759 lines
22 KiB
C
759 lines
22 KiB
C
#include "wmwindow.h"
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#include "array.h"
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#include "font.h"
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#define ICON_SIZE 32
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uint8_t __MAGIC_WINDOW = 0;
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static WindowT **_windowList = NULL;
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static WindowT *_windowTop = NULL;
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static int16_t _iconCount = 0;
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static void windowCache(WindowT *w);
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static void windowCache(WindowT *w) {
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char c;
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int16_t i;
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int16_t x1;
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int16_t y1;
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int16_t x2;
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int16_t y2;
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int16_t tx1;
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int16_t tx2;
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int16_t ty2;
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int16_t originalX;
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int16_t originalY;
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ColorT titleBackgroundColor;
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ColorT widgetColor;
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SurfaceT *target = surfaceGet();
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// Move the window to 0,0 to draw it into it's own surface.
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originalX = w->base.r.x;
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originalY = w->base.r.y;
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w->base.r.x = 0;
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w->base.r.y = 0;
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// Do we have a cached surface already?
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if (w->cached) {
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// Did the size change?
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if ((surfaceWidthGet(w->cached) != w->base.r.w) || (surfaceHeightGet(w->cached) != w->base.r.h)) {
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// Yeah. We will recreate it.
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surfaceDestroy(&w->cached);
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}
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}
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// Do we need to create a surface?
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if (!w->cached) {
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w->cached = surfaceCreate(w->base.r.w, w->base.r.h);
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}
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// Draw into cache.
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surfaceSet(w->cached);
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// Determine some colors.
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titleBackgroundColor = (w == _windowTop) ? GUI_DARKGRAY : GUI_LIGHTGRAY;
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widgetColor = (w == _windowTop) ? GUI_LIGHTGRAY : GUI_DARKGRAY;
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// Get ready!
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x1 = w->base.r.x;
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y1 = w->base.r.y;
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x2 = w->base.r.x + w->base.r.w - 1;
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y2 = w->base.r.y + w->base.r.h - 1;
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// Draw border.
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surfaceBoxHighlight(x1, y1, x2, y2, GUI_WHITE, GUI_BLACK);
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x1++; y1++; x2--; y2--;
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for (i=0; i<3; i++) {
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surfaceBox(x1, y1, x2, y2, GUI_LIGHTGRAY);
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x1++; y1++; x2--; y2--;
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}
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surfaceBoxHighlight(x1, y1, x2, y2, GUI_BLACK, GUI_WHITE);
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x1++; y1++; x2--; y2--;
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// Do we need a titlebar?
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if (w->title || w->flags & WIN_CLOSE || w->flags & WIN_MAXIMIZE || w->flags & WIN_MINIMIZE) {
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tx1 = x1;
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tx2 = x2;
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ty2 = y1 + 20;
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// Close box?
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if (w->flags & WIN_CLOSE) {
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tx1 += 20;
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w->close.x = x1;
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w->close.y = y1;
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w->close.x2 = tx1 - 1;
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w->close.y2 = ty2 - 1;
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surfaceBoxFilled(w->close.x + 1, w->close.y + 1, w->close.x2 - 1, w->close.y2 - 1, titleBackgroundColor);
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surfaceBoxHighlight(w->close.x + 3, w->close.y + 8, w->close.x2 - 3, w->close.y2 - 8, GUI_WHITE, widgetColor);
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surfaceBoxHighlight(w->close.x, w->close.y, w->close.x2, w->close.y2, GUI_WHITE, GUI_BLACK);
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} else {
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w->close.x = w->close.y = w->close.x2 = w->close.y2 = 0;
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}
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// Maximize box?
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if (w->flags & WIN_MAXIMIZE) {
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tx2 -= 20;
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w->maximize.x = tx2 + 1;
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w->maximize.y = y1;
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w->maximize.x2 = tx2 + 20;
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w->maximize.y2 = ty2 - 1;
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surfaceBoxFilled(w->maximize.x + 1, w->maximize.y + 1, w->maximize.x2 - 1, w->maximize.y2 - 1, titleBackgroundColor);
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surfaceLine(w->maximize.x + 4, w->maximize.y + 10, w->maximize.x + 10, w->maximize.y + 4, GUI_WHITE);
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surfaceLine(w->maximize.x + 4, w->maximize.y + 10, w->maximize.x + 10, w->maximize.y2 - 3, GUI_WHITE);
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surfaceLine(w->maximize.x2 - 3, w->maximize.y + 10, w->maximize.x2 - 9, w->maximize.y + 4, widgetColor);
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surfaceLine(w->maximize.x2 - 3, w->maximize.y + 10, w->maximize.x2 - 9, w->maximize.y2 - 3, widgetColor);
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surfaceBoxHighlight(w->maximize.x, w->maximize.y, w->maximize.x2, w->maximize.y2, GUI_WHITE, GUI_BLACK);
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} else {
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w->maximize.x = w->maximize.y = w->maximize.x2 = w->maximize.y2 = 0;
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}
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// Minimize box?
