mirror of
https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
365 lines
7.8 KiB
C++
365 lines
7.8 KiB
C++
/*
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GWEN
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Copyright (c) 2010 Facepunch Studios
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See license in Gwen.h
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*/
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#include "Gwen/InputHandler.h"
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#include "Gwen/Controls/Base.h"
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#include "Gwen/DragAndDrop.h"
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#include "Gwen/Hook.h"
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#include "Gwen/Platform.h"
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#define DOUBLE_CLICK_SPEED 0.5f
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#define MAX_MOUSE_BUTTONS 5
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using namespace Gwen;
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struct Action
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{
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unsigned char type;
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int x, y;
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Gwen::UnicodeChar chr;
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};
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static const float KeyRepeatRate = 0.03f;
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static const float KeyRepeatDelay = 0.3f;
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struct t_KeyData
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{
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t_KeyData()
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{
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for (int i = 0; i < Gwen::Key::Count; i++)
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{
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KeyState[i] = false;
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NextRepeat[i] = 0;
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}
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Target = NULL;
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LeftMouseDown = false;
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RightMouseDown = false;
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}
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bool KeyState[Gwen::Key::Count];
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float NextRepeat[Gwen::Key::Count];
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Controls::Base* Target;
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bool LeftMouseDown;
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bool RightMouseDown;
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} KeyData;
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Gwen::Point MousePosition;
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static float g_fLastClickTime[MAX_MOUSE_BUTTONS];
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static Gwen::Point g_pntLastClickPos;
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enum
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{
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ACT_MOUSEMOVE,
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ACT_MOUSEBUTTON,
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ACT_CHAR,
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ACT_MOUSEWHEEL,
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ACT_KEYPRESS,
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ACT_KEYRELEASE,
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ACT_MESSAGE
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};
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void UpdateHoveredControl(Controls::Base* pInCanvas)
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{
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Controls::Base* pHovered = pInCanvas->GetControlAt(MousePosition.x, MousePosition.y);
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if (Gwen::HoveredControl && pHovered != Gwen::HoveredControl)
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{
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Gwen::HoveredControl->OnMouseLeave();
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pInCanvas->Redraw();
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}
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if (pHovered != Gwen::HoveredControl)
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{
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Gwen::HoveredControl = pHovered;
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if (Gwen::HoveredControl)
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Gwen::HoveredControl->OnMouseEnter();
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pInCanvas->Redraw();
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}
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if (Gwen::MouseFocus && Gwen::MouseFocus->GetCanvas() == pInCanvas)
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{
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Gwen::HoveredControl = Gwen::MouseFocus;
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}
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}
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void FindKeyboardFocus(Controls::Base* pControl)
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{
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if (!pControl) return;
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if (pControl->GetKeyboardInputEnabled())
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{
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//Make sure none of our children have keyboard focus first - todo recursive
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for (Controls::Base::List::iterator iter = pControl->Children.begin(); iter != pControl->Children.end(); ++iter)
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{
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Controls::Base* pChild = *iter;
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if (pChild == Gwen::KeyboardFocus)
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return;
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}
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pControl->Focus();
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return;
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}
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return FindKeyboardFocus(pControl->GetParent());
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}
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Gwen::Point Gwen::Input::GetMousePosition()
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{
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return MousePosition;
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}
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void Gwen::Input::OnCanvasThink(Controls::Base* pControl)
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{
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if (Gwen::MouseFocus && !Gwen::MouseFocus->Visible())
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Gwen::MouseFocus = NULL;
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if (Gwen::KeyboardFocus)
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{
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bool isVisible = Gwen::KeyboardFocus->Visible();
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bool isEnabled = KeyboardFocus->GetKeyboardInputEnabled();
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if (!isVisible || !isEnabled)
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Gwen::KeyboardFocus = NULL;
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}
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if (!KeyboardFocus) return;
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if (KeyboardFocus->GetCanvas() != pControl) return;
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float fTime = Gwen::Platform::GetTimeInSeconds();
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//
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// Simulate Key-Repeats
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//
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for (int i = 0; i < Gwen::Key::Count; i++)
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{
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if (KeyData.KeyState[i] && KeyData.Target != KeyboardFocus)
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{
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KeyData.KeyState[i] = false;
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continue;
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}
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if (KeyData.KeyState[i] && fTime > KeyData.NextRepeat[i])
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{
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KeyData.NextRepeat[i] = Gwen::Platform::GetTimeInSeconds() + KeyRepeatRate;
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if (KeyboardFocus)
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{
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KeyboardFocus->OnKeyPress(i);
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}
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}
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}
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}
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bool Gwen::Input::IsKeyDown(int iKey)
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{
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return KeyData.KeyState[iKey];
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}
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bool Gwen::Input::IsLeftMouseDown()
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{
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return KeyData.LeftMouseDown;
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}
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bool Gwen::Input::IsRightMouseDown()
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{
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return KeyData.RightMouseDown;
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}
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void Gwen::Input::OnMouseMoved(Controls::Base* pCanvas, int x, int y, int /*deltaX*/, int /*deltaY*/)
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{
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MousePosition.x = x;
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MousePosition.y = y;
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UpdateHoveredControl(pCanvas);
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}
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bool Gwen::Input::OnMouseClicked(Controls::Base* pCanvas, int iMouseButton, bool bDown)
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{
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// If we click on a control that isn't a menu we want to close
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// all the open menus. Menus are children of the canvas.
