rework mouse events propagation
This commit is contained in:
parent
92d535f981
commit
e2ea267703
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@ -72,7 +72,8 @@ MiniWindow < UIMiniWindow
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MiniWindowContents < ScrollablePanel
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anchors.fill: parent
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padding: 25 21 3 8
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margin-right: 14
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padding: 25 8 3 8
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vertical-scrollbar: miniwindowScrollBar
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BorderlessGameWindow < UIWindow
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@ -1,7 +1,7 @@
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Inventory = {}
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-- private variables
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local inventoryWindow
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local inventoryPanel
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local inventoryButton
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-- public functions
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@ -13,7 +13,7 @@ function Inventory.init()
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Keyboard.bindKeyDown('Ctrl+I', Inventory.toggle)
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inventoryWindow = displayUI('inventory.otui', GameInterface.getRightPanel()):getChildById('inventoryWindow')
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inventoryPanel = displayUI('inventory.otui', GameInterface.getRightPanel()):getChildById('inventoryPanel')
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inventoryButton = TopMenu.addGameToggleButton('inventoryButton', 'Inventory (Ctrl+I)', 'inventory.png', Inventory.toggle)
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inventoryButton:setOn(true)
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@ -30,15 +30,15 @@ function Inventory.terminate()
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Keyboard.unbindKeyDown('Ctrl+I')
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inventoryWindow:destroy()
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inventoryWindow = nil
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inventoryPanel:destroy()
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inventoryPanel = nil
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inventoryButton:destroy()
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inventoryButton = nil
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end
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function Inventory.toggle()
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local visible = not inventoryWindow:isExplicitlyVisible()
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inventoryWindow:setVisible(visible)
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local visible = not inventoryPanel:isExplicitlyVisible()
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inventoryPanel:setVisible(visible)
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inventoryButton:setOn(visible)
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end
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@ -50,16 +50,16 @@ end
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-- hooked events
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function Inventory.onInventoryChange(slot, item)
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local itemWidget = inventoryWindow:getChildById('slot' .. slot)
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local itemWidget = inventoryPanel:getChildById('slot' .. slot)
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itemWidget:setItem(item)
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end
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function Inventory.onFreeCapacityChange(freeCapacity)
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local widget = inventoryWindow:getChildById('capacity')
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local widget = inventoryPanel:getChildById('capacity')
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widget:setText("Cap:\n" .. freeCapacity)
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end
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function Inventory.onSoulChange(soul)
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local widget = inventoryWindow:getChildById('soul')
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local widget = inventoryPanel:getChildById('soul')
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widget:setText("Soul:\n" .. soul)
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end
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@ -1,11 +1,12 @@
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MiniWindow
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id: inventoryMiniWindow
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text: Inventory
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icon: inventory.png
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width: 192
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height: 154
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MiniWindowContents
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id: inventoryWindow
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id: inventoryPanel
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Item
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// head
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@ -56,7 +56,6 @@ Application::Application(const std::string& appName)
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{
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g_app = this;
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m_appName = appName;
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m_pollCycleDelay = POLL_CYCLE_DELAY;
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m_frameSleep = 0;
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}
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@ -181,14 +180,11 @@ void Application::run()
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g_lua.callGlobalField("g_app", "onRun");
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while(!m_stopping) {
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// only update the current time once per frame to gain performance
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g_clock.updateTicks();
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// poll events every POLL_CYCLE_DELAY
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// this delay exists to avoid massive polling thus increasing framerate
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//if(g_clock.ticksElapsed(lastPollTicks) >= m_pollCycleDelay) {
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// poll all events before rendering
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poll();
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// lastPollTicks = g_clock.ticks();
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//}
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if(m_appFlags & Fw::AppEnableGraphics && g_window.isVisible()) {
