void CWndControl::MouseEnter() { m_mouseHover = true; if (s_focus == this && (IsMouseButtonDown(Qt::LeftButton) || IsMouseButtonDown(Qt::RightButton))) m_push = true; }
void CWndControl::MouseButtonUp(Qt::MouseButton button, const QPoint& pos) { m_mouseButtonsDown &= ~button; if (!IsMouseButtonDown(Qt::LeftButton) && !IsMouseButtonDown(Qt::RightButton)) m_push = false; if (m_controls.GetSize() > 0) { CWndControl* ctrl = null; QPoint pt; for (int i = m_controls.GetSize() - 1; i >= 0; i--) { ctrl = m_controls[i]; if (ctrl->IsMouseButtonDown(button)) { if (ctrl->HasFlag(WBS_DOCKING)) pt = pos; else pt = pos - (m_clientRect.topLeft() - m_windowRect.topLeft()); ctrl->MouseButtonUp(button, pt - ctrl->GetWindowRect(true).topLeft()); } } } }
void Widget::HandleEvent( const sf::Event& event ) { if( !IsGloballyVisible() ) { return; } // Ignore the event if widget is insensitive if ( GetState() == State::INSENSITIVE ) { return; } // Ignore the event if another widget is active. if( !IsActiveWidget() && !IsActiveWidget( PtrConst() ) ) { return; } // Ignore the event if another widget is modal. if( HasModal() && !IsModal() ) { return; } // Set widget active in context. Context::Get().SetActiveWidget( shared_from_this() ); auto parent = m_parent.lock(); auto emit_leave = false; auto emit_enter = false; auto emit_move = false; auto emit_left_click = false; auto emit_right_click = false; try { switch( event.type ) { case sf::Event::MouseLeft: if( IsMouseInWidget() ) { SetMouseInWidget( false ); HandleMouseLeave( std::numeric_limits<int>::min(), std::numeric_limits<int>::min() ); emit_leave = true; } HandleMouseMoveEvent( std::numeric_limits<int>::min(), std::numeric_limits<int>::min() ); SetMouseButtonDown(); HandleMouseButtonEvent( sf::Mouse::Left, false, std::numeric_limits<int>::min(), std::numeric_limits<int>::min() ); HandleMouseButtonEvent( sf::Mouse::Right, false, std::numeric_limits<int>::min(), std::numeric_limits<int>::min() ); if( emit_leave ) { GetSignals().Emit( OnMouseLeave ); } break; case sf::Event::MouseMoved: // Check if pointer inside of widget's allocation. if( GetAllocation().contains( static_cast<float>( event.mouseMove.x ), static_cast<float>( event.mouseMove.y ) ) ) { // Check for enter event. if( !IsMouseInWidget() ) { SetMouseInWidget( true ); emit_enter = true; HandleMouseEnter( event.mouseMove.x, event.mouseMove.y ); } emit_move = true; } else if( IsMouseInWidget() ) { // Check for leave event. SetMouseInWidget( false ); emit_leave = true; HandleMouseLeave( event.mouseMove.x, event.mouseMove.y ); } HandleMouseMoveEvent( event.mouseMove.x, event.mouseMove.y ); if( emit_move ) { if( emit_enter ) { GetSignals().Emit( OnMouseEnter ); } GetSignals().Emit( OnMouseMove ); } else if( emit_leave ) { GetSignals().Emit( OnMouseLeave ); } break; case sf::Event::MouseButtonPressed: if( !IsMouseButtonDown() && IsMouseInWidget() ) { SetMouseButtonDown( event.mouseButton.button ); } HandleMouseButtonEvent( event.mouseButton.button, true, event.mouseButton.x, event.mouseButton.y ); if( IsMouseInWidget() ) { if( event.mouseButton.button == sf::Mouse::Left ) { GetSignals().Emit( OnMouseLeftPress ); } else if( event.mouseButton.button == sf::Mouse::Right ) { GetSignals().Emit( OnMouseRightPress ); } } break; case sf::Event::MouseButtonReleased: // Only process as a click when mouse button has been pressed inside the widget before. if( IsMouseButtonDown( event.mouseButton.button ) ) { SetMouseButtonDown(); // When released inside the widget, the event can be