void g2Controller::__MouseHover(int x, int y)
{
    // Ignore if not visible
    if(!GetVisibility())
        return;
    
    // Update mouse to localized positions
    x -= pX;
    y -= pY;
    
    // If the user is moving and pressing, then do a drag event
    if(InController(x, y) && ControllerState == g2ControllerState_Pressed)
        __MouseDrag(x, y);
    // Else, if we are out of the controller, we are done dragging
    if(!InController(x, y) && ControllerState == g2ControllerState_Pressed)
        ControllerState = g2ControllerState_None;
    
    // Update the hovering actions
    MouseHover(x, y);
    
    // Update all children
    int QueueSize = (int)ChildObjects.size();
    for(int i = 0; i < QueueSize; i++)
    {
        // Get child
        g2Controller* Child = ChildObjects.front();
        ChildObjects.pop();
        
        // Update child with localized coordinates
        Child->__MouseHover(x, y);
        
        // Put back
        ChildObjects.push(Child);
    }
}
Esempio n. 2
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void g2Controller::__MouseHover(int x, int y)
{
    // Ignore if not visible
    if(!GetVisibility())
        return;
    
    // Update mouse to localized positions
    x -= pX;
    y -= pY;
    
    // If the user is moving and pressing, then do a drag event
    if(InController(x, y) && ((ControllerState & g2ControllerState_Pressed) != 0) )
        __MouseDrag(x, y);
    
    // Update the hovering state
    if(InController(x, y))
        ControllerState |= g2ControllerState_Hover;
    // Remove if needed
    else if((ControllerState & g2ControllerState_Hover) != 0)
        ControllerState ^= g2ControllerState_Hover;
    
    // Update the hovering actions
    MouseHover(x, y);
    
    // Update all children
    for(ChildObjectsIt Child = ChildObjects.begin(); Child != ChildObjects.end(); Child++)
        (*Child)->__MouseHover(x, y);
}
void g2Controller::__MouseClick(g2MouseButton button, g2MouseClick state, int x, int y)
{
    // Ignore if not visible
    if(!GetVisibility())
        return;
    
    // Update mouse to localized positions
    x -= pX;
    y -= pY;
    
    // Are we in this object's volume and do we have a full left-click?
    if(InController(x, y) && button == g2MouseButton_Left && state == g2MouseClick_Down)
        ControllerState = g2ControllerState_Pressed;
    
    // Else, if there is a mouse release AND we are coming from a pressed state....
    else if(InController(x, y) && button == g2MouseButton_Left && state == g2MouseClick_Up && ControllerState == g2ControllerState_Pressed)
        ControllerState = g2ControllerState_Clicked;
    
    // Else, reset to either hover or none...
    else if(InController(x, y))
        ControllerState = g2ControllerState_Hover;
    
    // Else, no hovering, just nothing
    else
        ControllerState = g2ControllerState_None;
    
    // Update mouse click
    MouseClick(button, state, x, y);
    
    // Update all children
    int QueueSize = (int)ChildObjects.size();
    for(int i = 0; i < QueueSize; i++)
    {
        // Get child
        g2Controller* Child = ChildObjects.front();
        ChildObjects.pop();
        
        // Update child window event
        Child->__MouseClick(button, state, x, y);
        
        // Put back
        ChildObjects.push(Child);
    }
    
    // Execute callback
    if(!GetDisabled() && GetControllerState() == g2ControllerState_Clicked && PressedCallback != 0)
        PressedCallback(this);
}
Esempio n. 4
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void g2LabelEdit::MouseClick(g2MouseButton button, g2MouseClick state, int x, int y)
{
    // If we are pressing and it's a left click, compute the best position
    if(InController(x, y) && button == g2MouseButton_Left && state == g2MouseClick_Down)
    {
        // Current offset of the character testing
        int OffsetX = 0;
        bool NewOffset = false;
        
        // Compute the best possible position
        for(size_t i = ViewIndex; i < strlen(TextBuffer) && !NewOffset; i++)
        {
            // Get this character's width and offset
            int ThisWidth, NextWidth;
            GetTheme()->GetCharacterSize(TextBuffer[i], &ThisWidth, NULL);
            GetTheme()->GetCharacterSize(TextBuffer[i + 1], &NextWidth, NULL);
            
            // Check for collision (little ceil hack with integers)
            if(x <= (OffsetX + (NextWidth + 1) / 2))
            {
                CursorIndex = (int)i;
                NewOffset = true;
            }
            
            // Grow the offset over time
            OffsetX += ThisWidth + g2LabelEdit_CharacterSpacing;
        }
        
        // If no new offset, assume it is to far right
        if(!NewOffset)
            CursorIndex = (int)strlen(TextBuffer);
    }
}
g2Controller* g2Controller::GetController(int x, int y)
{
    // Assume nothing intersects
    g2Controller* ActiveController = NULL;
    
    // Update to a localized position
    x -= pX;
    y -= pY;
    
