focus and active states fixes
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parent
fa8291a433
commit
63c018ba4c
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@ -2,6 +2,9 @@ Label < UILabel
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font: verdana-11px-antialised
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color: #aaaaaa
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$disabled:
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color: #aaaaaa88
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LargerLabel < Label
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@ -7,5 +7,8 @@ LineEdit < UILineEdit
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source: /core_styles/images/panel_flat.png
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border: 1
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$disabled:
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color: #aaaaaa88
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PasswordLineEdit < LineEdit
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text hidden: true
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@ -2,6 +2,7 @@ Window < UIWindow
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font: verdana-11px-antialised
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size: 200 200
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opacity: 255
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color: white
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background-color: white
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head height: 20
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head text align: center
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@ -15,6 +16,9 @@ Window < UIWindow
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$pressed:
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opacity: 192
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$disabled:
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color: #aaaaaa88
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MiniWindow < UIWindow
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font: verdana-11px-antialised
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size: 192 200
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@ -7,8 +7,17 @@ local motdNumber
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local motdMessage
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-- private functions
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local function clearAccountFields()
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enterGame:getChildById('accountNameLineEdit'):clearText()
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enterGame:getChildById('accountPasswordLineEdit'):clearText()
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enterGame:getChildById('accountNameLineEdit'):focus()
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Configs.set('account', nil)
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Configs.set('password', nil)
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end
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local function onError(protocol, error)
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loadBox:destroy()
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clearAccountFields()
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local errorBox = displayErrorBox('Login Error', error)
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errorBox.onOk = EnterGame.show
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end
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@ -25,10 +34,7 @@ local function onCharacterList(protocol, characters, premDays)
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Configs.set('password', EnterGame.password)
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Configs.set('autologin', tostring(enterGame:getChildById('autoLoginBox'):isChecked()))
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else
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Configs.set('account', nil)
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Configs.set('password', nil)
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enterGame:getChildById('accountNameLineEdit'):clearText()
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enterGame:getChildById('accountPasswordLineEdit'):clearText()
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clearAccountFields()
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end
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loadBox:destroy()
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@ -59,6 +65,7 @@ function EnterGame.create()
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enterGame:getChildById('serverPortLineEdit'):setText(port)
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enterGame:getChildById('autoLoginBox'):setChecked(autologin)
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enterGame:getChildById('rememberPasswordBox'):setChecked(#account > 0)
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enterGame:getChildById('accountNameLineEdit'):focus()
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if #account > 0 and autologin then
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addEvent(EnterGame.doLogin)
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@ -16,7 +16,7 @@ end
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function Game.createInterface()
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Background.hide()
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CharacterList.destroyLoadBox()
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Game.gameUi = loadUI('/game/game.otui', UI.root)
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Game.gameUi = UI.loadAndDisplay('/game/game.otui')
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UI.root:moveChildToIndex(Game.gameUi, 1)
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Game.gameMapPanel = Game.gameUi:getChildById('mapPanel')
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Game.gameRightPanel = Game.gameUi:getChildById('rightPanel')
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@ -104,7 +104,7 @@ void UIWidget::renderChildren()
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{
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// draw children
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for(const UIWidgetPtr& child : m_children) {
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// render only visible children with a valid rect
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// render only visible children with a valid rect inside our rect
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if(child->isExplicitlyVisible() && child->getRect().isValid() && child->getRect().intersects(m_rect)) {
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// store current graphics opacity
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int oldOpacity = g_graphics.getOpacity();
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@ -125,12 +125,43 @@ void UIWidget::renderChildren()
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}
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}
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void UIWidget::setEnabled(bool enabled)
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{
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if(enabled != m_enabled) {
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m_enabled = enabled;
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updateState(Fw::DisabledState);
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updateState(Fw::ActiveState);
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updateState(Fw::HoverState);
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}
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}
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void UIWidget::setVisible(bool visible)
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{
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m_visible = visible;
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if(!visible && isFocused()) {
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if(UIWidgetPtr parent = getParent())
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parent->focusNextChild(Fw::ActiveFocusReason);
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if(m_visible != visible) {
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m_visible = visible;
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// make parent focus another child
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if(!visible && isFocused()) {
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if(UIWidgetPtr parent = getParent())
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parent->focusPreviousChild(Fw::ActiveFocusReason);
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}
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updateState(Fw::ActiveState);
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updateState(Fw::HoverState);
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}
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}
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void UIWidget::setFocusable(bool focusable)
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{
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if(m_focusable != focusable) {
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m_focusable = focusable;
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// make parent focus another child
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if(!focusable && isFocused()) {
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if(UIWidgetPtr parent = getParent())
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parent->focusPreviousChild(Fw::ActiveFocusReason);
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}
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}
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}
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@ -208,6 +239,8 @@ void UIWidget::unlock()
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void UIWidget::focus()
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{
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if(!m_focusable)
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return;
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if(UIWidgetPtr parent = getParent())
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parent->focusChild(asUIWidget(), Fw::ActiveFocusReason);
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}
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@ -357,14 +390,6 @@ void UIWidget::addChild(const UIWidgetPtr& child)
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m_children.push_back(child);
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child->setParent(asUIWidget());
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// focus must be set after the style has been loaded
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auto self = asUIWidget();
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g_dispatcher.addEvent([self,child]() {
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// always focus new child
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if(child->getParent() == self && child->isFocusable() && child->isExplicitlyVisible() && child->isExplicitlyEnabled())
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self->focusChild(child, Fw::ActiveFocusReason);
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});
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// create default layout
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if(!m_layout)
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m_layout = UILayoutPtr(new UIAnchorLayout(asUIWidget()));
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@ -670,7 +695,7 @@ void UIWidget::updateState(Fw::WidgetState state)
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UIWidgetPtr parent;
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do {
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parent = widget->getParent();
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if(!widget->isExplicitlyEnabled() || !widget->getRect().contains(mousePos) ||
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if(!widget->isExplicitlyEnabled() || !widget->isExplicitlyVisible() || !widget->getRect().contains(mousePos) ||
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(parent && widget != parent->getChildByPos(mousePos))) {
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newStatus = false;
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break;
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@ -760,6 +785,8 @@ void UIWidget::updateStyle()
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}
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}
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//TODO: prevent setting already set proprieties
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applyStyle(newStateStyle);
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m_stateStyle = newStateStyle;
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}
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@ -904,6 +931,12 @@ void UIWidget::onStyleApply(const OTMLNodePtr& styleNode)
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}
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}
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if(m_firstOnStyle) {
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// always focus new child
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if(isFocusable() && isExplicitlyVisible() && isExplicitlyEnabled())
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focus();
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}
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m_firstOnStyle = false;
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}
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@ -44,10 +44,10 @@ public:
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void renderChildren();
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void setVisible(bool visible);
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void setEnabled(bool enabled) { m_enabled = enabled; updateState(Fw::DisabledState); }
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void setEnabled(bool enabled);
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void setPressed(bool pressed) { m_pressed = pressed; updateState(Fw::PressedState); }
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void setId(const std::string& id) { m_id = id; }
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void setFocusable(bool focusable) { m_focusable = focusable; }
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void setFocusable(bool focusable);
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void setPhantom(bool phantom) { m_phantom = phantom; }
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void setStyle(const std::string& styleName);
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void setStyleFromNode(const OTMLNodePtr& styleNode);
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