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g_graphics.beginRender();
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@ -218,15 +214,14 @@ void Application::exit()
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void Application::poll()
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{
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// poll input events
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if(m_appFlags & Fw::AppEnableGraphics) {
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// poll input events
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g_window.poll();
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g_particleManager.update();
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//g_particleManager.update();
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}
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Connection::poll();
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//g_eventDispatcher.poll(true);
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g_eventDispatcher.poll(true);
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g_eventDispatcher.poll();
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}
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void Application::close()
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@ -237,10 +232,10 @@ void Application::close()
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void Application::render()
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{
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// everything is rendered by UI components
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// everything is rendered by UI components, even the game
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g_ui.render();
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g_particleManager.render();
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//g_particleManager.render();
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}
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void Application::resize(const Size& size)
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@ -44,12 +44,10 @@ public:
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virtual void close();
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void setFrameSleep(int delay) { m_frameSleep = delay; }
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void setPollCycleDelay(int delay) { m_pollCycleDelay = delay; }
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bool isRunning() { return m_running; }
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bool isStopping() { return m_stopping; }
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int getFrameSleep() { return m_frameSleep; }
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int getPollCycleDelay() { return m_pollCycleDelay; }
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const std::string& getName() { return m_appName; }
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const std::string& getVersion() { return m_appVersion; }
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@ -68,7 +66,6 @@ protected:
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std::string m_appBuildDate;
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int m_appFlags;
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int m_frameSleep;
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int m_pollCycleDelay;
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Boolean<false> m_initialized;
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Boolean<false> m_running;
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Boolean<false> m_stopping;
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@ -35,7 +35,7 @@ void EventDispatcher::flush()
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m_scheduledEventList.pop();
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}
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void EventDispatcher::poll(bool allEvents)
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void EventDispatcher::poll()
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{
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while(!m_scheduledEventList.empty()) {
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ScheduledEventPtr scheduledEvent = m_scheduledEventList.top();
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@ -45,7 +45,11 @@ void EventDispatcher::poll(bool allEvents)
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scheduledEvent->execute();
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}
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do {
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// execute events list up to 3 times, this is needed because some events can schedule new events that would
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// change the UIWidgets layout, in this case we must execute these new events before we continue rendering,
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// we can't loop until the event list is empty, because this could lead to infinite loops
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// if someone write a module with bad code
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for(int i=0;i<3;++i) {
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m_pollEventsSize = m_eventList.size();
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if(m_pollEventsSize == 0)
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break;
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@ -54,7 +58,7 @@ void EventDispatcher::poll(bool allEvents)
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m_eventList.pop_front();
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event->execute();
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}
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} while(allEvents);
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}
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}
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ScheduledEventPtr EventDispatcher::scheduleEvent(const SimpleCallback& callback, int delay)
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@ -68,8 +72,10 @@ ScheduledEventPtr EventDispatcher::scheduleEvent(const SimpleCallback& callback,
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EventPtr EventDispatcher::addEvent(const SimpleCallback& callback, bool pushFront)
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{
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EventPtr event(new Event(callback));
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// front pushing is a way to execute an event before others
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if(pushFront) {
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m_eventList.push_front(event);
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// the poll event list only grows when pushing into front
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m_pollEventsSize++;
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} else
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m_eventList.push_back(event);
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@ -73,7 +73,7 @@ class EventDispatcher
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{
