rework mouse events propagation

master
Eduardo Bart 12 年之前
父節點 92d535f981
當前提交 e2ea267703

@ -72,7 +72,8 @@ MiniWindow < UIMiniWindow
MiniWindowContents < ScrollablePanel
anchors.fill: parent
padding: 25 21 3 8
margin-right: 14
padding: 25 8 3 8
vertical-scrollbar: miniwindowScrollBar
BorderlessGameWindow < UIWindow

@ -1,7 +1,7 @@
Inventory = {}
-- private variables
local inventoryWindow
local inventoryPanel
local inventoryButton
-- public functions
@ -13,7 +13,7 @@ function Inventory.init()
Keyboard.bindKeyDown('Ctrl+I', Inventory.toggle)
inventoryWindow = displayUI('inventory.otui', GameInterface.getRightPanel()):getChildById('inventoryWindow')
inventoryPanel = displayUI('inventory.otui', GameInterface.getRightPanel()):getChildById('inventoryPanel')
inventoryButton = TopMenu.addGameToggleButton('inventoryButton', 'Inventory (Ctrl+I)', 'inventory.png', Inventory.toggle)
inventoryButton:setOn(true)
@ -30,15 +30,15 @@ function Inventory.terminate()
Keyboard.unbindKeyDown('Ctrl+I')
inventoryWindow:destroy()
inventoryWindow = nil
inventoryPanel:destroy()
inventoryPanel = nil
inventoryButton:destroy()
inventoryButton = nil
end
function Inventory.toggle()
local visible = not inventoryWindow:isExplicitlyVisible()
inventoryWindow:setVisible(visible)
local visible = not inventoryPanel:isExplicitlyVisible()
inventoryPanel:setVisible(visible)
inventoryButton:setOn(visible)
end
@ -50,16 +50,16 @@ end
-- hooked events
function Inventory.onInventoryChange(slot, item)
local itemWidget = inventoryWindow:getChildById('slot' .. slot)
local itemWidget = inventoryPanel:getChildById('slot' .. slot)
itemWidget:setItem(item)
end
function Inventory.onFreeCapacityChange(freeCapacity)
local widget = inventoryWindow:getChildById('capacity')
local widget = inventoryPanel:getChildById('capacity')
widget:setText("Cap:\n" .. freeCapacity)
end
function Inventory.onSoulChange(soul)
local widget = inventoryWindow:getChildById('soul')
local widget = inventoryPanel:getChildById('soul')
widget:setText("Soul:\n" .. soul)
end

@ -1,11 +1,12 @@
MiniWindow
id: inventoryMiniWindow
text: Inventory
icon: inventory.png
width: 192
height: 154
MiniWindowContents
id: inventoryWindow
id: inventoryPanel
Item
// head

@ -56,7 +56,6 @@ Application::Application(const std::string& appName)
{
g_app = this;
m_appName = appName;
m_pollCycleDelay = POLL_CYCLE_DELAY;
m_frameSleep = 0;
}
@ -181,14 +180,11 @@ void Application::run()
g_lua.callGlobalField("g_app", "onRun");
while(!m_stopping) {
// only update the current time once per frame to gain performance
g_clock.updateTicks();
// poll events every POLL_CYCLE_DELAY
// this delay exists to avoid massive polling thus increasing framerate
//if(g_clock.ticksElapsed(lastPollTicks) >= m_pollCycleDelay) {
poll();
// lastPollTicks = g_clock.ticks();
//}
// poll all events before rendering
poll();
if(m_appFlags & Fw::AppEnableGraphics && g_window.isVisible()) {
g_graphics.beginRender();
@ -218,15 +214,14 @@ void Application::exit()
void Application::poll()
{
// poll input events
if(m_appFlags & Fw::AppEnableGraphics) {
// poll input events
g_window.poll();
g_particleManager.update();
//g_particleManager.update();
}
Connection::poll();
//g_eventDispatcher.poll(true);
g_eventDispatcher.poll(true);
g_eventDispatcher.poll();
}
void Application::close()
@ -237,10 +232,10 @@ void Application::close()
void Application::render()
{
// everything is rendered by UI components
// everything is rendered by UI components, even the game
g_ui.render();
g_particleManager.render();
//g_particleManager.render();
}
void Application::resize(const Size& size)

@ -44,12 +44,10 @@ public:
virtual void close();
void setFrameSleep(int delay) { m_frameSleep = delay; }
void setPollCycleDelay(int delay) { m_pollCycleDelay = delay; }
bool isRunning() { return m_running; }
bool isStopping() { return m_stopping; }
int getFrameSleep() { return m_frameSleep; }
int getPollCycleDelay() { return m_pollCycleDelay; }
const std::string& getName() { return m_appName; }
const std::string& getVersion() { return m_appVersion; }
@ -68,7 +66,6 @@ protected:
std::string m_appBuildDate;
int m_appFlags;
int m_frameSleep;
int m_pollCycleDelay;
Boolean<false> m_initialized;
Boolean<false> m_running;
Boolean<false> m_stopping;