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if (w->flags & WIN_MINIMIZE) {
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tx2 -= 20;
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w->minimize.x = tx2 + 1;
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w->minimize.y = y1;
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w->minimize.x2 = tx2 + 20;
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w->minimize.y2 = ty2 - 1;
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surfaceBoxFilled(w->minimize.x + 1, w->minimize.y + 1, w->minimize.x2 - 1, w->minimize.y2 - 1, titleBackgroundColor);
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surfaceBoxHighlight(w->minimize.x + 7, w->minimize.y + 7, w->minimize.x2 - 7, w->minimize.y2 - 7, GUI_WHITE, widgetColor);
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surfaceBoxHighlight(w->minimize.x, w->minimize.y, w->minimize.x2, w->minimize.y2, GUI_WHITE, GUI_BLACK);
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} else {
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w->minimize.x = w->minimize.y = w->minimize.x2 = w->maximize.y2 = 0;
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}
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// Draw titlebar background.
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w->titlebar.x = tx1;
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w->titlebar.y = y1;
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w->titlebar.x2 = tx2;
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w->titlebar.y2 = ty2 - 1;
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surfaceBoxFilled(w->titlebar.x + 1, w->titlebar.y + 1, w->titlebar.x2 - 1, w->titlebar.y2 - 1, titleBackgroundColor);
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if (w->title) {
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fontSet(__guiFontVGA8x16);
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fontColorSet(GUI_WHITE, titleBackgroundColor);
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// How many characters do we have room for?
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i = ((w->titlebar.x2 - w->titlebar.x) >> 3) - 2;
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// Does the title fit?
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if ((int16_t)strlen(w->title) <= i) {
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// Render entire title.
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fontRender(w->title, w->titlebar.x + 12, w->titlebar.y + 2);
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} else {
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// Render partial title.
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c = w->title[i];
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w->title[i] = 0;
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fontRender(w->title, w->titlebar.x + 12, w->titlebar.y + 2);
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w->title[i] = c;
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}
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}
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surfaceBoxHighlight(w->titlebar.x, w->titlebar.y, w->titlebar.x2, w->titlebar.y2, GUI_WHITE, GUI_BLACK);
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} else {
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w->close.x = w->close.y = w->close.x2 = w->close.y2 = 0;
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w->maximize.x = w->maximize.y = w->maximize.x2 = w->maximize.y2 = 0;
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w->minimize.x = w->minimize.y = w->minimize.x2 = w->maximize.y2 = 0;
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w->titlebar.x = w->titlebar.y = w->titlebar.x2 = w->titlebar.y2 = 0;
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}
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// Find content area.
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y1 += 20;
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w->bounds.x = x1;
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w->bounds.y = y1;
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w->bounds.x2 = x2;
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w->bounds.y2 = y2;
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// Resize handle.
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if (w->flags & WIN_RESIZE) {
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w->resize1.x2 = w->base.r.x + w->base.r.w - 2;
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w->resize1.x = w->resize1.x2 - 3;
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w->resize1.y2 = w->base.r.y + w->base.r.h;
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w->resize1.y = w->resize1.y2 - 21;
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surfaceLineH(w->resize1.x, w->resize1.x2, w->resize1.y, GUI_BLACK);
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surfaceLineH(w->resize1.x, w->resize1.x2, w->resize1.y + 1, GUI_WHITE);
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w->resize2.x2 = w->base.r.x + w->base.r.w;
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w->resize2.x = w->resize2.x2 - 21;
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w->resize2.y2 = w->base.r.y + w->base.r.h - 2;
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w->resize2.y = w->resize2.y2 - 3;
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surfaceLineV(w->resize2.x, w->resize2.y, w->resize2.y2, GUI_BLACK);
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surfaceLineV(w->resize2.x + 1, w->resize2.y, w->resize2.y2, GUI_WHITE);
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} else {
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w->resize1.x = w->resize1.y = w->resize1.x2 = w->resize1.y2 = 0;
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w->resize2.x = w->resize2.y = w->resize2.x2 = w->resize2.y2 = 0;
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}
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// Blit contents.