considered a click. if( IsMouseInWidget() ) { HandleMouseClick( event.mouseButton.button, event.mouseButton.x, event.mouseButton.y ); if( event.mouseButton.button == sf::Mouse::Left ) { emit_left_click = true; } else if( event.mouseButton.button == sf::Mouse::Right ) { emit_right_click = true; } } } HandleMouseButtonEvent( event.mouseButton.button, false, event.mouseButton.x, event.mouseButton.y ); if( emit_left_click ) { GetSignals().Emit( OnLeftClick ); } else if( emit_right_click ) { GetSignals().Emit( OnRightClick ); } if( IsMouseInWidget() ) { if( event.mouseButton.button == sf::Mouse::Left ) { GetSignals().Emit( OnMouseLeftRelease ); } else if( event.mouseButton.button == sf::Mouse::Right ) { GetSignals().Emit( OnMouseRightRelease ); } } break; case sf::Event::KeyPressed: if( HasFocus() ) { // TODO: Delegate event too when widget's not active? HandleKeyEvent( event.key.code, true ); GetSignals().Emit( OnKeyPress ); } break; case sf::Event::KeyReleased: if( HasFocus() ) { // TODO: Delegate event too when widget's not active? HandleKeyEvent( event.key.code, false ); GetSignals().Emit( OnKeyRelease ); } break; case sf::Event::TextEntered: if( HasFocus() ) { // TODO: Delegate event too when widget's not active? HandleTextEvent( event.text.unicode ); GetSignals().Emit( OnText ); } break; default: break; } } catch( ... ) { SetState( State::NORMAL ); throw; } }
//////////////////////////////////////////////////////////// /// Get the state of a mouse button //////////////////////////////////////////////////////////// sfBool sfInput_IsMouseButtonDown(const sfInput* input, sfMouseButton button) { CSFML_CALL_PTR_RETURN(input, IsMouseButtonDown((sf::Mouse::Button)button), sfFalse); }
int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 1280; int screenHeight = 960; InitWindow(screenWidth, screenHeight, "raylib example - Bunnymark"); Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png"); Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array int bunniesCount = 0; // Bunnies counter SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { // Create more bunnies for (int i = 0; i < 100; i++) { bunnies[bunniesCount].position = GetMousePosition(); bunnies[bunniesCount].speed.x = (float)GetRandomValue(250, 500)/60.0f; bunnies[bunniesCount].speed.y = (float)(GetRandomValue(250, 500) - 500)/60.0f; bunniesCount++; } } // Update bunnies for (int i = 0; i < bunniesCount; i++) { bunnies[i].position.x += bunnies[i].speed.x; bunnies[i].position.y += bunnies[i].speed.y; if ((bunnies[i].position.x > GetScreenWidth()) || (bunnies[i].position.x < 0)) bunnies[i].speed.x *= -1; if ((bunnies[i].position.y > GetScreenHeight()) || (bunnies[i].position.y < 0)) bunnies[i].speed.y *= -1; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); for (int i = 0; i < bunniesCount; i++) { // NOTE: When internal QUADS batch limit is reached, a draw call is launched and // batching buffer starts being filled again; before launching the draw call, // updated vertex data from internal buffer is send to GPU... it seems it generates // a stall and consequently a frame drop, limiting number of bunnies drawn at 60 fps DrawTexture(texBunny, bunnies[i].position.x, bunnies[i].position.y, RAYWHITE); } DrawRectangle(0, 0, screenWidth, 40, LIGHTGRAY); DrawText("raylib bunnymark", 10, 10, 20, DARKGRAY); DrawText(FormatText("bunnies: %i", bunniesCount), 400, 10, 20, RED); DrawFPS(260, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- free(bunnies); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }