void aui_Tab::MouseLGrabInside( aui_MouseEvent *mouseData ) { if ( IsDisabled() ) return; if ( !GetWhichSeesMouse() || GetWhichSeesMouse() == this ) { SetWhichSeesMouse( this ); PlaySound( AUI_SOUNDBASE_SOUND_EXECUTE ); HideTipWindow(); SetMouseOwnership(); ReleaseMouseOwnership(); SetKeyboardFocus(); m_mouseCode = AUI_ERRCODE_HANDLEDEXCLUSIVE; if ( !HandleGameSpecificLeftClick( this ) ) if ( 0 < m_state && m_state < m_numStates - 1 ) SetState( Mod(m_state+1,m_numStates) ); else SetState( 1 ); m_attributes |= k_CONTROL_ATTRIBUTE_ACTIVE; m_draw |= m_drawMask & k_AUI_REGION_DRAWFLAG_MOUSELGRABINSIDE; } else MouseLGrabOutside( mouseData ); }
AUI_ERRCODE aui_Control::ResetThis( void ) { if ( GetMouseOwnership() == this ) ReleaseMouseOwnership(); if ( GetKeyboardFocus() == this ) ReleaseKeyboardFocus(); ResetCurrentRenderFlags(); return aui_Region::ResetThis(); }
void aui_Button::MouseLDropInside( aui_MouseEvent *mouseData ) { if (IsDisabled()) { g_soundManager->AddGameSound(GAMESOUNDS_DISABLED); return; } if ( !GetWhichSeesMouse() || GetWhichSeesMouse() == this ) { SetWhichSeesMouse( this ); if ( GetMouseOwnership() == this ) { ReleaseMouseOwnership(); PlaySound( AUI_SOUNDBASE_SOUND_EXECUTE ); m_mouseCode = AUI_ERRCODE_HANDLEDEXCLUSIVE; m_attributes &= ~k_CONTROL_ATTRIBUTE_DOWN; m_attributes &= ~k_CONTROL_ATTRIBUTE_ACTIVE; m_draw |= m_drawMask & k_AUI_REGION_DRAWFLAG_MOUSELDROPINSIDE; m_isRepeating = FALSE; if(GetAttracting()) { SetAttract(false, 0); } if ( !HandleGameSpecificLeftClick( this ) ) if ( m_ActionFunc ) m_ActionFunc( this, AUI_BUTTON_ACTION_EXECUTE, 0, m_cookie ); else if ( m_action ) m_action->Execute( this, AUI_BUTTON_ACTION_EXECUTE, 0 ); } else { PlaySound( AUI_SOUNDBASE_SOUND_ACTIVATE ); if ( m_mouseCode == AUI_ERRCODE_UNHANDLED ) m_mouseCode = AUI_ERRCODE_HANDLED; m_attributes |= k_CONTROL_ATTRIBUTE_ACTIVE; m_draw |= m_drawMask & k_AUI_REGION_DRAWFLAG_MOUSELDROPINSIDE; } } else MouseLDropOutside( mouseData ); }
void aui_Button::MouseLDropOutside( aui_MouseEvent *mouseData ) { if (IsDisabled()) return; if ( GetMouseOwnership() == this ) { ReleaseMouseOwnership(); if ( m_mouseCode == AUI_ERRCODE_UNHANDLED ) m_mouseCode = AUI_ERRCODE_HANDLED; m_draw |= m_drawMask & k_AUI_REGION_DRAWFLAG_MOUSELDROPOUTSIDE; } }
aui_Control::~aui_Control() { ReleaseKeyboardFocus(); ReleaseMouseOwnership(); delete m_stringTable; if (m_allocatedTip) { delete m_tip; } delete m_imageLayerList; delete [] m_layerRenderFlags; // m_statusText: reference only delete m_statusTextCopy; }
void ctp2_HyperTextBox::MouseLDropInside( aui_MouseEvent *mouseData ) { if (IsDisabled()) return; if ( !GetWhichSeesMouse() || GetWhichSeesMouse() == this ) { SetWhichSeesMouse( this ); if ( GetMouseOwnership() == this ) { ReleaseMouseOwnership(); PlaySound( AUI_SOUNDBASE_SOUND_EXECUTE ); m_mouseCode = AUI_ERRCODE_HANDLEDEXCLUSIVE; m_attributes &= ~k_CONTROL_ATTRIBUTE_ACTIVE; POINT pos; pos.x = mouseData->position.x - m_x; pos.y = mouseData->position.y - m_y; pos.y += m_ranger->GetValueY(); m_selectedHyperLink = NULL; ListPos lp = m_hyperLinkList->GetHeadPosition(); for ( uint32 i = 0;i < m_hyperLinkList->L();i++ ) { ctp2_HyperLink *hl = m_hyperLinkList->GetNext( lp ); RECT rect; rect.left = hl->m_static->X(); rect.top = hl->m_static->Y(); rect.right = rect.left + hl->m_static->Width(); rect.bottom = rect.top + hl->m_static->Height(); if ( PtInRect(&rect, pos) ) { hl->m_frame = TRUE; m_selectedHyperLink = hl; } else { hl->m_frame = FALSE; hl->m_static->SetTextColor( hl->m_oldColor ); } } if ( m_selectedHyperLink ) { m_draw |= m_drawMask & k_AUI_REGION_DRAWFLAG_MOUSELDROPINSIDE; if ( !HandleGameSpecificLeftClick( this ) ) if ( m_ActionFunc ) m_ActionFunc( this, CTP2_HYPERLINK_ACTION_EXECUTE, 0, m_cookie ); else if ( m_action ) m_action->Execute( this, CTP2_HYPERLINK_ACTION_EXECUTE, 0 ); else { open_GreatLibrary(); if(g_greatLibrary) { g_greatLibrary->SetLibrary(m_selectedHyperLink->m_index, (DATABASE)m_selectedHyperLink->m_db); } } } else { m_draw |= m_drawMask & k_AUI_REGION_DRAWFLAG_UPDATE; } } else { PlaySound( AUI_SOUNDBASE_SOUND_ACTIVATE ); if ( m_mouseCode == AUI_ERRCODE_UNHANDLED ) m_mouseCode = AUI_ERRCODE_HANDLED; m_attributes |= k_CONTROL_ATTRIBUTE_ACTIVE; m_draw |= m_drawMask & k_AUI_REGION_DRAWFLAG_MOUSELDROPINSIDE; } } else MouseLDropOutside( mouseData ); }