//============================================================================ // // SSSS tt lll lll // SS SS tt ll ll // SS tttttt eeee ll ll aaaa // SSSS tt ee ee ll ll aa // SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator" // SS SS tt ee ll ll aa aa // SSSS ttt eeeee llll llll aaaaa // // Copyright (c) 1995-2005 by Bradford W. Mott and the Stella team // // See the file "license" for information on usage and redistribution of // this file, and for a DISCLAIMER OF ALL WARRANTIES. // // $Id: DialogContainer.cxx,v 1.14 2005-08-04 22:59:54 stephena Exp $ //============================================================================ #include "OSystem.hxx" #include "Dialog.hxx" #include "Stack.hxx" #include "EventHandler.hxx" #include "bspf.hxx" #include "DialogContainer.hxx" // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DialogContainer::DialogContainer(OSystem* osystem) : myOSystem(osystem), myBaseDialog(NULL), myTime(0) { myCurrentKeyDown.keycode = 0; myCurrentMouseDown.button = -1; myLastClick.x = myLastClick.y = 0; myLastClick.time = 0; myLastClick.count = 0; } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DialogContainer::~DialogContainer() { if(myBaseDialog) delete myBaseDialog; } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - void DialogContainer::updateTime(uInt32 time) { // We only need millisecond precision myTime = time / 1000; if(myDialogStack.empty()) return; // Check for pending continuous events and send them to the active dialog box Dialog* activeDialog = myDialogStack.top(); if(myCurrentKeyDown.keycode != 0 && myKeyRepeatTime < myTime) { activeDialog->handleKeyDown(myCurrentKeyDown.ascii, myCurrentKeyDown.keycode, myCurrentKeyDown.flags); myKeyRepeatTime = myTime + kKeyRepeatSustainDelay; } if(myCurrentMouseDown.button != -1 && myClickRepeatTime < myTime) { activeDialog->handleMouseDown(myCurrentMouseDown.x - activeDialog->_x, myCurrentMouseDown.y - activeDialog->_y, myCurrentMouseDown.button, 1); myClickRepeatTime = myTime + kClickRepeatSustainDelay; } } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - void DialogContainer::draw(bool fullrefresh) { // Draw all the dialogs on the stack when we want a full refresh if(fullrefresh) { for(int i = 0; i < myDialogStack.size(); i++) { myDialogStack[i]->open(); myDialogStack[i]->drawDialog(); } } else if(!myDialogStack.empty()) { myDialogStack.top()->drawDialog(); } } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - void DialogContainer::addDialog(Dialog* d) { myDialogStack.push(d); d->open(); d->setDirty(); // Next update() will take care of drawing } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - void DialogContainer::removeDialog() { if(!myDialogStack.empty()) { myDialogStack.pop(); // We need to redraw all underlying dialogs, since we don't know // which ones were obscured myOSystem->frameBuffer().refreshTIA(); myOSystem->frameBuffer().refreshOverlay(); } } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - void DialogContainer::reStack() { // Pop all items from the stack, and then add the base menu while(!myDialogStack.empty()) myDialogStack.pop(); addDialog(myBaseDialog); // Now make sure all dialog boxes are in a known (closed) state myBaseDialog->reset(); // Reset all continuous events myCurrentKeyDown.keycode = 0; myCurrentMouseDown.button = -1; myLastClick.x = myLastClick.y = 0; myLastClick.time = 0; myLastClick.count = 0; } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - void DialogContainer::handleKeyEvent(int unicode, int key, int mod, uInt8 state) { if(myDialogStack.empty()) return; // Send the event to the dialog box on the top of the stack Dialog* activeDialog = myDialogStack.top(); if(state == 1) { myCurrentKeyDown.ascii = unicode; myCurrentKeyDown.keycode = key; myCurrentKeyDown.flags = mod; myKeyRepeatTime = myTime + kKeyRepeatInitialDelay; activeDialog->handleKeyDown(unicode, key, mod); } else { activeDialog->handleKeyUp(unicode, key, mod); // Only stop firing events if it's the current key if (key == myCurrentKeyDown.keycode) myCurrentKeyDown.keycode = 0; } } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - void DialogContainer::handleMouseMotionEvent(int x, int y, int button) { if(myDialogStack.empty()) return; // Send the event to the dialog box on the top of the stack Dialog* activeDialog = myDialogStack.top(); activeDialog->handleMouseMoved(x - activeDialog->_x, y - activeDialog->_y, button); // Turn off continuous click events as soon as the mouse moves myCurrentMouseDown.button = -1; } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - void DialogContainer::handleMouseButtonEvent(MouseButton b, int x, int y, uInt8 state) { if(myDialogStack.empty()) return; // Send the event to the dialog box on the top of the stack Dialog* activeDialog = myDialogStack.top(); switch(b) { case EVENT_LBUTTONDOWN: case EVENT_RBUTTONDOWN: // If more than two clicks have been recorded, we start over if(myLastClick.count == 2) { myLastClick.x = myLastClick.y = 0; myLastClick.time = 0; myLastClick.count = 0; } if(myLastClick.count && (myTime < myLastClick.time + kDoubleClickDelay) && ABS(myLastClick.x - x) < 3 && ABS(myLastClick.y - y) < 3) { myLastClick.count++; } else { myLastClick.x = x; myLastClick.y = y; myLastClick.count = 1; } myLastClick.time = myTime; // Now account for repeated mouse events (click and hold) myCurrentMouseDown.x = x; myCurrentMouseDown.y = y; myCurrentMouseDown.button = 1; // in the future, we may differentiate buttons myClickRepeatTime = myTime + kClickRepeatInitialDelay; activeDialog->handleMouseDown(x - activeDialog->_x, y - activeDialog->_y, 1, myLastClick.count); break; case EVENT_LBUTTONUP: case EVENT_RBUTTONUP: activeDialog->handleMouseUp(x - activeDialog->_x, y - activeDialog->_y, 1, myLastClick.count); // Since all buttons are treated equally, we don't need to check which button //if (button == myCurrentClickDown.button) myCurrentMouseDown.button = -1; break; case EVENT_WHEELUP: activeDialog->handleMouseWheel(x - activeDialog->_x, y - activeDialog->_y, -1); break; case EVENT_WHEELDOWN: activeDialog->handleMouseWheel(x - activeDialog->_x, y - activeDialog->_y, 1); break; } } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - void DialogContainer::handleJoyEvent(int stick, int button, uInt8 state) { if(myDialogStack.empty()) return; // Send the event to the dialog box on the top of the stack Dialog* activeDialog = myDialogStack.top(); if(state == 1) activeDialog->handleJoyDown(stick, button); else activeDialog->handleJoyUp(stick, button); }