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if (w->content) surfaceBlit(w->bounds.x, w->bounds.y, w->bounds.x2 - w->bounds.x, w->bounds.y2 - w->bounds.y, w->content);
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// Fixup all the widget coordinates.
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windowMoveTo(w, originalX, originalY);
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surfaceSet(target);
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}
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#include "image.h"
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// Passing "flags" as a default int provides proper alignment for the following va_args list.
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WindowT *windowCreate(uint16_t x, uint16_t y, uint16_t w, uint16_t h, char *title, int flags, ...) {
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int16_t width;
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int16_t height;
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va_list args;
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WindowT *win = NULL;
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SurfaceT *t = surfaceGet();
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NEW(WindowT, win);
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memset(win, 0, sizeof(WindowT));
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guiWidgetBaseSet((WidgetT *)win, __MAGIC_WINDOW, x, y, w, h);
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win->title = strdup(title);
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win->flags = (uint8_t)flags;
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//***DEBUG*** Hackery to get contents before we have widgets.
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static uint8_t image = 1;
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static char name[16];
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width = 640;
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height = 480;
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sprintf(name, "back%d.png", image++);
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win->content = imageLoad(name);
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win->flags |= WIN_RESIZE;
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/*
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// If the window is resizable, we need to get two more arguments for the content size.
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if (win->flags & WIN_RESIZE) {
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va_start(args, flags);
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width = va_arg(args, int);
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height = va_arg(args, int);
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va_end(args);
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} else {
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// Use whatever the default content area is. This causes an extra draw on create. Oh well.
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windowCache(win);
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width = win->bounds.x2 - win->bounds.x;
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height = win->bounds.y2 - win->bounds.y;
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guiWidgetDirtySet(W(win), 1);
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}
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// Create content surface and clear it.
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win->content = surfaceCreate(width, height);
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surfaceSet(win->content);
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surfaceClear(GUI_LIGHTGRAY);
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surfaceSet(t);
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*/
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// Do we need scrollbars?
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if (width > win->bounds.x2 - win->bounds.x) win->flags |= WIN_SCROLL_H;
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if (height > win->bounds.y2 - win->bounds.y) win->flags |= WIN_SCROLL_V;
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// Add to window list.
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arrput(_windowList, win);
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// Focus us.
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windowFocusSet(win);
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return win;
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}
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void windowDestroy(struct WidgetS *widget, ...) {
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uint16_t i;
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WindowT *window = (WindowT *)widget;
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// Find the window to delete.
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for (i=0; i<arrlen(_windowList); i++) {
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if (window == _windowList[i]) {
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// Was it the focused window?
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if (_windowList[i] == _windowTop) {
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// Find new topmost window on next call to focus.
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_windowTop = NULL;
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}
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// Free the title.
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if (_windowList[i]->title) DEL(_windowList[i]->title);
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// Free cached surface.
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if (_windowList[i]->cached) surfaceDestroy(&_windowList[i]->cached);
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// Free content surface.
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if (_windowList[i]->content) surfaceDestroy(&_windowList[i]->content);
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// Delete the window.
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DEL(_windowList[i]);
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// Remove it from window list.
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arrdel(_windowList, i);
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// Fixup focus.
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windowFocusSet(NULL);
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break;
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}
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}
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}
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void windowFocusSet(WindowT *win) {
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int16_t i;
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// Do we have a focused window at the moment?
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if (!_windowTop || !win) {
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_windowTop = NULL;
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// If there's a list of windows, use the topmost non-minimized.
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if (arrlen(_windowList) > 0) {
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// Work backwards through the window list.
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i = arrlen(_windowList) - 1;
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for (; i>=0; i--) {
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if (_windowList[i]->flags & WIN_IS_ICON) {
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// Minimized window. Skip it.
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continue;
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} else {
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// Open window. Use as new top.
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_windowTop = _windowList[i];
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guiWidgetDirtySet(W(_windowTop), 1);
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break;
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}
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}
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}
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}
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// Did they even pass in a window? If not, we're just intended to fixup _windowTop.
