Esempio n. 1
0
// TODO: quite possibly the real logic for generating "click" events is
// more complicated
// (x, y) is in the coordinates of the root window
LRESULT EventMgr::OnLButtonUp(WPARAM keys, int x, int y, bool& wasHandled)
{
    Vec<CtrlAndOffset> controls;
    uint16 wantedInputMask = bit::FromBit<uint16>(Control::WantsMouseClickBit);
    size_t count = CollectWindowsAt(wndRoot, x, y, wantedInputMask, &controls);
    if (0 == count)
        return 0;
    // TODO: should this take z-order into account?
    Control *c = controls.Last().c;
    c->MapRootToMyPos(x, y);
    NotifyClicked(c, x, y);
    NotifyNamedEventClicked(c, x, y);
    return 0;
}
Esempio n. 2
0
// TODO: optimize by getting both mouse over and mouse move windows in one call
// x, y is a position in the root window
LRESULT EventMgr::OnMouseMove(WPARAM keys, int x, int y, bool& wasHandled)
{
    Vec<CtrlAndOffset> windows;
    Control *c;

    uint16 wantedInputMask = bit::FromBit<uint16>(Control::WantsMouseOverBit);
    size_t count = CollectWindowsAt(wndRoot, x, y, wantedInputMask, &windows);
    if (0 == count) {
        if (currOver) {
            currOver->SetIsMouseOver(false);
            currOver->NotifyMouseLeave();
            currOver = nullptr;
        }
    } else {
        // TODO: should this take z-order into account ?
        c = windows.Last().c;
        if (c != currOver) {
            if (currOver) {
                currOver->SetIsMouseOver(false);
                currOver->NotifyMouseLeave();
            }
            currOver = c;
            currOver->SetIsMouseOver(true);
            currOver->NotifyMouseEnter();
        }
    }

    wantedInputMask = bit::FromBit<uint16>(Control::WantsMouseMoveBit);
    count = CollectWindowsAt(wndRoot, x, y, wantedInputMask, &windows);
    if (0 == count)
        return 0;
    c = windows.Last().c;
    c->MapRootToMyPos(x, y);
    c->NotifyMouseMove(x, y);
    return 0;
}