focus and active states fixes

master
Eduardo Bart 13 years ago
parent fa8291a433
commit 63c018ba4c

@ -2,6 +2,9 @@ Label < UILabel
font: verdana-11px-antialised
color: #aaaaaa
$disabled:
color: #aaaaaa88
LargerLabel < Label

@ -7,5 +7,8 @@ LineEdit < UILineEdit
source: /core_styles/images/panel_flat.png
border: 1
$disabled:
color: #aaaaaa88
PasswordLineEdit < LineEdit
text hidden: true

@ -2,6 +2,7 @@ Window < UIWindow
font: verdana-11px-antialised
size: 200 200
opacity: 255
color: white
background-color: white
head height: 20
head text align: center
@ -15,6 +16,9 @@ Window < UIWindow
$pressed:
opacity: 192
$disabled:
color: #aaaaaa88
MiniWindow < UIWindow
font: verdana-11px-antialised
size: 192 200

@ -7,8 +7,17 @@ local motdNumber
local motdMessage
-- private functions
local function clearAccountFields()
enterGame:getChildById('accountNameLineEdit'):clearText()
enterGame:getChildById('accountPasswordLineEdit'):clearText()
enterGame:getChildById('accountNameLineEdit'):focus()
Configs.set('account', nil)
Configs.set('password', nil)
end
local function onError(protocol, error)
loadBox:destroy()
clearAccountFields()
local errorBox = displayErrorBox('Login Error', error)
errorBox.onOk = EnterGame.show
end
@ -25,10 +34,7 @@ local function onCharacterList(protocol, characters, premDays)
Configs.set('password', EnterGame.password)
Configs.set('autologin', tostring(enterGame:getChildById('autoLoginBox'):isChecked()))
else
Configs.set('account', nil)
Configs.set('password', nil)
enterGame:getChildById('accountNameLineEdit'):clearText()
enterGame:getChildById('accountPasswordLineEdit'):clearText()
clearAccountFields()
end
loadBox:destroy()
@ -59,6 +65,7 @@ function EnterGame.create()
enterGame:getChildById('serverPortLineEdit'):setText(port)
enterGame:getChildById('autoLoginBox'):setChecked(autologin)
enterGame:getChildById('rememberPasswordBox'):setChecked(#account > 0)
enterGame:getChildById('accountNameLineEdit'):focus()
if #account > 0 and autologin then
addEvent(EnterGame.doLogin)

@ -16,7 +16,7 @@ end
function Game.createInterface()
Background.hide()
CharacterList.destroyLoadBox()
Game.gameUi = loadUI('/game/game.otui', UI.root)
Game.gameUi = UI.loadAndDisplay('/game/game.otui')
UI.root:moveChildToIndex(Game.gameUi, 1)
Game.gameMapPanel = Game.gameUi:getChildById('mapPanel')
Game.gameRightPanel = Game.gameUi:getChildById('rightPanel')

@ -104,7 +104,7 @@ void UIWidget::renderChildren()
{
// draw children
for(const UIWidgetPtr& child : m_children) {
// render only visible children with a valid rect
// render only visible children with a valid rect inside our rect
if(child->isExplicitlyVisible() && child->getRect().isValid() && child->getRect().intersects(m_rect)) {
// store current graphics opacity
int oldOpacity = g_graphics.getOpacity();
@ -125,12 +125,43 @@ void UIWidget::renderChildren()
}
}
void UIWidget::setEnabled(bool enabled)
{
if(enabled != m_enabled) {
m_enabled = enabled;
updateState(Fw::DisabledState);
updateState(Fw::ActiveState);
updateState(Fw::HoverState);
}
}
void UIWidget::setVisible(bool visible)
{
m_visible = visible;
if(!visible && isFocused()) {
if(UIWidgetPtr parent = getParent())
parent->focusNextChild(Fw::ActiveFocusReason);
if(m_visible != visible) {
m_visible = visible;
// make parent focus another child
if(!visible && isFocused()) {
if(UIWidgetPtr parent = getParent())
parent->focusPreviousChild(Fw::ActiveFocusReason);
}
updateState(Fw::ActiveState);
updateState(Fw::HoverState);
}
}
void UIWidget::setFocusable(bool focusable)
{
if(m_focusable != focusable) {
m_focusable = focusable;
// make parent focus another child
if(!focusable && isFocused()) {
if(UIWidgetPtr parent = getParent())
parent->focusPreviousChild(Fw::ActiveFocusReason);
}
}
}
@ -208,6 +239,8 @@ void UIWidget::unlock()
void UIWidget::focus()
{
if(!m_focusable)
return;
if(UIWidgetPtr parent = getParent())
parent->focusChild(asUIWidget(), Fw::ActiveFocusReason);
}
@ -357,14 +390,6 @@ void UIWidget::addChild(const UIWidgetPtr& child)
m_children.push_back(child);
child->setParent(asUIWidget());
// focus must be set after the style has been loaded
auto self = asUIWidget();
g_dispatcher.addEvent([self,child]() {
// always focus new child
if(child->getParent() == self && child->isFocusable() && child->isExplicitlyVisible() && child->isExplicitlyEnabled())
self->focusChild(child, Fw::ActiveFocusReason);
});
// create default layout
if(!m_layout)
m_layout = UILayoutPtr(new UIAnchorLayout(asUIWidget()));
@ -670,7 +695,7 @@ void UIWidget::updateState(Fw::WidgetState state)
UIWidgetPtr parent;
do {
parent = widget->getParent();
if(!widget->isExplicitlyEnabled() || !widget->getRect().contains(mousePos) ||
if(!widget->isExplicitlyEnabled() || !widget->isExplicitlyVisible() || !widget->getRect().contains(mousePos) ||
(parent && widget != parent->getChildByPos(mousePos))) {
newStatus = false;
break;
@ -760,6 +785,8 @@ void UIWidget::updateStyle()
}
}
//TODO: prevent setting already set proprieties
applyStyle(newStateStyle);
m_stateStyle = newStateStyle;
}
@ -904,6 +931,12 @@ void UIWidget::onStyleApply(const OTMLNodePtr& styleNode)
}
}
if(m_firstOnStyle) {
// always focus new child
if(isFocusable() && isExplicitlyVisible() && isExplicitlyEnabled())
focus();
}
m_firstOnStyle = false;
}

@ -44,10 +44,10 @@ public:
void renderChildren();
void setVisible(bool visible);
void setEnabled(bool enabled) { m_enabled = enabled; updateState(Fw::DisabledState); }
void setEnabled(bool enabled);
void setPressed(bool pressed) { m_pressed = pressed; updateState(Fw::PressedState); }
void setId(const std::string& id) { m_id = id; }
void setFocusable(bool focusable) { m_focusable = focusable; }
void setFocusable(bool focusable);
void setPhantom(bool phantom) { m_phantom = phantom; }
void setStyle(const std::string& styleName);
void setStyleFromNode(const OTMLNodePtr& styleNode);

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