@ -35,7 +35,7 @@ void EventDispatcher::flush()
m_scheduledEventList.pop();
}
void EventDispatcher::poll(bool allEvents)
void EventDispatcher::poll()
{
while(!m_scheduledEventList.empty()) {
ScheduledEventPtr scheduledEvent = m_scheduledEventList.top();
@ -45,7 +45,11 @@ void EventDispatcher::poll(bool allEvents)
scheduledEvent->execute();
}
do {
// execute events list up to 3 times, this is needed because some events can schedule new events that would
// change the UIWidgets layout, in this case we must execute these new events before we continue rendering,
// we can't loop until the event list is empty, because this could lead to infinite loops
// if someone write a module with bad code
for(int i=0;i<3;++i) {
m_pollEventsSize = m_eventList.size();
if(m_pollEventsSize == 0)
break;
@ -54,7 +58,7 @@ void EventDispatcher::poll(bool allEvents)
m_eventList.pop_front();
event->execute();
}
} while(allEvents);
}
}
ScheduledEventPtr EventDispatcher::scheduleEvent(const SimpleCallback& callback, int delay)
@ -68,8 +72,10 @@ ScheduledEventPtr EventDispatcher::scheduleEvent(const SimpleCallback& callback,
EventPtr EventDispatcher::addEvent(const SimpleCallback& callback, bool pushFront)
{
EventPtr event(new Event(callback));
// front pushing is a way to execute an event before others
if(pushFront) {
m_eventList.push_front(event);
// the poll event list only grows when pushing into front
m_pollEventsSize++;
} else
m_eventList.push_back(event);

@ -73,7 +73,7 @@ class EventDispatcher
{
public:
void flush();
void poll(bool allEvents = false);
void poll();
EventPtr addEvent(const SimpleCallback& callback, bool pushFront = false);
ScheduledEventPtr scheduleEvent(const SimpleCallback& callback, int delay);

@ -429,11 +429,9 @@ void Application::registerLuaFunctions()
g_lua.registerStaticClass("g_app");
g_lua.bindClassStaticFunction("g_app", "exit", std::bind(&Application::exit, g_app));
g_lua.bindClassStaticFunction("g_app", "setFrameSleep", std::bind(&Application::setFrameSleep, g_app, _1));
g_lua.bindClassStaticFunction("g_app", "setPollCycleDelay", std::bind(&Application::setPollCycleDelay, g_app, _1));
g_lua.bindClassStaticFunction("g_app", "isRunning", std::bind(&Application::isRunning, g_app));
g_lua.bindClassStaticFunction("g_app", "isStopping", std::bind(&Application::isStopping, g_app));
g_lua.bindClassStaticFunction("g_app", "getFrameSleep", std::bind(&Application::getFrameSleep, g_app));
g_lua.bindClassStaticFunction("g_app", "getPollCycleDelay", std::bind(&Application::getPollCycleDelay, g_app));
g_lua.bindClassStaticFunction("g_app", "getName", std::bind(&Application::getName, g_app));
g_lua.bindClassStaticFunction("g_app", "getVersion", std::bind(&Application::getVersion, g_app));
g_lua.bindClassStaticFunction("g_app", "getBuildCompiler", std::bind(&Application::getBuildCompiler, g_app));

@ -85,7 +85,16 @@ void UIManager::inputEvent(const InputEvent& event)
pressedWidget = nullptr;
updatePressedWidget(pressedWidget, event.mousePos);
}
m_mouseReceiver->propagateOnMousePress(event.mousePos, event.mouseButton);
m_mouseReceiver->propagateOnMouseEvent(event.mousePos, widgetList);
for(const UIWidgetPtr& widget : widgetList) {
if(widget->isFocusable()) {
if(UIWidgetPtr parent = widget->getParent())
parent->focusChild(widget, Fw::MouseFocusReason);
}
widget->onMousePress(event.mousePos, event.mouseButton);
}
break;
case Fw::MouseReleaseInputEvent: {
// release dragging widget
@ -94,7 +103,7 @@ void UIManager::inputEvent(const InputEvent& event)
accepted = updateDraggingWidget(nullptr, event.mousePos);
if(!accepted) {
m_mouseReceiver->propagateOnMouseRelease(event.mousePos, event.mouseButton, widgetList);
m_mouseReceiver->propagateOnMouseEvent(event.mousePos, widgetList);
// mouse release is always fired first on the pressed widget
if(m_pressedWidget) {
@ -139,7 +148,7 @@ void UIManager::inputEvent(const InputEvent& event)
break;
}
case Fw::MouseWheelInputEvent:
m_mouseReceiver->propagateOnMouseWheel(event.mousePos, event.wheelDirection, widgetList);
m_mouseReceiver->propagateOnMouseEvent(event.mousePos, widgetList);
for(const UIWidgetPtr& widget : widgetList) {
if(widget->onMouseWheel(event.mousePos, event.wheelDirection))
break;

