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/*
* State.cpp
*
* Created on: Jan 8, 2012
* Author: Simon
*/
#include <vector>
#include <iostream>
#include <cstring>
#include "interface/State.h"
namespace ui {
State::State(int w, int h) :
mouseX(0),
mouseY(0),
mouseXP(0),
mouseYP(0),
width(w),
height(h)
{
}
State::~State()
{
//Components.~vector(); // just in case // devnote : Nope.jpg Nate :3 -frankbro
}
void State::Add(Component* child)
{
Components.push_back(child);
child->Parent = this;
}
void State::Remove(Component* child)
{
for(int i = 0; i < Components.size(); i++)
if(Components[i] == child)
{
Components.erase(Components.begin() + i);
break;
}
}
void State::Draw(void* userdata)
{
//draw
for(int i = 0; i < Components.size(); i++)
{
if(Components[i]->Visible)
{
if(AllowExclusiveDrawing)
{
Components[i]->Draw(userdata);
}
else if(
Components[i]->X + Components[i]->Width >= 0 &&
Components[i]->Y + Components[i]->Height >= 0 &&
Components[i]->X < width &&
Components[i]->Y < height )
{
Components[i]->Draw(userdata);
}
}
}
}
void State::Tick(float dt)
{
//on mouse hover
for(int i = 0; i < Components.size(); i++)
if( mouseX >= Components[i]->X &&
mouseY >= Components[i]->Y &&
mouseX < Components[i]->X + Components[i]->Width &&
mouseY < Components[i]->Y + Components[i]->Height )
{
if(Components[i]->Enabled)
{
Components[i]->OnMouseHover(mouseX, mouseY);
}
break;
}
//tick
for(int i = 0; i < Components.size(); i++)
Components[i]->Tick(dt);
}
void State::OnKeyPress(int key, bool shift, bool ctrl, bool alt)
{
//on key press
if(focusedComponent_ != NULL)
if(focusedComponent_->Enabled)
focusedComponent_->OnKeyPress(key, shift, ctrl, alt);
}
void State::OnKeyRelease(int key, bool shift, bool ctrl, bool alt)
{
//on key unpress
if(focusedComponent_ != NULL)
if(focusedComponent_->Enabled)
focusedComponent_->OnKeyRelease(key, shift, ctrl, alt);
}
void State::OnMouseDown(int x, int y, unsigned int button)
{
//on mouse click
for(int i = Components.size() - 1; i > -1 ; i--)
if(Components[i]->Enabled)
if(x >= Components[i]->X && y >= Components[i]->Y && x < Components[i]->X + Components[i]->Width && y < Components[i]->Y + Components[i]->Height)
{
Components[i]->OnMouseClick(x - Components[i]->X, y - Components[i]->Y, button);
this->focusedComponent_ = Components[i]; //set this component as the focused component
break;
}
//on mouse down
for(int i = Components.size() - 1; i > -1 ; i--)
if(Components[i]->Enabled)
Components[i]->OnMouseDown(x - Components[i]->X, y - Components[i]->Y, button);
}
void State::OnMouseMove(int x, int y)
{
//update mouse coords
mouseX = x;
mouseY = y;
//on mouse move (if true, and inside)
for(int i = Components.size() - 1; i > -1 ; i--)
if(Components[i]->Enabled)
{
int localX = x - Components[i]->X;
int localY = y - Components[i]->Y;
int localXP = mouseXP - Components[i]->X;
int localYP = mouseYP - Components[i]->Y;
int dx = x - mouseXP;
int dy = x - mouseYP;
Components[i]->OnMouseMoved(localX, localY, dx, dy);
//is the mouse inside
if(localX >= 0 &&
localY >= 0 &&
localX < Components[i]->Width &&
localY < Components[i]->Height )
{
//was the mouse outside last tick?
if(localXP < 0 ||
localXP >= Components[i]->Width ||
localYP < 0 ||
localYP >= Components[i]->Height )
{
Components[i]->OnMouseEnter(localX, localY, dx, dy);
}
Components[i]->OnMouseMovedInside(localX, localY, dx, dy);
break; //found the top-most component under mouse, break that shit
}
//not inside, let's see if it used to be inside last tick
else if (localXP >= 0 &&
localYP >= 0 &&
localXP < Components[i]->Width &&
localYP < Components[i]->Height )
{
Components[i]->OnMouseLeave(localX, localY, x - mouseXP, y - mouseYP);
}
}
else //is locked
{
int localX = x - Components[i]->X;
int localY = y - Components[i]->Y;
//is the mouse inside
if(localX >= 0 &&
localY >= 0 &&
localX < Components[i]->Width &&
localY < Components[i]->Height )
{
break; //it's the top-most component under the mouse, we don't want to go under it.
}
}
// end of for loop here
//set the previous mouse coords
mouseXP = x;
mouseYP = y;
}
void State::OnMouseUp(int x, int y, unsigned int button)
{
//on mouse unclick
for(int i = Components.size() - 1; i > -1 ; i--)
if(Components[i]->Enabled)
if(x >= Components[i]->X && y >= Components[i]->Y && x < Components[i]->X + Components[i]->Width && y < Components[i]->Y + Components[i]->Height)
{
Components[i]->OnMouseUnclick(x - Components[i]->X, y - Components[i]->Y, button);
break;
}
//on mouse up
for(int i = Components.size() - 1; i > -1 ; i--)
if(Components[i]->Enabled)
Components[i]->OnMouseUp(x - Components[i]->X, y - Components[i]->Y, button);
}
void State::OnMouseWheel(int x, int y, int d)
{
//focused mouse wheel
if(focusedComponent_ != NULL)
focusedComponent_->OnMouseWheelFocused(x - focusedComponent_->X, y - focusedComponent_->Y, d);
//mouse wheel inside
for(int i = Components.size() - 1; i > -1 ; i--)
if(x >= Components[i]->X && y >= Components[i]->Y && x < Components[i]->X + Components[i]->Width && y < Components[i]->Y + Components[i]->Height)
{
if(Components[i]->Enabled)
Components[i]->OnMouseWheelInside(x - Components[i]->X, y - Components[i]->Y, d);
break; //found top-most component under mouse
}
//on mouse wheel
for(int i = Components.size() - 1; i > -1 ; i--)
if(Components[i]->Enabled)
Components[i]->OnMouseWheel(x - Components[i]->X, y - Components[i]->Y, d);
}
} /* namespace ui */
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