Пример #1
0
void WidgetContainer::OnInputPointerMove(const EventInputPointer *ev)
{
	ASSERT_NULL(ev);

	WidgetIterator it = vWidget.begin();
	WidgetIterator end = vWidget.end();

	for (; it != end; ++it)
	{
		IWidget *w = (*it);
		ASSERT_NULL(w);

		bEventConsumed = FALSE;

		if (w->IsDisabled())
			continue;

		if (w->GetObjectType() == Seed::ObjectGuiWidgetContainer)
		{
			WidgetContainer *wc = reinterpret_cast<WidgetContainer *>(w);
			wc->OnInputPointerMove(ev);

			bEventConsumed = wc->IsEventConsumed();
			if (bEventConsumed)
				break;
		}

		bEventConsumed = this->UpdateStates(ev, w);
		//if (UpdateStates(ev, w))
		if (bEventConsumed)
			break;
	}
}
Пример #2
0
void WidgetContainer::OnInputPointerPress(const EventInputPointer *ev)
{
	ASSERT_NULL(ev);

	WidgetIterator it = vWidget.begin();
	WidgetIterator end = vWidget.end();

	f32 cX = ev->GetX();
	f32 cY = ev->GetY();
	BOOL found = FALSE;
	
	for (; it != end; ++it)
	{
		IWidget *w = (*it);
		ASSERT_NULL(w);

		bEventConsumed = FALSE;

		if (w->IsDisabled())
			continue;

		if (!w->ContainsPoint(cX, cY))
			continue;

		if (w->GetObjectType() == Seed::ObjectGuiWidgetContainer)
		{
			WidgetContainer *wc = reinterpret_cast<WidgetContainer *>(w);
			wc->OnInputPointerPress(ev);

			bEventConsumed = wc->IsEventConsumed();
			if (bEventConsumed)
				break;
		}

		if (!(w->GetTrigger() & ev->GetPressed()))
			continue;

		u32 j = ev->GetJoystick();

		//LOG("> PRESS [%d, %f, %f]", j, cX, cY);

		if (w->GetState() == Seed::WidgetStateDrag)
		{
			continue;
		}
		
		found = TRUE;

		const EventWidget newEvent(w, NULL, WidgetEventPressed, j, cX, cY, ev->GetPressed(), ev->GetHold(), ev->GetReleased());

		LOG(">PRESSED_OVER [id: %d]", w->GetId());
		// GetState eh o baseado em prioridade a partir de todos os inputs.
		if (w->GetState() != Seed::WidgetStatePressedOver && w->GetPlayerState(j) != Seed::WidgetStatePressedOver)
		{
			// muda apenas o estado interno do widget
			LOG("\tEstado WIDGET");
			w->OnWidgetPress(&newEvent);
		}

		w->SetState(Seed::WidgetStatePressed);
		w->SetPlayerState(Seed::WidgetStatePressedOver, j);
		LOG("\tEstado PLAYER");

		w->SendOnPress(&newEvent);
		LOG("\tEvento");
		//if (newEvent.IsConsumed())
		bEventConsumed = newEvent.IsConsumed();
		if (bEventConsumed)
			break;
	}

	if (!found) // avoid call
	{
		// If no widget have collision, then we try distance based input;
		f32 maxDist = pConfiguration->GetInputDistanceRadius();
		if (maxDist)
		{
			IWidget *nearest = this->FindNearestByRadius(maxDist, ev);
			if (nearest)
			{
				IWidget *w = nearest;
				if (w->GetObjectType() == Seed::ObjectGuiWidgetContainer)
				{
					WidgetContainer *wc = reinterpret_cast<WidgetContainer *>(w);
					wc->OnInputPointerPress(ev);

					bEventConsumed = wc->IsEventConsumed();
					if (bEventConsumed)
						return;
				}

				u32 j = ev->GetJoystick();

				const EventWidget newEvent(w, NULL, WidgetEventPressed, j, cX, cY, ev->GetPressed(), ev->GetHold(), ev->GetReleased());