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if (bDown && (!Gwen::HoveredControl || !Gwen::HoveredControl->IsMenuComponent()))
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{
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pCanvas->CloseMenus();
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}
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if (!Gwen::HoveredControl) return false;
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if (Gwen::HoveredControl->GetCanvas() != pCanvas) return false;
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if (!Gwen::HoveredControl->Visible()) return false;
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if (Gwen::HoveredControl == pCanvas) return false;
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if (iMouseButton > MAX_MOUSE_BUTTONS)
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return false;
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if (iMouseButton == 0)
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KeyData.LeftMouseDown = bDown;
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else if (iMouseButton == 1)
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KeyData.RightMouseDown = bDown;
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// Double click.
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// Todo: Shouldn't double click if mouse has moved significantly
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bool bIsDoubleClick = false;
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if (bDown &&
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g_pntLastClickPos.x == MousePosition.x &&
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g_pntLastClickPos.y == MousePosition.y &&
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(Gwen::Platform::GetTimeInSeconds() - g_fLastClickTime[iMouseButton]) < DOUBLE_CLICK_SPEED)
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{
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bIsDoubleClick = true;
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}
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if (bDown && !bIsDoubleClick)
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{
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g_fLastClickTime[iMouseButton] = Gwen::Platform::GetTimeInSeconds();
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g_pntLastClickPos = MousePosition;
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}
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if (bDown)
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{
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FindKeyboardFocus(Gwen::HoveredControl);
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}
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Gwen::HoveredControl->UpdateCursor();
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// This tells the child it has been touched, which
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// in turn tells its parents, who tell their parents.
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// This is basically so that Windows can pop themselves
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// to the top when one of their children have been clicked.
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if (bDown)
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Gwen::HoveredControl->Touch();
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#ifdef GWEN_HOOKSYSTEM
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if (bDown)
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{
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if (Hook::CallHook(&Hook::BaseHook::OnControlClicked, Gwen::HoveredControl, MousePosition.x, MousePosition.y))
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return true;
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}
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#endif
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switch (iMouseButton)
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{
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case 0:
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{
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if (DragAndDrop::OnMouseButton(Gwen::HoveredControl, MousePosition.x, MousePosition.y, bDown))
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return true;
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if (bIsDoubleClick)
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Gwen::HoveredControl->OnMouseDoubleClickLeft(MousePosition.x, MousePosition.y);
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else
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Gwen::HoveredControl->OnMouseClickLeft(MousePosition.x, MousePosition.y, bDown);
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return true;
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}
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case 1:
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{
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if (bIsDoubleClick)
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Gwen::HoveredControl->OnMouseDoubleClickRight(MousePosition.x, MousePosition.y);
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else
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Gwen::HoveredControl->OnMouseClickRight(MousePosition.x, MousePosition.y, bDown);
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return true;
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}
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}
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return false;
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}
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bool Gwen::Input::HandleAccelerator(Controls::Base* pCanvas, Gwen::UnicodeChar chr)
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{
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//Build the accelerator search string
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Gwen::UnicodeString accelString;
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if (Gwen::Input::IsControlDown())
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accelString += L"Ctrl + ";
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if (Gwen::Input::IsShiftDown())
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accelString += L"Shift + ";
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accelString += chr;
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//Debug::Msg("Accelerator string :%S\n", accelString.c_str());
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if (Gwen::KeyboardFocus && Gwen::KeyboardFocus->HandleAccelerator(accelString))
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return true;
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if (Gwen::MouseFocus && Gwen::MouseFocus->HandleAccelerator(accelString))
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return true;
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if (pCanvas->HandleAccelerator(accelString))
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return true;
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return false;
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}
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bool Gwen::Input::DoSpecialKeys(Controls::Base* pCanvas, Gwen::UnicodeChar chr)
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{
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if (!Gwen::KeyboardFocus) return false;
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if (Gwen::KeyboardFocus->GetCanvas() != pCanvas) return false;
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if (!Gwen::KeyboardFocus->Visible()) return false;
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if (!Gwen::Input::IsControlDown()) return false;
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if (chr == L'C' || chr == L'c')
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{
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Gwen::KeyboardFocus->OnCopy(NULL);
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return true;
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}
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if (chr == L'V' || chr == L'v')
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{
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Gwen::KeyboardFocus->OnPaste(NULL);
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return true;
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}
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if (chr == L'X' || chr == L'x')
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{
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Gwen::KeyboardFocus->OnCut(NULL);
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return true;
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}
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if (chr == L'A' || chr == L'a')
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{
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Gwen::KeyboardFocus->OnSelectAll(NULL);
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return true;
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}
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return false;
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}
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bool Gwen::Input::OnKeyEvent(Controls::Base* pCanvas, int iKey, bool bDown)
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{
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if (!Gwen::KeyboardFocus) return false;
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if (Gwen::KeyboardFocus->GetCanvas() != pCanvas) return false;
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if (!Gwen::KeyboardFocus->Visible()) return false;
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if (bDown)
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{
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if (!KeyData.KeyState[iKey])
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{
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KeyData.KeyState[iKey] = true;
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KeyData.NextRepeat[iKey] = Gwen::Platform::GetTimeInSeconds() + KeyRepeatDelay;
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KeyData.Target = KeyboardFocus;
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return KeyboardFocus->OnKeyPress(iKey);
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}
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}
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else
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{
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if (KeyData.KeyState[iKey])
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{
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KeyData.KeyState[iKey] = false;
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// BUG BUG. This causes shift left arrow in textboxes
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// to not work. What is disabling it here breaking?
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//KeyData.Target = NULL;
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return KeyboardFocus->OnKeyRelease(iKey);
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}
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}
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return false;
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} |