_]->count();
	for (long i=0; i < cnt; ++i) {
		ButtonHandler& b = *handlers_[ms_]->item(i);
		if (b.eb_ == Event::any || b.eb_ == mb_) {
			if (b.handler_) {
				h.target(depth, glyph, 0, b.handler_);
			}else{
				b.rband_->canvas(c);
				h.target(depth, glyph, 0, b.rband_);
			}
			return true;
		}
	}
	return false;
}
Ejemplo n.º 2
0
void XYView_helper::pick(Canvas* c, const Allocation& a, int depth, Hit& h) {
    if (MyMath::inside(h.left(), h.bottom(), v_->left(), v_->bottom(),
                       v_->right(), v_->top())) {
        if (h.event()->grabber()) { // fixes a bug but I dont know why
#if 1
//The above fix broke the handling of keystrokes for crosshairs and Rotate3D
//It was needed so that buttons would appear normal when moving quickly from
// a button through a box to a scene. Now we put in the right handler in
//case event was a keystroke.
            if (h.event()->type() == Event::key) {
                h.target(depth, this, 0, h.event()->grabber());
            }
#endif
            return;
        }
        current_pick_view_ = v_;
        MonoGlyph::pick(c, a, depth, h);
        if (h.event()->type() == Event::down) {
#if 0
            printf("XYView_helper hit (%g, %g)  event (%g, %g)\n", h.left(), h.bottom(),
                   h.event()->pointer_x(), h.event()->pointer_y());
            printf(" allocation lb=(%g, %g), rt=(%g,%g)\n", a.left(), a.bottom(), a.right(), a.top());
#endif
        }
    }
}
Ejemplo n.º 3
0
void Space::pick(Canvas*, const Allocation& a, int depth, Hit& h) {
    Coord x = h.left();
    Coord left = a.left();
    Coord right = a.right();
    if (x >= left && x < right) {
        h.target(depth, this, (x > (left+right)/2) ? 1 : 0);
    }
}
Ejemplo n.º 4
0
void FieldStringEditor::pick(
    Canvas*, const Allocation& a, int depth, Hit& h
) {
    const Event* ep = h.event();
    if (ep != nil && h.left() < a.right() && h.right() >= a.left() &&
	h.bottom() < a.top() && h.top() >= a.bottom()
    ) {
	h.target(depth, this, 0);
    }
}
Ejemplo n.º 5
0
void MonoKitFrame::pick(Canvas* c, const Allocation& a, int depth, Hit& h) {
    if (target_) {
        Coord x = h.left();
        Coord y = h.bottom();
        if (x >= a.left() && x < a.right() && y >= a.bottom() && y < a.top()) {
            h.target(depth, this, 0);
        }
    } else {
        BevelFrame::pick(c, a, depth, h);
    }
}
Ejemplo n.º 6
0
void Text::pick(Canvas*, const Allocation&, int depth, Hit& h) {
  const Event* e = h.event();
  EventButton t = (e == nil) ? Event::none : e->pointer_button();
  EventType t1 = (e == nil) ? Event::undefined : e->type();
  if (t == Event::left || t == Event::right ||
      t == Event::middle || t1 == Event::key) {
    Coord x = e->pointer_x();
    Coord y = e->pointer_y();
    Allocation* a = allocation_;
    if (x >= a->left() && x <= a->right() && y >= a->bottom() && y <= a->top()) {
      h.target(depth, this, 0, handler());
    }
  }
}
Ejemplo n.º 7
0
void ScenePicker::pick_menu(Glyph* glyph, int depth, Hit& h) {
	h.target(depth, glyph, 0, spi_);
}