// --- ---------- ------------------------------------------------------------
// JLH 02/03/2006 Created this file
// JLH 03/13/2006 Added functions to allow shutting down GUI externally
-// JLH 03/22/2006 Finalized basic multiple window support
//
-// STILL TO DO:
+
+// STILL TO FIX:
//
-// - Memory leak on quitting with a window active [DONE]
-// - Multiple window handling [DONE]
+// - Memory leak on quitting with a window active
+// - Multiple window handling
//
#include "gui.h"
//#define DEBUG_MAIN_LOOP
-//#ifdef DEBUG_MAIN_LOOP
+#ifdef DEBUG_MAIN_LOOP
#include "log.h"
-//#endif
+#endif
-GUI::GUI(SDL_Surface * mainSurface): menuItem(new MenuItems())
+GUI::GUI(SDL_Surface * mainSurface): mainMenu(new Menu()), menuItem(new MenuItems())
{
- windowList.push_back(new Menu());
Element::SetScreen(mainSurface);
}
GUI::~GUI()
{
- // Clean up menuItem, if any
+ if (mainMenu)
+ delete mainMenu;
if (menuItem)
delete menuItem;
-
- // Clean up the rest
-
- for(std::list<Element *>::iterator i=windowList.begin(); i!=windowList.end(); i++)
- if (*i)
- delete *i;
}
void GUI::AddMenuTitle(const char * title)
void GUI::CommitItemsToMenu(void)
{
-//We could just do a simple check here to see if more than one item is in the list,
-//and if so fail. Make it so you build the menu first before allowing any other action. [DONE]
-
-//Right now, we just silently fail...
- if (windowList.size() > 1)
- {
- WriteLog("GUI: Can't find menu--more than one item in windowList!\n");
- return;
- }
-
- ((Menu *)(*windowList.begin()))->Add(*menuItem);
+ mainMenu->Add(*menuItem);
}
+
void GUI::Run(void)
{
exitGUI = false;
- showMouse = true;
+
+ bool showMouse = true;
+ int mouseX = 0, mouseY = 0;
+ int oldMouseX = 0, oldMouseY = 0;
+ Element * mainWindow = NULL;
SDL_Event event;
- std::list<Element *>::iterator i;
SDL_EnableKeyRepeat(150, 75);
-
- // Initial update... [Now handled correctly in the constructor]
- for(i=windowList.begin(); i!=windowList.end(); i++)
- (*i)->Draw();
-
+ // Initial update...
+//Shouldn't we save the state of the GUI instead of doing things this way?
+//We have a memory leak whenever a mainWindow is active and we quit... !!! FIX !!!
+ mainMenu->Draw();
RenderScreenBuffer();
// Main loop
//Mebbe add another user event for screen refresh? Why not!
if (event.user.code == WINDOW_CLOSE)
{
- for(i=windowList.begin(); i!=windowList.end(); i++)
- {
- if (*i == (Element *)event.user.data1)
- {
- delete *i;
- windowList.erase(i);
- break;
- }
- }
+ delete mainWindow;
+ mainWindow = NULL;
}
else if (event.user.code == MENU_ITEM_CHOSEN)
{
// Confused? Let me enlighten... What we're doing here is casting
- // data1 as a pointer to a function which returns a Element pointer and
- // which takes no parameters (the "(Element *(*)(void))" part), then
+ // data1 as a pointer to a function which returns a Window pointer and
+ // which takes no parameters (the "(Window *(*)(void))" part), then
// derefencing it (the "*" in front of that) in order to call the
// function that it points to. Clear as mud? Yeah, I hate function
// pointers too, but what else are you gonna do?
- Element * window = (*(Element *(*)(void))event.user.data1)();
-
- if (window)
- windowList.push_back(window);
+ mainWindow = (*(Element *(*)(void))event.user.data1)();
while (SDL_PollEvent(&event)); // Flush the event queue...
-
event.type = SDL_MOUSEMOTION;
int mx, my;
SDL_GetMouseState(&mx, &my);
event.motion.x = mx, event.motion.y = my;
SDL_PushEvent(&event); // & update mouse position...!
- oldMouse.x = mouse.x, oldMouse.y = mouse.y;
- mouse.x = mx, mouse.y = my; // This prevents "mouse flash"...
+ oldMouseX = mouseX, oldMouseY = mouseY;
+ mouseX = mx, mouseY = my; // This prevents "mouse flash"...
}
-//There's a *small* problem with the following approach--if a window and a bunch of
-//child widgets send this message, we'll get a bunch of unnecessary refresh events...
+//There's a *small* problem with this approach--if a window and a bunch of child
+//widgets send this message, we'll get a bunch of unnecessary refresh events...
//This could be controlled by having the main window refresh itself intelligently...
//What we could do instead is set a variable in Element and check it after the fact
//to see whether or not a refresh is needed.
-//[This is what we do now.]
