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GUISystem.cpp
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125 lines (99 loc) · 2.69 KB
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#include "GUISystem.h"
#include "GUI.h"
#include "InputSystem.h"
GUISystem::GUISystem()
{
// register with input system
#ifdef FAST_DELEGATES
InputSystem::GetInstance().RegisterMouseMoveEvent<GUI, &GUI::OnMouseMove>(this);
InputSystem::GetInstance().RegisterMousePressEvent<GUI, &GUI::OnMousePress>(this);
InputSystem::GetInstance().RegisterMouseReleaseEvent<GUI, &GUI::OnMouseRelease>(this);
InputSystem::GetInstance().RegisterKeyPressEvent<GUI, &GUI::OnKeyPress>(this);
#else
InputSystem::GetInstance().RegisterMouseMoveEvent(this, &GUISystem::OnMouseMove);
InputSystem::GetInstance().RegisterMousePressEvent(this, &GUISystem::OnMousePress);
InputSystem::GetInstance().RegisterMouseReleaseEvent(this, &GUISystem::OnMouseRelease);
InputSystem::GetInstance().RegisterKeyPressEvent(this, &GUISystem::OnKeyPress);
#endif
}
void GUISystem::Update()
{
// delete marked GUIs
auto it = mGUIs.begin();
while (it != mGUIs.end())
if ((*it)->IsDeleted())
{
delete *it;
it = mGUIs.Remove(it);
}
else
++it;
}
void GUISystem::GetFocused(int x, int y)
{
mFocused = nullptr;
auto it = mGUIs.begin();
while (it != mGUIs.end())
{
if ((*it)->IsVisible() && (*it)->IsInside(x, y))
mFocused = *it; // the last GUI has focus (mGUIs.back() is always the foremost GUI)
++it;
}
//for (GUI *gui : mGUIs)
// if (gui->IsVisible() && gui->IsInside(x, y))
// mFocused = gui;
}
void GUISystem::OnMouseMove(int x, int y) // which VISIBLE GUI has focus?
{
if (mGUIs.Empty())
return;
GetFocused(x, y);
mGUIs.Last()->OnMouseMove(x, y);
}
void GUISystem::OnMousePress(int x, int y)
{
if (mGUIs.Empty())
return;
GetFocused(x, y);
if (mFocused) // if mouse is over GUI
{
if (mFocused != mGUIs.Last()) // change active GUI - move selected GUI to back of array
{
auto it = mGUIs.begin();
while (it != mGUIs.end())
{
if (*it == mFocused)
{
mGUIs.Remove(it);
break;
}
++it;
}
mGUIs.InsertLast(mFocused);
mGUIs.Last()->OnMouseMove(x, y);
}
mGUIs.Last()->OnMousePress(x, y); // dispatch event
}
}
void GUISystem::OnMouseRelease(int x, int y)
{
if (mGUIs.Empty())
return;
GUI *temp = mGUIs.Last();
mGUIs.Last()->OnMouseRelease(x, y); // A new GUI might be created or an old GUI might be hidden
if (!mGUIs.Last()->IsVisible()) // active GUI is hidden
{
GUI *temp = mGUIs.Last();
mGUIs.RemoveLast();
mGUIs.InsertFirst(temp);
}
if (temp != mGUIs.Last()) // if active GUI has changed (new GUI created or active GUI hidden) exit from previous active GUI
temp->OnMouseMove(0, 0);
mGUIs.Last()->OnMouseMove(x, y); // focus GUI
}
void GUISystem::OnKeyPress(int key)
{
if (mGUIs.Empty())
return;
mGUIs.Last()->OnKeyPress(key);
}