    // Check all children, do we interest?
    // We go through all of them as we don't want to change
    // the ordering which is important to rendering
    int QueueSize = (int)ChildObjects.size();
    for(int i = 0; i < QueueSize; i++)
    {
        // Get child
        g2Controller* Child = ChildObjects.front();
        ChildObjects.pop();
        
        // Check but stop once at least one is found
        if(ActiveController == NULL)
            ActiveController = Child->GetController(x, y);
        
        // Put back
        ChildObjects.push(Child);
    }
    
    // No children have an intersection, as the parent do we intersect?
    if(ActiveController == NULL && InController(x, y))
        ActiveController = this;
    
    // All done
    return ActiveController;
}
Esempio n. 6
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g2Controller* g2Controller::GetController(int x, int y)
{
    // Assume nothing intersects
    g2Controller* ActiveController = NULL;
    
    // Update to a localized position
    x -= pX;
    y -= pY;
    
    // Check all children, do we interest?
    // We go through all of them as we don't want to change
    // the ordering which is important to rendering
    // Ordering: [Back to Front]
    for(ChildObjectsIt Child = ChildObjects.begin(); Child != ChildObjects.end(); Child++)
    {
        // Save found object if not null (ignore completely if invisible)
        g2Controller* Found = (*Child)->GetController(x, y);
        if(Found != NULL && Found->GetVisibility())
            ActiveController = Found;
    }
    
    // No children have an intersection, as the parent do we intersect?
    if(ActiveController == NULL && InController(x, y))
        ActiveController = this;
    
    // All done
    return ActiveController;
}
Esempio n. 7
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void g2RadioGroup::MouseClick(g2MouseButton button, g2MouseClick state, int x, int y)
{
    // If we had a full key-press event within our collision box, change the active index as needed
    if(InController(x, y) && ((GetControllerState() & g2ControllerState_Clicked) == g2ControllerState_Clicked))
    {
        // Get the size of a radio button
        int RadioHeight;
        GetTheme()->GetComponentSize(g2Theme_RadioButton, NULL, &RadioHeight);
        
        // For each radio button..
        for(int i = 0; i < OptionCount; i++)
        {
            // What is the y pos of this row?
            int BottomRow = i * (RadioHeight + 1) + RadioHeight;
            if(y < BottomRow)
            {
                ActiveIndex = i;
                break;
            }
        }
        
        // Update the live index
        if(LiveIndex !=  NULL)
            *LiveIndex = ActiveIndex;
    }
    
}
Esempio n. 8
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void g2Controller::__MouseClick(g2MouseButton button, g2MouseClick state, int x, int y)
{
    // Ignore if not visible
    if(!GetVisibility())
        return;
    
    // Update mouse to localized positions
    x -= pX;
    y -= pY;
    
    // Are we in this object's volume and do we have a full left-click?
    if(InController(x, y) && button == g2MouseButton_Left && state == g2MouseClick_Down)
        ControllerState |= g2ControllerState_Pressed;
    
    // Check for full click, if there is a mouse release AND we are coming from a pressed state....
    if(InController(x, y) && button == g2MouseButton_Left && state == g2MouseClick_Up && ((ControllerState & g2ControllerState_Pressed) == g2ControllerState_Pressed))
        ControllerState |= g2ControllerState_Clicked;
    
    // Are we no longer holding the mouse button down anymore?
    if((button == g2MouseButton_Left && state == g2MouseClick_Up) && ((ControllerState & g2ControllerState_Pressed) == g2ControllerState_Pressed))
        ControllerState ^= g2ControllerState_Pressed;
    
    // Update mouse click; save an older version of the controller state,
    // in case the user destroys the clicked flag by calling GetControllerState()
    g2ControllerState OldControllerState = ControllerState;
    MouseClick(button, state, x, y);
    
    // If it's anything non-key-release
    if(state != g2MouseClick_Up)
    {
        // Apply update to all non-blocked objects
        // We must go from front-to-back ordering (which is the reverse
        // of what the rendering ordering is)
        for(ChildObjectsRevIt Child = ChildObjects.rbegin(); Child != ChildObjects.rend(); Child++)
        {
            // Child position
            int cx, cy;
            (*Child)->GetPos(&cx, &cy);
            
            // Stop applying on our first collision if we are in that controller
            // and it's on-screen (regardless of it being enabled or not)
            // Note that we must localize the coordinate for each controller
            if((*Child)->GetVisibility() && (*Child)->InController(x -cx , y - cy))
            {
                (*Child)->__MouseClick(button, state, x, y);
                break;
            }
        }
    }
    // Else, apply release to everyone
    else
    {
        // Allow the recieving function to figure it's own event
        for(ChildObjectsRevIt Child = ChildObjects.rbegin(); Child != ChildObjects.rend(); Child++)
            (*Child)->__MouseClick(button, state, x, y);
    }
    
    // Execute callback (releases button-click flag)
    if(!GetDisabled() && ((OldControllerState & g2ControllerState_Clicked) == g2ControllerState_Clicked) && PressedCallback != 0)
    {
        // Callback and xor the controller state's click-event out
        PressedCallback(this);
    }
}