//Dirty rectangle is also possible...
else if (event.user.code == SCREEN_REFRESH_NEEDED)
}
else if (event.type == SDL_ACTIVEEVENT)
{
-//Need to do a screen refresh here...
if (event.active.state == SDL_APPMOUSEFOCUS)
showMouse = (event.active.gain ? true : false);
-
- RenderScreenBuffer();
}
else if (event.type == SDL_KEYDOWN)
{
#ifdef DEBUG_MAIN_LOOP
WriteLog(" -- SDL_KEYDOWN\n");
#endif
- if (event.key.keysym.sym == SDLK_F1)
+ if (event.key.keysym.sym == SDLK_F5)
exitGUI = true;
-//Not sure that this is the right way to handle this...
-//Probably should only give this to the top level window...
-// for(i=windowList.begin(); i!=windowList.end(); i++)
-// (*i)->HandleKey(event.key.keysym.sym);
- windowList.back()->HandleKey(event.key.keysym.sym);
+ if (mainWindow)
+ mainWindow->HandleKey(event.key.keysym.sym);
+ else
+ mainMenu->HandleKey(event.key.keysym.sym);
}
else if (event.type == SDL_MOUSEMOTION)
{
#ifdef DEBUG_MAIN_LOOP
WriteLog(" -- SDL_MOUSEMOTION\n");
#endif
-//This is for tracking a custom mouse cursor, which we're not doing--YET.
- oldMouse.x = mouse.x, oldMouse.y = mouse.y;
- mouse.x = event.motion.x, mouse.y = event.motion.y;
+ oldMouseX = mouseX, oldMouseY = mouseY;
+ mouseX = event.motion.x, mouseY = event.motion.y;
-//Not sure that this is the right way to handle this...
-//Right now, we should probably only do mouseover for the last item in the list...
-//And now we do!
-//Though, it seems to screw other things up. Maybe it IS better to pass it to all windows?
-//Or maybe to just the ones that aren't completely obscured?
-//Probably. Right now, a disk's close button that should be obscured by one sitting on
-//top of it gets redrawn. Not good.
- for(i=windowList.begin(); i!=windowList.end(); i++)
- (*i)->HandleMouseMove(mouse.x, mouse.y);
-// windowList.back()->HandleMouseMove(mouse.x, mouse.y);
+ if (mainWindow)
+ mainWindow->HandleMouseMove(mouseX, mouseY);
+ else
+ mainMenu->HandleMouseMove(mouseX, mouseY);
}
else if (event.type == SDL_MOUSEBUTTONDOWN)
{
#ifdef DEBUG_MAIN_LOOP
-WriteLog(" -- SDL_MOUSEBUTTONDOWN\n");
+WriteLog(" -- SDL_MOSEBUTTONDOWN\n");
#endif
-//Not sure that this is the right way to handle this...
-// What we should do here is ensure that whatever has been clicked on gets moved to the
-// highest priority--in our current data schema that would be the end of the list... !!! FIX !!!
-//[DONE]
-
-/*
-
-We could do the following:
-
-- Go through list and find which window has been clicked on (if any). If more
- than one is clicked on, take the one highest in the Z order (closer to the end
- of the list).
-
-- If item is highest in Z order, pack click through to window and exit.
-
-- Otherwise, restore backing store on each window in reverse order.
-
-- Remove item clicked on from the list. Put removed item at the end of the list.
-
-- Go through list and pass click through to each window in the list. Also do a
- blit to backing store and a Draw() for each window.
-
-Could also do a check (if not clicked on highest Z window) to see which windows
-it overlaps and just do restore/redraw for those that overlap. To wit:
-
-- Create new list containing only those windows that overlap the clicking on window.
-
-- Go through list and do a blit to backing store and a Draw() for each window.
-
-- Go through list and pass click through to each window in the list.
-
-*/
-
-#if 0
-#if 0
- for(i=windowList.begin(); i!=windowList.end(); i++)
- (*i)->HandleMouseButton(event.button.x, event.button.y, true);
-#else
-// We use the 1st algorithm here, since it's simpler. If we need to, we can optimize
-// to the 2nd...
+ uint32 mx = event.button.x, my = event.button.y;
- // Walk backward through the list and see if a window was hit.
- // This will automagically return us the window with the highest Z.
-
- std::list<Element *>::reverse_iterator ri;
- std::list<Element *>::iterator hit;// = windowList.end();
-
- for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
- {
- if ((*ri)->Inside(event.button.x, event.button.y))
- {
- // Here's a bit of STL weirdness: Converting from a reverse
- // iterator to a regular iterator requires backing the iterator
- // up a position after grabbing it's base() OR going forward
- // one position with the reverse iterator before grabbing base().
- // Ugly, but it get the job done...
- hit = (++ri).base();
- // Put it back where we found it, so the tests following this
- // don't fail...
