void GuiPaneControl::onMouseLeave(const GuiEvent &event) { setUpdate(); if(isMouseLocked()) mDepressed = false; mMouseOver = false; }
void GuiSliderCtrl::onMouseLeave(const GuiEvent &) { setUpdate(); if( isMouseLocked() ) mDepressed = false; mMouseOver = false; }
void NaClApplication::setMouseLocked(bool enabled) { /* Already done, nothing to do */ if(enabled == isMouseLocked()) return; if(enabled) LockMouse(pp::CompletionCallback(&mouseLockCallback, this)); else UnlockMouse(); }
void GuiFormCtrl::onMouseLeave(const GuiEvent &event) { setUpdate(); if(isMouseLocked()) mDepressed = false; mMouseOver = false; smCapturedControl = this; }
void GuiButtonBaseCtrl::onMouseLeave(const GuiEvent &) { setUpdate(); if( mUseMouseEvents ) onMouseLeave_callback(); if( isMouseLocked() ) mDepressed = false; mMouseOver = false; }
void GuiFormCtrl::onMouseMove(const GuiEvent &event) { Point2I localMove = globalToLocalCoord(event.mousePoint); // If we're clicking in the header then resize mMouseOver = (localMove.y < mThumbSize.y); if(isMouseLocked()) mDepressed = mMouseOver; }
void ForestEditorCtrl::on3DMouseUp( const Gui3DMouseEvent &evt ) { if ( !isMouseLocked() ) return; if ( mTool ) mTool->on3DMouseUp( evt ); mouseUnlock(); }
void GuiPaneControl::onMouseEnter(const GuiEvent &event) { setUpdate(); if(isMouseLocked()) { mDepressed = true; mMouseOver = true; } else { mMouseOver = true; } }
void GuiFormCtrl::onMouseEnter(const GuiEvent &event) { setUpdate(); if(isMouseLocked()) { mDepressed = true; mMouseOver = true; } else { mMouseOver = true; } // fade control fadeControl(); }
void GuiSliderCtrl::onMouseEnter(const GuiEvent &event) { setUpdate(); if( isMouseLocked() ) { mDepressed = true; mMouseOver = true; } else { if( mActive && mProfile->mSoundButtonOver ) { //F32 pan = (F32(event.mousePoint.x)/F32(getRoot()->getWidth())*2.0f-1.0f)*0.8f; SFX->playOnce( mProfile->mSoundButtonOver ); } mMouseOver = true; } }
void GuiButtonBaseCtrl::onMouseEnter(const GuiEvent &event) { setUpdate(); if( mUseMouseEvents ) onMouseEnter_callback(); if(isMouseLocked()) { mDepressed = true; mMouseOver = true; } else { if ( mActive && mProfile->mSoundButtonOver ) SFX->playOnce(mProfile->mSoundButtonOver); mMouseOver = true; } }
void GuiRolloutCtrl::onMouseUp( const GuiEvent &event ) { _onMouseUp( event, true ); if( isMouseLocked() ) mouseUnlock(); }
bool GuiRolloutCtrl::_onMouseUp( const GuiEvent &event, bool lockedMouse ) { Point2I localPoint = globalToLocalCoord( event.mousePoint ); if( mCanCollapse && mHeader.pointInRect( localPoint ) && !mIsAnimating && ( !lockedMouse || isMouseLocked() ) ) { // If Ctrl/Cmd-clicking a header, collapse all sibling GuiRolloutCtrls. if( ( mAutoCollapseSiblings && !mIsExpanded && !( event.modifier & SI_PRIMARY_CTRL ) || ( !mAutoCollapseSiblings && event.modifier & SI_PRIMARY_CTRL ) ) ) { for( SimSet::iterator iter = getParent()->begin(); iter != getParent()->end(); ++ iter ) { GuiRolloutCtrl* ctrl = dynamic_cast< GuiRolloutCtrl* >( *iter ); if( ctrl && ctrl != this && ctrl->mCanCollapse ) ctrl->instantCollapse(); } if( !mIsExpanded ) expand(); } else { // Toggle expansion. toggleExpanded( false ); } return true; } return false; }