2 GoatKit - a themable/animated widget toolkit for games
3 Copyright (C) 2014-2015 John Tsiombikas <nuclear@member.fsf.org>
5 This program is free software: you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation, either version 3 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License
16 along with this program. If not, see <http://www.gnu.org/licenses/>.
26 #define MAX_BUTTONS 16
32 std::vector<Widget*> widgets;
35 Widget *inp_focused, *over, *pressed[MAX_BUTTONS];
39 static Vec2 world_to_scr(const ScreenImpl *scr, const Vec2 &v);
40 //static Vec2 scr_to_world(const ScreenImpl *scr, const Vec2 &v)
46 scr->box.bmin = Vec2(0, 0);
47 scr->box.bmax = Vec2(1, 1);
49 scr->inp_focused = scr->over = 0;
50 for(int i=0; i<MAX_BUTTONS; i++) {
63 void Screen::set_position(float x, float y)
65 set_position(Vec2(x, y));
68 void Screen::set_position(const Vec2 &pos)
73 scr->box.bmax.x = pos.x + sz.x;
74 scr->box.bmax.y = pos.y + sz.y;
77 const Vec2 &Screen::get_position() const
82 void Screen::set_size(float x, float y)
87 void Screen::set_size(const Vec2 &sz)
89 scr->box.bmax.x = scr->box.bmin.x + sz.x;
90 scr->box.bmax.y = scr->box.bmin.y + sz.y;
93 const Vec2 Screen::get_size() const
95 return Vec2(scr->box.bmax.x - scr->box.bmin.x,
96 scr->box.bmax.y - scr->box.bmin.y);
99 const BBox &Screen::get_box() const
104 void Screen::add_widget(Widget *w)
106 scr->widgets.push_back(w);
116 int Screen::get_widget_count() const
118 return (int)scr->widgets.size();
121 Widget *Screen::get_widget(int idx) const
123 if(idx < 0 || idx >= (int)scr->widgets.size()) {
126 return scr->widgets[idx];
129 Widget *Screen::get_widget(const char *name) const
131 for(size_t i=0; i<scr->widgets.size(); i++) {
132 if(strcmp(scr->widgets[i]->get_name(), name) == 0) {
133 return scr->widgets[i];
141 scr->visible.change(true);
143 for(size_t i=0; i<scr->widgets.size(); i++) {
144 scr->widgets[i]->show();
150 scr->visible.change(false);
152 for(size_t i=0; i<scr->widgets.size(); i++) {
153 scr->widgets[i]->hide();
157 bool Screen::is_visible() const
162 float Screen::get_visibility() const
164 return scr->visible.get_value();
167 void Screen::set_visibility_transition(long msec)
169 scr->visible.set_transition_duration(msec);
170 for(size_t i=0; i<scr->widgets.size(); i++) {
171 scr->widgets[i]->set_visibility_transition(msec);
175 long Screen::get_visibility_transition() const
177 return scr->visible.get_transition_duration();
180 bool Screen::grab_mouse(Widget *w)
182 if(!scr->mgrab || !w) {
189 void Screen::draw() const
191 for(size_t i=0; i<scr->widgets.size(); i++) {
192 scr->widgets[i]->draw();
196 static Widget *find_widget_at(const ScreenImpl *scr, const Vec2 &pt)
198 for(size_t i=0; i<scr->widgets.size(); i++) {
199 Widget *w = scr->widgets[i];
201 if(w->hit_test(pt)) {
208 void Screen::sysev_keyboard(int key, bool press)
212 if(scr->inp_focused) {
215 ev.key.press = press;
216 scr->inp_focused->handle_event(ev);
220 void Screen::sysev_mouse_button(int bn, bool press, float x, float y)
223 Vec2 pt = world_to_scr(scr, Vec2(x, y));
224 Widget *new_over = scr->mgrab ? scr->mgrab : find_widget_at(scr, pt);
226 ev.type = EV_MOUSE_BUTTON;
227 ev.button.button = bn;
229 ev.button.press = press;
233 // left click gives input focus
234 // TODO: add input focus event in widget
235 if(new_over && new_over != scr->inp_focused && new_over->can_focus()) {
236 printf("input focus %p -> %p\n", (void*)scr->inp_focused, (void*)new_over);
239 if(scr->inp_focused) {
240 scr->inp_focused->focusout();
242 scr->inp_focused = new_over;
246 scr->pressed[bn] = new_over;
247 scr->over = new_over;
250 new_over->handle_event(ev);
254 // send the mouse release event to the widget that got the matching press
255 if(scr->pressed[bn]) {
256 scr->pressed[bn]->handle_event(ev);
257 scr->pressed[bn] = 0;
261 // if we're not over the same widget any more send the leave/enter events
262 // TODO also add drag/drop events
263 if(scr->over != new_over) {
264 ev.type = EV_MOUSE_FOCUS;
266 ev.focus.enter = false;
267 scr->over->handle_event(ev);
270 ev.focus.enter = true;
271 new_over->handle_event(ev);
273 scr->over = new_over;
277 void Screen::sysev_mouse_motion(float x, float y)
280 Vec2 pt = world_to_scr(scr, Vec2(x, y));
281 Widget *new_over = scr->mgrab ? scr->mgrab : find_widget_at(scr, pt);
283 // if we're not over the same widget any more send the leave/enter events
284 if(scr->over != new_over) {
285 ev.type = EV_MOUSE_FOCUS;
287 ev.focus.enter = false;
288 scr->over->handle_event(ev);
291 ev.focus.enter = true;
292 new_over->handle_event(ev);
294 scr->over = new_over;
299 ev.type = EV_MOUSE_MOTION;
301 new_over->handle_event(ev);
305 static Vec2 world_to_scr(const ScreenImpl *scr, const Vec2 &v)
307 return Vec2(v.x - scr->box.bmin.x, v.y - scr->box.bmin.y);
311 static Vec2 scr_to_world(const ScreenImpl *scr, const Vec2 &v)
313 return Vec2(v.x + scr->box.bmin.x, v.y + scr->box.bmin.y);
318 } // namespace goatkit