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if (!win) return;
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// Were we already the topmost window?
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if (win == _windowTop) return;
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// Is this window minimized?
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if (win->flags & WIN_IS_ICON) {
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// Can't receive focus - find new top.
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windowFocusSet(NULL);
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return;
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}
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// Mark old focus and new focus dirty to repaint title bar.
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guiWidgetDirtySet(W(win), 1);
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guiWidgetDirtySet(W(_windowTop), 1);
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// Change who has focus.
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_windowTop = win;
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// Reorder window list.
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i = arrlen(_windowList) - 2;
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if (i >= 0) {
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for (; i>=0; i--) {
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if (_windowList[i] == win) {
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arrdel(_windowList, i);
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arrput(_windowList, win);
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break;
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}
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}
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}
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}
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void windowMaximizeRestore(WindowT *win) {
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int16_t i;
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// Are we maximized?
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if (win->flags & WIN_IS_MAX) {
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// Restore to previous size.
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win->flags &= ~WIN_IS_MAX;
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win->base.r = win->restore;
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} else { // Maximized?
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// Maximize window. Reposition if needed.
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win->flags |= WIN_IS_MAX;
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// Remember current size and position.
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win->restore = win->base.r;
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// Expand to full contents.
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win->base.r.w = (win->base.r.w - (win->bounds.x2 - win->bounds.x) + surfaceWidthGet(win->content));
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win->base.r.h = (win->base.r.h - (win->bounds.y2 - win->bounds.y) + surfaceHeightGet(win->content));
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// Does this go off the screen to the right?
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if (win->base.r.x + win->base.r.w >= videoDisplayWidthGet()) {
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// Can we move it left to fit?
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i = videoDisplayWidthGet() - (win->base.r.x + win->base.r.w);
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if (i <= win->base.r.x) {
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// Yes, go left!
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win->base.r.x += i;
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} else {
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// Nope. Go all the way left and resize to fit on desktop.
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win->base.r.x = 0;
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win->base.r.w = videoDisplayWidthGet();
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}
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}
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// Does this go off the screen to the bottom?
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if (win->base.r.y + win->base.r.h >= videoDisplayHeightGet()) {
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// Can we move it up to fit?
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i = videoDisplayHeightGet() - (win->base.r.y + win->base.r.h);
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if (i <= win->base.r.y) {
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// Yes, go up!
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win->base.r.y += i;
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} else {
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// Nope. Go all the way up and resize to fit on desktop.
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win->base.r.y = 0;
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win->base.r.h = videoDisplayHeightGet();
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}
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}
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} // Maximized?
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// Update.
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windowCache(win);
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}
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void windowMinimize(WindowT *win) {
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// Minimize.
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win->flags |= WIN_IS_ICON;
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// Find topmost non-minimized window.
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windowFocusSet(NULL);
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}
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void windowMoveTo(WindowT *w, uint16_t x, uint16_t y) {
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int16_t dx = x - w->base.r.x;
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int16_t dy = y - w->base.r.y;
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// This is all because we draw the window at 0,0 in order to cache it.
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// To keep the coordinates correct, we have to adjust them all when
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// the window is moved.
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if (w->title || w->flags & WIN_CLOSE || w->flags & WIN_MAXIMIZE || w->flags & WIN_MINIMIZE) {
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if (w->flags & WIN_CLOSE) {
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w->close.x += dx;
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w->close.y += dy;
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w->close.x2 += dx;
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w->close.y2 += dy;
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}
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if (w->flags & WIN_MAXIMIZE) {
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w->maximize.x += dx;
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w->maximize.y += dy;
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w->maximize.x2 += dx;
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w->maximize.y2 += dy;
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}
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if (w->flags & WIN_MINIMIZE) {
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w->minimize.x += dx;
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w->minimize.y += dy;
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w->minimize.x2 += dx;
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w->minimize.y2 += dy;
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}
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w->titlebar.x += dx;
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w->titlebar.y += dy;
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w->titlebar.x2 += dx;
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w->titlebar.y2 += dy;
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}
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if (w->flags & WIN_RESIZE) {
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w->resize1.x += dx;
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w->resize1.y += dy;
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w->resize1.x2 += dx;
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w->resize1.y2 += dy;
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w->resize2.x += dx;
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w->resize2.y += dy;
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w->resize2.x2 += dx;
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w->resize2.y2 += dy;
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}
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w->bounds.x += dx;
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w->bounds.y += dy;
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w->bounds.x2 += dx;
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w->bounds.y2 += dy;
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w->base.r.x = x;
|
|
w->base.r.y = y;
|
|
}
|
|
|
|
|
|
void windowPaint(struct WidgetS *widget, ...) {
|
|
int16_t x;
|
|
int16_t y;
|
|
int16_t px;
|
|
int16_t py;
|
|
int16_t xi;
|
|
int16_t yi;
|
|
int16_t xc;
|
|
int16_t yc;
|
|
WindowT *w = (WindowT *)widget;
|
|
|
|
// Do we need redrawn?
