Exemplo n.º 1
0
/*!
SLButton::closeAll closes all menus except the root menu
*/
void SLButton::closeAll()
{  
    SLScene* s = SLScene::current;
    SLButton* mnu2D = s->menu2D();
    if (!mnu2D) return;
    mnu2D->hideAndReleaseRec();
    mnu2D->drawBits()->off(SL_DB_HIDDEN);

    // update world matrices & AABBs
    _stateGL->pushModelViewMatrix();
    _stateGL->modelViewMatrix.identity();
    mnu2D->translation(0, 0, 0);
    mnu2D->updateAABBRec();

    _stateGL->popModelViewMatrix();
   
    newMenuPos.set(0,0);
    oldMenuPos.set(0,0);
    buttonDown = 0;
    buttonParent = 0;
}
Exemplo n.º 2
0
/*!
SLButton::onMouseUp handles events and returns true if refresh is needed. This
method holds the main functionality for the buttons command execution as well
as the hiding and showing of the sub menus.
*/
SLbool SLButton::onMouseUp(const SLMouseButton button, 
                           const SLint x, const SLint y, const SLKey mod)
{  
    SLScene* s = SLScene::current;
    SLButton* mnu2D = s->menu2D();
    SLButton* btn = 0; // button pointer for various loops
    if (!mnu2D) return false;

    // GUI space is bottom left!
    SLint h = _sv->scrH()-y;
   
    if (x > _aabb.minWS().x && x < _aabb.maxWS().x &&
        h > _aabb.minWS().y && h < _aabb.maxWS().y && 
        !_drawBits.get(SL_DB_HIDDEN))
    {
        if (buttonDown==this)
        { 
            // For a command execute it
            if (_command != C_menu) 
            {  _isDown = false;
            
                // Toggle checkable buttons
                if (_isCheckable && !_radioParent)
                    _isChecked = !_isChecked;
            
                // For radio buttons uncheck others
                if (_radioParent)
                    _radioParent->checkRadioRec();
            
                // Hide all menus again
                if (_closeOnClick)
                    closeAll();

                /////////////////////////
                _sv->onCommand(_command);
                /////////////////////////

                if (_closeOnClick)
                    return true;
            }
            else if (_children.size()>0)
            {  
                // if another menu on the same or higher level is open hide it first
                if (buttonParent && buttonParent!=this && buttonParent->depth()>=_depth)
                {  
                    while (buttonParent && buttonParent->depth() >= depth())
                    {   for (auto child : buttonParent->children())
                            child->drawBits()->set(SL_DB_HIDDEN, true);
                        buttonParent->isDown(false);
                        buttonParent = (SLButton*)buttonParent->parent();
                    }
                }
         
                // show my submenu buttons         
                btn = (SLButton*)_children[0];
                if (btn && btn->drawBits()->get(SL_DB_HIDDEN))
                {  
                    for (auto child : _children)
                        child->drawBits()->set(SL_DB_HIDDEN, false);
                    buttonParent = this;
                } 
                else // submenu is already open so close everything
                {   if (buttonDown==mnu2D)
                    {   mnu2D->hideAndReleaseRec();
                        mnu2D->drawBits()->off(SL_DB_HIDDEN);
                        buttonParent = 0;
                    } else
                    {   if (buttonParent)
                        {  
                            for (auto child : buttonParent->children())
                                child->drawBits()->set(SL_DB_HIDDEN, true);
                            buttonParent->isDown(false);
                            buttonParent = (SLButton*)(buttonParent->parent());
                        }
                    }
                }
            }
         
            // Move menu left or right
            if (buttonParent)
            {   newMenuPos.set(-buttonParent->minX()+minMenuPos.x, 0);
                if (newMenuPos != oldMenuPos) 
                {  
                    mnu2D->translate(newMenuPos.x - oldMenuPos.x, 0, 0, TS_object);
               
                    // update AABB's
                    _stateGL->pushModelViewMatrix();
                    _stateGL->modelViewMatrix.identity();
                    oldMenuPos.set(newMenuPos);
                    mnu2D->updateAABBRec();
                    _stateGL->popModelViewMatrix();
                }
            }
         
            buttonDown = 0;
            return true;
        }
        else // mouse up on a different button, so release it
        {  if (buttonDown)
            {  buttonDown->_isDown = false;
            buttonDown = 0;
            return true;
            }
        }
    }
   
    // check sub menus
    for (auto child : _children)
    {   if (child->onMouseUp(button, x, y, mod))
            return true;
    }
   
    // check if mouse down was on this button and the up was on the scene
    if (_isDown && buttonDown==this)
    {   closeAll();
        return true;
    }
    return false;
}