void PageComponent::base_pointerDown( float inX, float inY ){
    inX -= mX;
    inY -= mY;
    
    for( int i=0; i<mComponents.size(); i++ ) {
        PageComponent *c = *( mComponents.getElement( i ) );
    
        if( c->isVisible() && c->isActive() ) {
            c->base_pointerDown( inX, inY );
            }
        }
    
    pointerDown( inX, inY );
    }
Example #2
0
int UIList::Do(int id, int x, int y, int w, int h, UIListAdapter *adapter) {
	int clicked = 0;

	// Pointer and focus handling

	// UIList only cares about the first pointer for simplicity.
	// Probably not much need to scroll one of these while dragging something
	// else.

	// TODO: Abstract this stuff out into EmulatePointerEvents
	for (int i = 0; i < 1; i++) {
		// Check for hover
		bool isInside = false;
		if (UIRegionHit(i, x, y, w, h, 0)) {
			isInside = true;
			uistate.hotitem[i] = id;
			if (uistate.activeitem[i] == 0 && uistate.mousedown[i]) {
				// Mousedown
				uistate.activeitem[i] = id;
				pointerDown(i, uistate.mousex[i], uistate.mousey[i]);
			}
		}

		if (uistate.activeitem[i] == id) {
			// NOTE: won't work with multiple pointers
			if (uistate.mousex[i] != lastX || uistate.mousey[i] != lastY) {
				pointerMove(i, uistate.mousex[i], uistate.mousey[i], isInside);
			}
		}

		// If button is hot and active, but mouse button is not
		// down, the user must have clicked a list item (unless after the last item).
		if (uistate.mousedown[i] == 0 &&
				uistate.activeitem[i] == id &&
				selected != -1) {
			if (uistate.hotitem[i] == id) {
				clicked = 1;
			}
			pointerUp(i, uistate.mousex[i], uistate.mousey[i], isInside);
		}
	}

	int itemHeight = adapter->itemHeight(0);
	int numItems = adapter->getCount();

	// Cap total inertia
	if (inertiaY > 20) inertiaY = 20;
	if (inertiaY < -20) inertiaY = -20;

	float mouseY = uistate.mousey[0];
	if (!uistate.mousedown[0]) {
		// Let it slide if the pointer is not down
		scrollY += inertiaY;
	} else if (scrolling /* && mouseY > y && mouseY < y + h*/ ) {
		// Pointer is down so stick to it
		scrollY = startScrollY - (uistate.mousey[0] - startDragY);
	}

	// Inertia gradually trails off
	inertiaY *= 0.92f;
	if (scrolling && fabsf(inertiaY) < 0.001f)
		scrolling = false;

	// Cap top and bottom softly.
	float maxScrollY = numItems * itemHeight - h;
	if (maxScrollY < 0.0f) maxScrollY = 0.0f;
	if (scrollY > maxScrollY) {
		scrollY -= 0.4f * (scrollY - maxScrollY);
	} else if (scrollY < 0.0f) {
		scrollY += 0.4f * -scrollY;
	}

	lastX = uistate.mousex[0];
	lastY = uistate.mousey[0];
	uistate.lastwidget = id;

	// Drawing and item hittesting

	// render items
	for (int i = 0; i < numItems; i++) {
		int item_y = y + i * itemHeight - scrollY;

		if (item_y >= y - itemHeight && item_y <= y + h) {
			for (int k = 0; k < 1; k++) {  // MAX_POINTERS if we add back multitouch
				if (uistate.mousedown[k] &&
						uistate.mouseframesdown[k] >= holdFramesClick &&
						adapter->itemEnabled(i) &&
						!scrolling &&
						selected == -1 &&
						UIRegionHit(k, x, item_y, w, itemHeight, 0)) {
					selected = i;
				} else if (scrolling) {
					selected = -1;
				}
			}
			adapter->drawItem(i, x, item_y, w, itemHeight, i == selected);
		}
	}

	// Prevent scroll-clicks from registering
	if (selected == -1) clicked = 0;
	// Otherwise, no clicky.
	return clicked;
}