int ServerTree::handle(int e){

    if(children() == 0)
        YYY_SetNoServer();

    // Check that the last clicked item is still in the tree.
    bool still_exists = false;
    if(m_last_clicked != NULL){
        for(Fl_Tree_Item *item = first(); item; item = next(item)){
            if(item == m_last_clicked){
                still_exists = true;
                break;
            }
        }
    }

    if(m_last_clicked == NULL || !still_exists){
        m_last_clicked = first();
        if(m_last_clicked == root())
            m_last_clicked = next(m_last_clicked);
        select_only(m_last_clicked);
    }
    if(e == FL_PUSH){
        puts("Push!");
        if(Fl::event_button() == FL_RIGHT_MOUSE){
        
            Fl_Tree_Item *const l_item = find_clicked();
            if(l_item == NULL)
                return Fl_Tree::handle(e);
        
            const unsigned l_x = Fl::event_x(), l_y = Fl::event_y();
            const Fl_Menu_Item *l_menu_item =
                s_right_click_menu->popup(l_x, l_y, NULL, 0, 0);
            if(l_menu_item == NULL)
                return Fl_Tree::handle(e);
            /*
            const unsigned l_index =
                std::distance(static_cast<const Fl_Menu_Item *>(s_right_click_menu),
                    l_menu_item);
            */
            return 1;
        }
    }
    
    // Update the m_last_clicked.
    m_last_clicked = first_selected_item();
    if(m_last_clicked == root())
        m_last_clicked = next(m_last_clicked);

    // Do the default handle
    const int ret = Fl_Tree::handle(e);

    // If we deselected everything, reselect the last item.
    if(first_selected_item() == NULL)
        select_only(m_last_clicked);
    return ret;
}
Exemple #2
0
int Desktop::handle(int event) {
	switch(event) {
		case FL_FOCUS:
		case FL_UNFOCUS:
		case FL_SHORTCUT:
			return 1;

		case FL_PUSH: {
			/*
			 * First check where we clicked. If we do it on desktop unfocus any possible focused childs, and handle
			 * specific clicks. Otherwise, do rest for childs.
			 */
			Fl_Widget* clicked = Fl::belowmouse();
			
			if(NOT_SELECTABLE(clicked)) {
				//E_DEBUG(E_STRLOC ": DESKTOP CLICK !!!\n");
				if(!selectionbuf.empty()) {
					/*
					 * Only focused are in selectionbuf, so this is fine to do; also will prevent 
					 * full redraw when is clicked on desktop
					 */
					unfocus_all();
					selectionbuf.clear();
				}

				/* track position so moving can be deduced */
				if(Fl::event_button() == 1) {
					selbox->x = Fl::event_x();
					selbox->y = Fl::event_y();
				} else if(Fl::event_button() == 3) {
					last_px = Fl::event_x();
					last_py = Fl::event_y();

					damage(EDE_DESKTOP_DAMAGE_OVERLAY);
					const edelib::MenuItem* item = dmenu->menu()->popup(Fl::event_x(), Fl::event_y());
					dmenu->picked(item);
				}

				return 1;
			}

			/* from here, all events are managed for icons */
			DesktopIcon* tmp_icon = (DesktopIcon*)clicked;

			/* do no use assertion on this, since fltk::belowmouse() can miss our icon */
			if(!tmp_icon) return 1;

			if(SELECTION_MULTI) {
				Fl::event_is_click(0);
				select(tmp_icon);
				return 1;
			} else if(SELECTION_SINGLE) {
				if(!in_selection(tmp_icon)) {
					select_only(tmp_icon);
				}
			} else if(Fl::event_button() == 3) {
				select_only(tmp_icon);
			}

			/* 
			 * Let child handle the rest.
			 * Also prevent click on other mouse buttons during move.
			 */
			if(!moving)
				tmp_icon->handle(FL_PUSH);

			//E_DEBUG(E_STRLOC ": FL_PUSH from desktop\n");
			selection_x = Fl::event_x_root();
			selection_y = Fl::event_y_root();
	
			return 1;
		 }

		case FL_DRAG:
			moving = true;
			if(!selectionbuf.empty()) {
				//E_DEBUG(E_STRLOC ": DRAG icon from desktop\n");
				move_selection(Fl::event_x_root(), Fl::event_y_root(), false);
			} else {
				//E_DEBUG(E_STRLOC ": DRAG from desktop\n");
				/*
				 * Moving is started with pushed button.
				 * From this point selection box is created and is rolled until release
				 */
				if(selbox->x != 0 || selbox->y != 0) {
					selbox->w = Fl::event_x() - selbox->x;
					selbox->h = Fl::event_y() - selbox->y;

					selbox->show = true;

					/* see if there some icons inside selection area */
					select_in_area();

					/* redraw selection box */
					damage(EDE_DESKTOP_DAMAGE_OVERLAY);
				}
			}

			return 1;

		case FL_RELEASE:
			//E_DEBUG(E_STRLOC ": RELEASE from desktop\n");
			//E_DEBUG(E_STRLOC ": clicks: %i\n", Fl::event_is_click());

			if(selbox->show) {
				selbox->x = selbox->y = selbox->w = selbox->h = 0;
				selbox->show = false;
				damage(EDE_DESKTOP_DAMAGE_OVERLAY);

				/*
				 * Now pickup those who are in is_focused() state.
				 *
				 * Possible flickers due overlay will be later removed when is called move_selection(), which 
				 * will in turn redraw icons again after position them.
				 */
				if(!selectionbuf.empty())
					selectionbuf.clear();

				DesktopIcon *o;
				for(int i = 0; i < children(); i++) {
					if(NOT_SELECTABLE(child(i))) continue;

					o = (DesktopIcon*)child(i);
					if(o->is_focused())
						select(o, false);
				}

				return 1;
			}

			if(!selectionbuf.empty() && moving)
				move_selection(Fl::event_x_root(), Fl::event_y_root(), true);

			/* 
			 * Do not send FL_RELEASE during move
			 * TODO: should be alowed FL_RELEASE to multiple icons? (aka. run command for all selected icons)?
			 */
			if(selectionbuf.size() == 1 && !moving)
				selectionbuf.front()->handle(FL_RELEASE);

			moving = false;
			return 1;

		case FL_DND_ENTER:
		case FL_DND_DRAG:
		case FL_DND_LEAVE:
			return 1;

		case FL_DND_RELEASE: {
			DesktopIcon* di = below_mouse(Fl::event_x(), Fl::event_y());
			if(di) return di->handle(event);
			return 1;
		}

		case FL_PASTE: {
			DesktopIcon* di = below_mouse(Fl::event_x(), Fl::event_y());
			if(di) return di->handle(event);
			return 1;
		}

		case FL_ENTER:
		case FL_LEAVE:
		case FL_MOVE:
			return EDE_DESKTOP_WINDOW::handle(event);

		default:
			break;
	}

	return 0;
}