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GUIWindow.cpp
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GUIWindow.cpp

/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GUIWindow.h"
using namespace std;
GUIWindow::GUIWindow(int left,int top,int width,int height,bool enabled,bool visible,const char* caption):
GUIObject(left,top,width,height,0,caption,-1,enabled,visible){
//Set some default values.
dragging=false;
resizing=false;
minWidth=minHeight=0;
maxWidth=maxHeight=0;
}
bool GUIWindow::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if the titlebar is hit.
bool clicked=(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT);
//Check if the mouse is inside the window.
SDL_Rect mouse={event.button.x,event.button.y,0,0};
SDL_Rect titlebar={x,y,width,48};
//FIXME: Only set the cursor to POINTER when moving away from the GUIWindow?
if(clicked && checkCollision(mouse,titlebar)){
//Mouse pressed inside the window,so assume dragging
dragging=true;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Stop dragging
dragging=false;
SDL_Rect mouse={event.button.x,event.button.y,0,0};
//Check if close button clicked
{
SDL_Rect r={left+width-36,top+12,24,24};
if(checkCollision(mouse,r)){
this->visible=false;
}
}
}else if(event.type==SDL_MOUSEMOTION){
if((event.motion.state & SDL_BUTTON_LMASK)==0){
//Stop dragging or resizing.
dragging=false;
resizing=false;
}else if(dragging){
move(left+event.motion.xrel,top+event.motion.yrel);
}else if(resizing){
//TODO: Take the resize direction into account.
resize(left,top,width+event.motion.xrel,height+event.motion.yrel);
}
}
//Also update the cursor type accordingly.
if(dragging)
currentCursor=CURSOR_DRAG;
}
//Process child controls event.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIWindow::move(int x,int y){
//Check the horizontal bounds.
if(x>SCREEN_WIDTH-width)
x=SCREEN_WIDTH-width;
else if(x<0)
x=0;
//Check the vertical bounds.
if(y>SCREEN_HEIGHT-height)
y=SCREEN_HEIGHT-height;
else if(y<0)
y=0;
//And set the new position.
left=x;
top=y;
}
void GUIWindow::resize(int x,int y,int width,int height){
//Check for the minimum width.
if(minWidth){
if(width<minWidth)
width=minWidth;
}
//Check for the minimum height.
if(minHeight){
if(height<minHeight)
height=minHeight;
}
//Check for maximum width.
if(maxWidth){
if(width>maxWidth)
width=maxWidth;
}
//Check for maximum height.
if(maxHeight){
if(height>maxHeight)
height=maxHeight;
}
//Now set the values.
this->left=x;
this->top=y;
this->width=width;
this->height=height;
}
void GUIWindow::render(int x,int y,bool draw){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible||!draw)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Draw the frame.
Uint32 color=0xFFFFFFFF;
drawGUIBox(x,y,width,height,screen,color);
//Draw the titlebar.
color=0x00000033;
drawGUIBox(x,y,width,48,screen,color);
//Get the mouse position.
int mouseX,mouseY;
SDL_GetMouseState(&mouseX,&mouseY);
SDL_Rect mouse={mouseX,mouseY,0,0};
//Draw the close button.
{
//check highlight
SDL_Rect r={left+width-36,top+12,24,24};
if(checkCollision(mouse,r)){
drawGUIBox(r.x,r.y,r.w,r.h,screen,0x999999FFU);
}
SDL_Rect r1={112,0,16,16};
applySurface(left+width-32,top+16,bmGUI,screen,&r1);
}
//Draw the caption.
{
SDL_Rect captionRect={6,8,width-16,32};
//The color black.
SDL_Color black={0,0,0,0};
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,caption.c_str(),black);
applySurface(x+captionRect.x+(captionRect.w-bm->w)/2,
y+captionRect.y+(captionRect.h-bm->h)/2,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y,draw);
}
}

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