// key_in: If not -1, this means to use this key as input, and not call game_poll() int UI_WINDOW::process(int key_in,int process_mouse) { UI_GADGET *tmp; // only does stuff in non THREADED mode os_poll(); if (process_mouse){ ui_mouse_process(); } if (key_in == -1){ keypress = game_check_key(); } else { keypress = key_in; } last_keypress = keypress; do_dump_check(); if (mouse_captured_gadget && B1_RELEASED){ mouse_captured_gadget = NULL; } // The following code was commented out by NeilK on 4/15/99 to fix a problem we were having with // the UI_SLIDER2 class not receiving the process event when the mouse was dragging the scroller // but outside the mask region. I checked a handful of other screens and so no adverse affects // of this change at the time. /* if (mouse_captured_gadget) { mouse_captured_gadget->process(); // if a control has captured the mouse, only it gets processed use_hack_to_get_around_stupid_problem_flag = 0; return last_keypress; } */ if (!first_gadget) { use_hack_to_get_around_stupid_problem_flag = 0; return last_keypress; } check_focus_switch_keys(); // run through all top level gadgets and process them (they are responsible for processing // their children, which UI_GADGET will handle if you don't override process() or if you // do, you call UI_GADGET::process()). if ( !ignore_gadgets ) { tmp = first_gadget; do { if ( !tmp->check_move() ) tmp->process(); tmp = tmp->next; } while (tmp != first_gadget); } use_hack_to_get_around_stupid_problem_flag = 0; return last_keypress; }
// Call process() for all children of gadget. As a base gadget for all other gadget types, // it doesn't actually do anything for itself. // void UI_GADGET::process(int focus) { UI_GADGET *tmp; if (disabled_flag) return; tmp = children; // process all children of gadget if (tmp) { do { tmp->process(); tmp = tmp->next; } while (tmp != children); } }