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public:
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void flush();
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void poll(bool allEvents = false);
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void poll();
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EventPtr addEvent(const SimpleCallback& callback, bool pushFront = false);
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ScheduledEventPtr scheduleEvent(const SimpleCallback& callback, int delay);
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@ -429,11 +429,9 @@ void Application::registerLuaFunctions()
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g_lua.registerStaticClass("g_app");
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g_lua.bindClassStaticFunction("g_app", "exit", std::bind(&Application::exit, g_app));
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g_lua.bindClassStaticFunction("g_app", "setFrameSleep", std::bind(&Application::setFrameSleep, g_app, _1));
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g_lua.bindClassStaticFunction("g_app", "setPollCycleDelay", std::bind(&Application::setPollCycleDelay, g_app, _1));
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g_lua.bindClassStaticFunction("g_app", "isRunning", std::bind(&Application::isRunning, g_app));
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g_lua.bindClassStaticFunction("g_app", "isStopping", std::bind(&Application::isStopping, g_app));
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g_lua.bindClassStaticFunction("g_app", "getFrameSleep", std::bind(&Application::getFrameSleep, g_app));
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g_lua.bindClassStaticFunction("g_app", "getPollCycleDelay", std::bind(&Application::getPollCycleDelay, g_app));
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g_lua.bindClassStaticFunction("g_app", "getName", std::bind(&Application::getName, g_app));
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g_lua.bindClassStaticFunction("g_app", "getVersion", std::bind(&Application::getVersion, g_app));
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g_lua.bindClassStaticFunction("g_app", "getBuildCompiler", std::bind(&Application::getBuildCompiler, g_app));
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@ -85,7 +85,16 @@ void UIManager::inputEvent(const InputEvent& event)
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pressedWidget = nullptr;
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updatePressedWidget(pressedWidget, event.mousePos);
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}
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m_mouseReceiver->propagateOnMousePress(event.mousePos, event.mouseButton);
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m_mouseReceiver->propagateOnMouseEvent(event.mousePos, widgetList);
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for(const UIWidgetPtr& widget : widgetList) {
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if(widget->isFocusable()) {
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if(UIWidgetPtr parent = widget->getParent())
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parent->focusChild(widget, Fw::MouseFocusReason);
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}
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widget->onMousePress(event.mousePos, event.mouseButton);
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}
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break;
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case Fw::MouseReleaseInputEvent: {
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// release dragging widget
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@ -94,7 +103,7 @@ void UIManager::inputEvent(const InputEvent& event)
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accepted = updateDraggingWidget(nullptr, event.mousePos);
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if(!accepted) {
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m_mouseReceiver->propagateOnMouseRelease(event.mousePos, event.mouseButton, widgetList);
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m_mouseReceiver->propagateOnMouseEvent(event.mousePos, widgetList);
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// mouse release is always fired first on the pressed widget
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if(m_pressedWidget) {
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@ -139,7 +148,7 @@ void UIManager::inputEvent(const InputEvent& event)
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break;
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}
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case Fw::MouseWheelInputEvent:
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m_mouseReceiver->propagateOnMouseWheel(event.mousePos, event.wheelDirection, widgetList);
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m_mouseReceiver->propagateOnMouseEvent(event.mousePos, widgetList);
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for(const UIWidgetPtr& widget : widgetList) {
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if(widget->onMouseWheel(event.mousePos, event.wheelDirection))
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break;
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@ -1483,83 +1483,36 @@ bool UIWidget::propagateOnKeyUp(uchar keyCode, int keyboardModifiers)
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return onKeyUp(keyCode, keyboardModifiers);
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}
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bool UIWidget::propagateOnMousePress(const Point& mousePos, Fw::MouseButton button)
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bool UIWidget::propagateOnMouseEvent(const Point& mousePos, UIWidgetList& widgetList)
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{
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// do a backup of children list, because it may change while looping it
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UIWidgetPtr clickedChild;
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for(const UIWidgetPtr& child : m_children) {
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// events on hidden or disabled widgets are discarded
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if(!child->isExplicitlyEnabled() || !child->isExplicitlyVisible())
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continue;
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// mouse press events only go to children that contains the mouse position
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if(child->containsPoint(mousePos) && child == getChildByPos(mousePos)) {
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clickedChild = child;
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bool ret = false;
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if(containsChildPoint(mousePos)) {
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for(auto it = m_children.rbegin(); it != m_children.rend(); ++it) {
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const UIWidgetPtr& child = *it;
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if(child->isExplicitlyEnabled() && child->isExplicitlyVisible() && child->containsPoint(mousePos)) {