|
|
if (guiWidgetDirtyGet(widget)) {
|
|
guiWidgetDirtySet(widget, 0);
|
|
windowCache(w);
|
|
}
|
|
|
|
// Are we minimized?
|
|
if (w->flags & WIN_IS_ICON) {
|
|
// Draw iconized version of contents. There are too many counters here but it's the only way it worked reliably.
|
|
yi = (surfaceHeightGet(w->content) - 1) / ICON_SIZE;
|
|
xi = (surfaceWidthGet(w->content) - 1) / ICON_SIZE;
|
|
py = videoDisplayHeightGet() - ICON_SIZE;
|
|
y = 0;
|
|
x = 0;
|
|
for (yc=0; yc<ICON_SIZE; yc++) {
|
|
y += yi;
|
|
px = (ICON_SIZE + 1) * _iconCount;
|
|
for (xc=0; xc<ICON_SIZE; xc++) {
|
|
x += xi;
|
|
surfacePixelSet(px++, py, surfacePixelGet(w->content, x, y));
|
|
}
|
|
py++;
|
|
}
|
|
_iconCount++;
|
|
} else {
|
|
// By now we have a valid cached window. Blit it.
|
|
surfaceBlit(w->base.r.x, w->base.r.y, 0, 0, w->cached);
|
|
}
|
|
}
|
|
|
|
|
|
RegisterT *windowRegister(uint8_t magic) {
|
|
static RegisterT reg = {
|
|
"Window",
|
|
windowPaint,
|
|
windowDestroy,
|
|
NULL
|
|
};
|
|
|
|
// One-time widget startup code.
|
|
__MAGIC_WINDOW = magic;
|
|
|
|
return ®
|
|
}
|
|
|
|
|
|
void windowResizeTo(WindowT *win, uint16_t width, uint16_t height) {
|
|
|
|
// Too small?
|
|
if (width < 95) width = 95;
|
|
if (height < 80) height = 80;
|
|
|
|
// Too big?
|
|
if (win->bounds.w - win->bounds.x + (width - win->base.r.w) > surfaceWidthGet(win->content)) width = (win->base.r.w - (win->bounds.x2 - win->bounds.x) + surfaceWidthGet(win->content));
|
|
if (win->bounds.h - win->bounds.y + (height - win->base.r.h) > surfaceHeightGet(win->content)) height = (win->base.r.h - (win->bounds.y2 - win->bounds.y) + surfaceHeightGet(win->content));
|
|
|
|
// Did the size change?
|
|
if (win->base.r.w != width || win->base.r.h !=height) {
|
|
// Yes! If we were maximized, clear it - can't restore after resizing.
|
|
win->flags &= ~WIN_IS_MAX;
|
|
|
|
// Do resize.
|
|
win->base.r.w = width;
|
|
win->base.r.h =height;
|
|
windowCache(win);
|
|
}
|
|
}
|
|
|
|
|
|
void wmShutdown(void) {
|
|
while (arrlen(_windowList) > 0) {
|
|
windowDestroy((WidgetT *)_windowList[0]);
|
|
}
|
|
arrfree(_windowList);
|
|
}
|
|
|
|
|
|
void wmStartup(void) {
|
|
// Nada
|
|
}
|
|
|
|
|
|
void wmUpdate(EventT *event) {
|
|
int16_t i;
|
|
int16_t x2;
|
|
int16_t y2;
|
|
uint8_t onResize = 0;
|
|
WidgetT *widget;
|
|
WindowT *win = NULL;
|
|
static uint8_t resizing = 0;
|
|
static PointT resizeOffset = { 0 };
|
|
static uint8_t dragging = 0;
|
|
static PointT dragOffset = { 0 };
|
|
|
|
// Do we have windows?
