// Process the first event in queue, sending to the appropriate handler // This is the new object-oriented system // Uses the old system for now, but this may change void event_process(void) { d_event event; window *wind = window_get_front(); timer_update(); event_poll(); // send input events first // Doing this prevents problems when a draw event can create a newmenu, // such as some network menus when they report a problem if (window_get_front() != wind) return; event.type = EVENT_WINDOW_DRAW; // then draw all visible windows wind = window_get_first(); while (wind != NULL) { window *prev = window_get_prev(wind); if (window_is_visible(wind)) window_send_event(wind, &event); if (!window_exists(wind)) { if (!prev) // well there isn't a previous window ... break; // ... just bail out - we've done everything for this frame we can. wind = window_get_next(prev); // the current window seemed to be closed. so take the next one from the previous which should be able to point to the one after the current closed } else wind = window_get_next(wind); } gr_flip(); }
void event_send(d_event *event) { window *wind; int handled = 0; for (wind = window_get_front(); wind != NULL && !handled; wind = window_get_prev(wind)) if (window_is_visible(wind)) { handled = window_send_event(wind, event); if (!window_exists(wind)) // break away if necessary: window_send_event() could have closed wind by now break; if (window_is_modal(wind)) break; } if (!handled) call_default_handler(event); }
DECLARE_TEST( window, sizemove ) { window_t* window; #if FOUNDATION_PLATFORM_MACOSX window = window_allocate_from_nswindow( delegate_nswindow() ); #elif FOUNDATION_PLATFORM_IOS window = window_allocate_from_uiwindow( delegate_uiwindow() ); #endif EXPECT_NE( window, 0 ); EXPECT_TRUE( window_is_open( window ) ); thread_sleep( 1000 ); #if FOUNDATION_PLATFORM_IOS || FOUNDATION_PLATFORM_ANDROID EXPECT_TRUE( window_is_maximized( window ) ); #else EXPECT_FALSE( window_is_maximized( window ) ); #endif EXPECT_TRUE( window_is_visible( window ) ); EXPECT_TRUE( window_has_focus( window ) ); window_maximize( window ); thread_sleep( 1000 ); EXPECT_TRUE( window_is_maximized( window ) ); EXPECT_TRUE( window_has_focus( window ) ); #if !FOUNDATION_PLATFORM_IOS && !FOUNDATION_PLATFORM_ANDROID window_restore( window ); thread_sleep( 1000 ); EXPECT_FALSE( window_is_maximized( window ) ); EXPECT_TRUE( window_has_focus( window ) ); #endif window_maximize( window ); thread_sleep( 1000 ); EXPECT_TRUE( window_is_maximized( window ) ); #if !FOUNDATION_PLATFORM_IOS && !FOUNDATION_PLATFORM_ANDROID window_resize( window, 150, 100 ); thread_sleep( 1000 ); EXPECT_EQ( window_width( window ), 150 ); EXPECT_EQ( window_height( window ), 100 ); EXPECT_FALSE( window_is_maximized( window ) ); EXPECT_TRUE( window_has_focus( window ) ); window_move( window, 10, 20 ); thread_sleep( 1000 ); EXPECT_EQ( window_position_x( window ), 10 ); EXPECT_EQ( window_position_y( window ), 20 ); EXPECT_FALSE( window_is_maximized( window ) ); EXPECT_TRUE( window_has_focus( window ) ); window_minimize( window ); thread_sleep( 1000 ); EXPECT_FALSE( window_is_maximized( window ) ); EXPECT_FALSE( window_has_focus( window ) ); window_restore( window ); thread_sleep( 1000 ); EXPECT_FALSE( window_is_maximized( window ) ); EXPECT_FALSE( window_is_minimized( window ) ); EXPECT_TRUE( window_has_focus( window ) ); window_minimize( window ); thread_sleep( 1000 ); EXPECT_FALSE( window_is_maximized( window ) ); EXPECT_TRUE( window_is_minimized( window ) ); #endif window_deallocate( window ); window = 0; EXPECT_FALSE( window_is_open( window ) ); return 0; }