- ri--;
- break;
- }
- }
-
- // If we hit the highest in the list, then pass the event through
- // to the window for handling. if we hit no windows, then pass the
- // event to all windows. Otherwise, we need to shuffle windows.
-
-//NOTE: We need to pass the click to all windows regardless of whether they're topmost or not...
- if (ri == windowList.rbegin())
- {
- for(i=windowList.begin(); i!=windowList.end(); i++)
- (*i)->HandleMouseButton(event.button.x, event.button.y, true);
- }
- else if (ri == windowList.rend())
- {
- for(i=windowList.begin(); i!=windowList.end(); i++)
- (*i)->HandleMouseButton(event.button.x, event.button.y, true);
- }
+ if (mainWindow)
+ mainWindow->HandleMouseButton(mx, my, true);
else
- {
-// - Otherwise, restore backing store on each window in reverse order.
- for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
- (*ri)->RestoreScreenFromBackstore();
- // At this point, the screen has been restored...
-
-// - Remove item clicked on from the list. Put removed item at the end of the list.
- windowList.push_back(*hit);
- windowList.erase(hit);
-// - Go through list and pass click through to each window in the list. Also do a
-// blit to backing store and a Draw() for each window.
- for(i=windowList.begin(); i!= windowList.end(); i++)
- {
- // Grab bg into backstore
- (*i)->SaveScreenToBackstore();
- // Pass click
- (*i)->HandleMouseButton(event.button.x, event.button.y, true);
- // Draw?
- (*i)->Draw();
- }
- }
-#endif
-#endif
-/*
-A slightly different way to handle this would be to loop through all windows, compare
-all those above it to see if they obscure it; if so then subdivide it's update rectangle
-to eliminate drawing the parts that aren't shown. The beauty of this approach is that
-you don't have to care what order the windows are drawn in and you don't need to worry
-about the order of restoring the backing store.
-
-You *do* still need to determine the Z-order of the windows, in order to get the subdivisions
-correct, but that's not too terrible.
-
-Also, when doing a window drag, the coverage lists for all windows have to be regenerated.
-*/
- std::list<Element *>::reverse_iterator ri;
- bool movedWindow = false;
-
- for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
- {
- if ((*ri)->Inside(event.button.x, event.button.y))
- {
- // Remove item clicked on from the list & put removed item at the
- // end of the list, thus putting the window at the top of the Z
- // order. But IFF window is not already topmost!
- if (ri != windowList.rbegin())
- {
- windowList.push_back(*ri);
- // Here's a bit of STL weirdness: Converting from a reverse
- // iterator to a regular iterator requires backing the iterator
- // up a position after grabbing it's base() OR going forward
- // one position with the reverse iterator before grabbing base().
- // Ugly, but it get the job done...
- windowList.erase((++ri).base());
- movedWindow = true;
- }
-
- break;
- }
- }
-
-//Small problem here: we should only pass the *hit* to the topmost window and pass
-//*misses* to everyone else... Otherwise, you can have overlapping draggable windows
-//and be able to drag both by clicking on a point that intersects both...
-//(though that may be an interesting way to handle things!)
- // Pass the click on to all windows
- for(i=windowList.begin(); i!=windowList.end(); i++)
- (*i)->HandleMouseButton(event.button.x, event.button.y, true);
-
-// // & bail if nothing changed...
- if (movedWindow)
-// return;
-{
- // Check for overlap/build coverage lists [O((n^2)/2) algorithm!]
-//One way to optimize this would be to only reset coverage lists from the point in
-//the Z order where the previous window was.
- for(i=windowList.begin(); i!=windowList.end(); i++)
- {
- (*i)->ResetCoverageList();
-
- // This looks odd, but it's just a consequence of iterator weirdness.
- // Otherwise we could just stick a j+1 in the for loop below. :-P
- std::list<Element *>::iterator j = i;
- j++;
-
- for(; j!=windowList.end(); j++)
- (*i)->AdjustCoverageList((*j)->GetExtents());
-
-// (*i)->HandleMouseButton(event.button.x, event.button.y, true);
- (*i)->Draw();
- }
-}
+ mainMenu->HandleMouseButton(mx, my, true);
}
else if (event.type == SDL_MOUSEBUTTONUP)
{
#ifdef DEBUG_MAIN_LOOP
WriteLog(" -- SDL_MOUSEBUTTONUP\n");
#endif
-//Not sure that this is the right way to handle this...
- for(i=windowList.begin(); i!=windowList.end(); i++)
- (*i)->HandleMouseButton(event.button.x, event.button.y, false);
-//I think we should only do topmost here...
-//Or should we???
-// windowList.back()->HandleMouseButton(event.button.x, event.button.y, false);
+ uint32 mx = event.button.x, my = event.button.y;
+
+ if (mainWindow)
+ mainWindow->HandleMouseButton(mx, my, false);
+ else
+ mainMenu->HandleMouseButton(mx, my, false);
}
#ifdef DEBUG_MAIN_LOOP
else