|
|
if (arrlen(_windowList) > 0) {
|
|
|
|
// Mouse is always the default pointer unless something changes it for this frame.
|
|
guiMousePointerSet(MOUSE_POINTER);
|
|
|
|
// Paint all windows.
|
|
_iconCount = 0;
|
|
for (i=0; i<arrlen(_windowList); i++) {
|
|
surfaceSet(__guiBackBuffer);
|
|
widget = (WidgetT *)_windowList[i];
|
|
widget->reg->paint(widget);
|
|
}
|
|
|
|
// Get top window.
|
|
win = _windowTop;
|
|
|
|
// If we found a window, get right/bottom.
|
|
if (win) {
|
|
x2 = win->base.r.x + win->base.r.w - 1;
|
|
y2 = win->base.r.y + win->base.r.h - 1;
|
|
}
|
|
|
|
// Wrap left button processing with a 'for' so we can 'break' out of it.
|
|
for (;;) {
|
|
|
|
// Does the topmost window have a resize?
|
|
if (win && win->flags & WIN_RESIZE) {
|
|
// Are we over the resize of the topmost window?
|
|
if ((event->x <= win->resize1.x2 && event->x >= win->resize1.x && event->y <= win->resize1.y2 && event->y >= win->resize1.y) ||
|
|
(event->x <= win->resize2.x2 && event->x >= win->resize2.x && event->y <= win->resize2.y2 && event->y >= win->resize2.y) ||
|
|
resizing) {
|
|
onResize = 1;
|
|
guiMousePointerSet(MOUSE_RESIZE);
|
|
}
|
|
}
|
|
|
|
// Is the left mouse button down?
|
|
if (event->buttons & BUTTON_LEFT) {
|
|
|
|
/*
|
|
// DEBUG - draw active regions. ***TODO*** No resize grabber here.
|
|
surfaceSet(__guiBackBuffer);
|
|
surfaceBox(win->base.r.x, win->base.r.y, x2, y2, GUI_YELLOW);
|
|
surfaceBox(win->bounds.x, win->bounds.y, win->bounds.x2, win->bounds.y2, GUI_CYAN);
|
|
surfaceBox(win->close.x, win->close.y, win->close.x2, win->close.y2, GUI_LIGHTBLUE);
|
|
surfaceBox(win->titlebar.x, win->titlebar.y, win->titlebar.x2, win->titlebar.y2, GUI_LIGHTCYAN);
|
|
surfaceBox(win->minimize.x, win->minimize.y, win->minimize.x2, win->minimize.y2, GUI_LIGHTGREEN);
|
|
surfaceBox(win->maximize.x, win->maximize.y, win->maximize.x2, win->maximize.y2, GUI_RED);
|
|
*/
|
|
|
|
// Are we currently dragging?
|
|
if (dragging) {
|
|
|
|
// Move window to new mouse location.
|
|
windowMoveTo(win, event->x - dragOffset.x, event->y - dragOffset.y);
|
|
break;
|
|
|
|
} else { // Dragging.
|
|
|
|
if (resizing) {
|
|
// If they try to resize outside the window bounds, cancel it.
|
|
if (event->x < win->base.r.x || event->y < win->base.r.y) break;
|
|
// Resize it.
|
|
windowResizeTo(win, event->x - resizeOffset.x, event->y - resizeOffset.y);
|
|
break;
|
|
|
|
} else { // Resizing.
|
|
|
|
// Did the button just go down?
|
|
if (event->flags & EVENT_FLAG_LEFT_DOWN) {
|
|
|
|
// Are we on the topmost window?
|
|
if (win && event->x <= x2 && event->x >= win->base.r.x && event->y <= y2 && event->y >= win->base.r.y) {
|
|
|
|
// Are we on the resizing area?
|
|
if (onResize) {
|
|
resizing = 1;
|
|
resizeOffset.x = event->x - win->base.r.w;
|
|
resizeOffset.y = event->y - win->base.r.h;
|
|
break;
|
|
}
|
|
|
|
// Are we inside the window content? Most likely, check first.
|
|
if (event->x <= win->bounds.x2 && event->x >= win->bounds.x && event->y <= win->bounds.y2 && event->y >= win->bounds.y) {
|
|
//***TODO*** Send to window for processing.