@ -1483,83 +1483,36 @@ bool UIWidget::propagateOnKeyUp(uchar keyCode, int keyboardModifiers)
return onKeyUp(keyCode, keyboardModifiers);
}
bool UIWidget::propagateOnMousePress(const Point& mousePos, Fw::MouseButton button)
{
// do a backup of children list, because it may change while looping it
UIWidgetPtr clickedChild;
for(const UIWidgetPtr& child : m_children) {
// events on hidden or disabled widgets are discarded
if(!child->isExplicitlyEnabled() || !child->isExplicitlyVisible())
continue;
// mouse press events only go to children that contains the mouse position
if(child->containsPoint(mousePos) && child == getChildByPos(mousePos)) {
clickedChild = child;
break;
bool UIWidget::propagateOnMouseEvent(const Point& mousePos, UIWidgetList& widgetList)
{
bool ret = false;
if(containsChildPoint(mousePos)) {
for(auto it = m_children.rbegin(); it != m_children.rend(); ++it) {
const UIWidgetPtr& child = *it;
if(child->isExplicitlyEnabled() && child->isExplicitlyVisible() && child->containsPoint(mousePos)) {
if(child->propagateOnMouseEvent(mousePos, widgetList)) {
ret = true;
break;
}
}
}
}
if(clickedChild) {
// focusable child gains focus when clicked
if(clickedChild->isFocusable())
focusChild(clickedChild, Fw::MouseFocusReason);
// stop propagating if the child accept the event
if(clickedChild->propagateOnMousePress(mousePos, button))
return true;
}
// only non phatom widgets receives mouse events
if(!isPhantom())
return onMousePress(mousePos, button);
return false;
}
void UIWidget::propagateOnMouseRelease(const Point& mousePos, Fw::MouseButton button, UIWidgetList& widgetList)
{
// do a backup of children list, because it may change while looping it
for(const UIWidgetPtr& child : m_children) {
// events on hidden or disabled widgets are discarded
if(!child->isExplicitlyEnabled() || !child->isExplicitlyVisible())
continue;
// mouse press events only go to children that contains the mouse position
if(child->containsPoint(mousePos) && child == getChildByPos(mousePos)) {
child->propagateOnMouseRelease(mousePos, button, widgetList);
break;
}
}
widgetList.push_back(asUIWidget());
// only non phatom widgets receives mouse release events
if(!isPhantom())
widgetList.push_back(asUIWidget());
}
void UIWidget::propagateOnMouseMove(const Point& mousePos, const Point& mouseMoved, UIWidgetList& widgetList)
{
for(const UIWidgetPtr& child : m_children) {
// events on hidden or disabled widgets are discarded
if(!child->isExplicitlyEnabled() || !child->isExplicitlyVisible())
continue;
// mouse move events go to all children
child->propagateOnMouseMove(mousePos, mouseMoved, widgetList);
}
widgetList.push_back(asUIWidget());
ret = true;
return ret;
}
void UIWidget::propagateOnMouseWheel(const Point& mousePos, Fw::MouseWheelDirection direction, UIWidgetList& widgetList)
bool UIWidget::propagateOnMouseMove(const Point& mousePos, const Point& mouseMoved, UIWidgetList& widgetList)
{
for(const UIWidgetPtr& child : m_children) {
// events on hidden or disabled widgets are discarded
if(!child->isExplicitlyEnabled() || !child->isExplicitlyVisible())
continue;
// mouse wheel events only go to children that contains the mouse position
if(child->containsPoint(mousePos) && child == getChildByPos(mousePos))
child->propagateOnMouseWheel(mousePos, direction, widgetList);
for(auto it = m_children.begin(); it != m_children.end(); ++it) {
const UIWidgetPtr& child = *it;
if(child->isExplicitlyVisible() && child->isExplicitlyEnabled())
child->propagateOnMouseMove(mousePos, mouseMoved, widgetList);
}
widgetList.push_back(asUIWidget());
return true;
}

@ -201,10 +201,8 @@ protected:
bool propagateOnKeyDown(uchar keyCode, int keyboardModifiers);
bool propagateOnKeyPress(uchar keyCode, int keyboardModifiers, int autoRepeatTicks);
bool propagateOnKeyUp(uchar keyCode, int keyboardModifiers);
bool propagateOnMousePress(const Point& mousePos, Fw::MouseButton button);
void propagateOnMouseRelease(const Point& mousePos, Fw::MouseButton button, UIWidgetList& widgetList);
void propagateOnMouseMove(const Point& mousePos, const Point& mouseMoved, UIWidgetList& widgetList);
void propagateOnMouseWheel(const Point& mousePos, Fw::MouseWheelDirection direction, UIWidgetList& widgetList);
bool propagateOnMouseEvent(const Point& mousePos, UIWidgetList& widgetList);
bool propagateOnMouseMove(const Point& mousePos, const Point& mouseMoved, UIWidgetList& widgetList);
// function shortcuts

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