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if(child->propagateOnMouseEvent(mousePos, widgetList)) {
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ret = true;
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break;
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}
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}
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if(clickedChild) {
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// focusable child gains focus when clicked
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if(clickedChild->isFocusable())
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focusChild(clickedChild, Fw::MouseFocusReason);
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// stop propagating if the child accept the event
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if(clickedChild->propagateOnMousePress(mousePos, button))
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return true;
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}
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// only non phatom widgets receives mouse events
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if(!isPhantom())
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return onMousePress(mousePos, button);
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return false;
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}
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void UIWidget::propagateOnMouseRelease(const Point& mousePos, Fw::MouseButton button, UIWidgetList& widgetList)
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{
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// do a backup of children list, because it may change while looping it
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for(const UIWidgetPtr& child : m_children) {
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// events on hidden or disabled widgets are discarded
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if(!child->isExplicitlyEnabled() || !child->isExplicitlyVisible())
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continue;
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// mouse press events only go to children that contains the mouse position
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if(child->containsPoint(mousePos) && child == getChildByPos(mousePos)) {
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child->propagateOnMouseRelease(mousePos, button, widgetList);
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break;
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}
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}
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// only non phatom widgets receives mouse release events
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if(!isPhantom())
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widgetList.push_back(asUIWidget());
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if(!isPhantom())
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ret = true;
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return ret;
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}
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void UIWidget::propagateOnMouseMove(const Point& mousePos, const Point& mouseMoved, UIWidgetList& widgetList)
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bool UIWidget::propagateOnMouseMove(const Point& mousePos, const Point& mouseMoved, UIWidgetList& widgetList)
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{
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for(const UIWidgetPtr& child : m_children) {
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// events on hidden or disabled widgets are discarded
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if(!child->isExplicitlyEnabled() || !child->isExplicitlyVisible())
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continue;
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// mouse move events go to all children
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for(auto it = m_children.begin(); it != m_children.end(); ++it) {
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const UIWidgetPtr& child = *it;
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if(child->isExplicitlyVisible() && child->isExplicitlyEnabled())
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child->propagateOnMouseMove(mousePos, mouseMoved, widgetList);
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}
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widgetList.push_back(asUIWidget());
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}
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void UIWidget::propagateOnMouseWheel(const Point& mousePos, Fw::MouseWheelDirection direction, UIWidgetList& widgetList)
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{
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for(const UIWidgetPtr& child : m_children) {
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// events on hidden or disabled widgets are discarded
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if(!child->isExplicitlyEnabled() || !child->isExplicitlyVisible())
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continue;
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// mouse wheel events only go to children that contains the mouse position
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if(child->containsPoint(mousePos) && child == getChildByPos(mousePos))
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child->propagateOnMouseWheel(mousePos, direction, widgetList);
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}
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widgetList.push_back(asUIWidget());
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return true;
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}
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@ -201,10 +201,8 @@ protected:
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bool propagateOnKeyDown(uchar keyCode, int keyboardModifiers);
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bool propagateOnKeyPress(uchar keyCode, int keyboardModifiers, int autoRepeatTicks);
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bool propagateOnKeyUp(uchar keyCode, int keyboardModifiers);
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bool propagateOnMousePress(const Point& mousePos, Fw::MouseButton button);
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void propagateOnMouseRelease(const Point& mousePos, Fw::MouseButton button, UIWidgetList& widgetList);
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void propagateOnMouseMove(const Point& mousePos, const Point& mouseMoved, UIWidgetList& widgetList);
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void propagateOnMouseWheel(const Point& mousePos, Fw::MouseWheelDirection direction, UIWidgetList& widgetList);
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bool propagateOnMouseEvent(const Point& mousePos, UIWidgetList& widgetList);
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bool propagateOnMouseMove(const Point& mousePos, const Point& mouseMoved, UIWidgetList& widgetList);
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// function shortcuts
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