				LOG(">PRESSED_OVER [id: %d]", w->GetId());
				// GetState eh o baseado em prioridade a partir de todos os inputs.
				if (w->GetState() != Seed::WidgetStatePressedOver && w->GetPlayerState(j) != Seed::WidgetStatePressedOver)
				{
					// muda apenas o estado interno do widget
					LOG("\tEstado WIDGET");
					w->OnWidgetPress(&newEvent);
				}

				w->SetState(Seed::WidgetStatePressed);
				w->SetPlayerState(Seed::WidgetStatePressedOver, j);
				LOG("\tEstado PLAYER");

				w->SendOnPress(&newEvent);
				LOG("\tEvento");
				bEventConsumed = newEvent.IsConsumed();
				if (bEventConsumed)
					return;
			}
		}
	}
}
Пример #3
0
void WidgetContainer::OnInputPointerRelease(const EventInputPointer *ev)
{
	ASSERT_NULL(ev);

	WidgetIterator it = vWidget.begin();
	WidgetIterator end = vWidget.end();

	for (; it != end; ++it)
	{
		IWidget *w = (*it);
		//BOOL consumed = FALSE;

		bEventConsumed = FALSE;

		ASSERT_NULL(w);

		if (w->IsDisabled())
			continue;

		if (w->GetObjectType() == Seed::ObjectGuiWidgetContainer)
		{
			WidgetContainer *wc = reinterpret_cast<WidgetContainer *>(w);
			wc->OnInputPointerRelease(ev);

			bEventConsumed = wc->IsEventConsumed();
			if (bEventConsumed)
				break;
		}

		//f32 cX = ev->GetX();
		//f32 cY = ev->GetY();
		u32 j = ev->GetJoystick();

		if (!(w->GetTrigger() & ev->GetReleased()))
			continue;

		if (w->GetState() == Seed::WidgetStateDrag)
		{
			//LOG("> STOP DRAG [%d, %f, %f]", j, cX, cY);
			bEventConsumed = this->DoDrop(ev, w);
		}
		else
		{
			if (w->GetPlayerState(j) == Seed::WidgetStatePressedOver)
			{
				//LOG("> RELEASE [%d, %f, %f]", j, cX, cY);
				//consumed = this->DoRelease(ev, w);
				bEventConsumed = this->DoRelease(ev, w);
			}
			else if (w->GetPlayerState(j) == Seed::WidgetStatePressedOut)
			{
				//LOG("> RELEASE OUT [%d, %f, %f]", j, cX, cY);
				//consumed = this->DoReleaseOut(ev, w);
				bEventConsumed = this->DoReleaseOut(ev, w);
			}
		}

		//if (consumed)
		if (bEventConsumed)
			break;
	}
}
Пример #4
0
void WidgetContainer::OnInputPointerPress(const EventInputPointer *ev)
{
	ASSERT_NULL(ev);

	WidgetIterator it = vWidget.begin();
	WidgetIterator end = vWidget.end();

	for (; it != end; ++it)
	{
		IWidget *w = (*it);
		ASSERT_NULL(w);

		bEventConsumed = FALSE;

		if (w->IsDisabled())
			continue;

		f32 cX = ev->GetX();
		f32 cY = ev->GetY();

		if (!w->ContainsPoint(cX, cY))
			continue;

		if (w->GetObjectType() == Seed::ObjectGuiWidgetContainer)
		{
			WidgetContainer *wc = reinterpret_cast<WidgetContainer *>(w);
			wc->OnInputPointerPress(ev);

			bEventConsumed = wc->IsEventConsumed();
			if (bEventConsumed)
				break;
		}

		if (!(w->GetTrigger() & ev->GetPressed()))
			continue;

		u32 j = ev->GetJoystick();

		//LOG("> PRESS [%d, %f, %f]", j, cX, cY);

		if (w->GetState() == Seed::WidgetStateDrag)
		{
			continue;
		}

		const EventWidget newEvent(w, NULL, WidgetEventPressed, j, cX, cY, ev->GetPressed(), ev->GetHold(), ev->GetReleased());

		LOG(">PRESSED_OVER [id: %d]", w->GetId());
		// GetState eh o baseado em prioridade a partir de todos os inputs.
		if (w->GetState() != Seed::WidgetStatePressedOver && w->GetPlayerState(j) != Seed::WidgetStatePressedOver)
		{
			// muda apenas o estado interno do widget
			LOG("\tEstado WIDGET");
			w->OnWidgetPress(&newEvent);
		}

		w->SetState(Seed::WidgetStatePressed);
		w->SetPlayerState(Seed::WidgetStatePressedOver, j);
		LOG("\tEstado PLAYER");

		w->SendOnPress(&newEvent);
		LOG("\tEvento");
		//if (newEvent.IsConsumed())
		bEventConsumed = newEvent.IsConsumed();
		if (bEventConsumed)
			break;
	}
}