|
|
}
|
|
|
|
// Are we inside the close button? Does not include button frame on purpose.
|
|
if (win->flags & WIN_CLOSE && event->x < win->close.x2 && event->x > win->close.x && event->y < win->close.y2 && event->y > win->close.y) {
|
|
//***TODO*** Close.
|
|
}
|
|
|
|
// Are we inside the title bar to begin dragging? Does not include titlebar frame on purpose.
|
|
if (event->x < win->titlebar.x2 && event->x > win->titlebar.x && event->y < win->titlebar.y2 && event->y > win->titlebar.y) {
|
|
dragging = 1;
|
|
dragOffset.x = event->x - win->base.r.x;
|
|
dragOffset.y = event->y - win->base.r.y;
|
|
break;
|
|
}
|
|
|
|
// Are we inside the minimize button? Does not include button frame on purpose.
|
|
if (win->flags & WIN_MINIMIZE &&event->x < win->minimize.x2 && event->x > win->minimize.x && event->y < win->minimize.y2 && event->y > win->minimize.y) {
|
|
windowMinimize(win);
|
|
break;
|
|
}
|
|
|
|
// Are we inside the maximize button? Does not include button frame on purpose.
|
|
if (win->flags & WIN_MAXIMIZE &&event->x < win->maximize.x2 && event->x > win->maximize.x && event->y < win->maximize.y2 && event->y > win->maximize.y) {
|
|
windowMaximizeRestore(win);
|
|
break;
|
|
}
|
|
|
|
} else { // On topmost window.
|
|
|
|
// Not over topmost window. Search backwards to find first window we're inside.
|
|
i = arrlen(_windowList) - 1;
|
|
if (i >= 0) {
|
|
for (; i>=0; i--) {
|
|
win = _windowList[i];
|
|
// Is this the current window?
|
|
if (win == _windowTop) continue;
|
|
// Is this window minimized?
|
|
if (win->flags & WIN_IS_ICON) continue;
|
|
// Get right/bottom of window.
|
|
x2 = win->base.r.x + win->base.r.w - 1;
|
|
y2 = win->base.r.y + win->base.r.h - 1;
|
|
// Inside this window?
|
|
if (event->x <= x2 && event->x >= win->base.r.x && event->y <= y2 && event->y >= win->base.r.y) {
|
|
// Bring this window forward.
|
|
windowFocusSet(win);
|
|
// If we happened to be in the title bar, go ahead and start dragging. Does not include titlebar frame on purpose.
|
|
if (event->x < win->titlebar.x2 && event->x > win->titlebar.x && event->y < win->titlebar.y2 && event->y > win->titlebar.y) {
|
|
dragging = 1;
|
|
dragOffset.x = event->x - win->base.r.x;
|
|
dragOffset.y = event->y - win->base.r.y;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
} // On topmost window.
|
|
|
|
// Do we have minimized windows?
|
|
if (_iconCount > 0) {
|
|
// Are we inside the minimized icons area?
|
|
if (event->x < (ICON_SIZE + 1) * _iconCount && event->y >= videoDisplayHeightGet() - ICON_SIZE) {
|
|
// Figure out which icon we're over.
|
|
x2 = 0;
|
|
for (i=0; i<arrlen(_windowList); i++) {
|
|
if (_windowList[i]->flags & WIN_IS_ICON) {
|
|
x2 += ICON_SIZE;
|
|
// This window?
|
|
if (event->x < x2) {
|
|
// Restore it and stop looking for icons.
|
|
_windowList[i]->flags &= ~WIN_IS_ICON;
|
|
windowFocusSet(_windowList[i]);
|
|
break;
|
|
}
|
|
// Next! (Skips pixel between icons.)
|
|
x2++;
|
|
}
|
|
}
|
|
} // Minimized windows?
|
|
}
|
|
}
|
|
|
|
} // Button just went down.
|
|
|
|
} // Dragging.
|
|
|
|
} else { // Left mouse button.
|
|
|
|
// Left mouse not down.
|
|
|
|
// Can no longer be dragging.
|
|
dragging = 0;
|
|
|
|
// Can no longer be resizing.
|
|
resizing = 0;
|
|
}
|
|
|
|
break;
|
|
} // Left button processing.
|
|
|
|
} // Do we have windows?
|
|
|
|
}
|