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#include <ui.h>
#include "event.h"
#include "uiLibrary.h"
#include "widget/widget.h"
#include <cassert.h>
/// Return true if the rectangle contains the point.
static bool RectContains(uiRect rect, uiPoint point) {
return (rect.x <= point.x) && (point.x <= (rect.x + rect.width)) &&
(rect.y <= point.y) && (point.y <= (rect.y + rect.height));
}
/// Get the bottom-most widget under the given mouse position.
static uiWidget* GetWidgetUnderMouse(uiWidget* parent, uiPoint mouse) {
assert(parent);
// First check the children so that the selection is from "most specific" to
// "less specific" from the user's perspective.
list_foreach(parent->children, child, {
uiWidget* target = GetWidgetUnderMouse(child, mouse);
if (target != 0) {
return target;
}
});
if (RectContains(parent->rect, mouse)) {
return parent;
}
return 0;
}
// -----------------------------------------------------------------------------
// Scrollbar.
/// Process a scrollbar mouse button event.
static void MouseButtonScrollbar(
uiScrollbar* scrollbar, const uiMouseButtonEvent* event) {
assert(scrollbar);
assert(event);
if (event->button_state == uiMouseDown) {
UI_LOG("scroll start");
// TODO: I don't quite like this global state, but I also don't want to
// store input state inside the widgets. Define a struct for input handling
// and pass it to these functions instead?
g_ui.scroll.scrollbar_handle_y_start = scrollbar->handle_y;
g_ui.scroll.scrolling = true;
} else if (event->button_state == uiMouseUp) {
UI_LOG("scroll end");
g_ui.scroll.scrolling = false;
}
}
/// Process a scrollbar mouse move event.
///
/// Return the amount scrolled relative to the scroll starting position, in
/// pixels.
static int MouseMoveScrollbar(
uiScrollbar* scrollbar, const uiMouseMoveEvent* event) {
assert(scrollbar);
assert(event);
const int delta = event->mouse_position.y - g_ui.mouse_down.start_point.y;
ScrollbarScroll(scrollbar, g_ui.scroll.scrollbar_handle_y_start + delta);
return delta;
}
// -----------------------------------------------------------------------------
// Table.
/// Get the table row and column at the given pixel position, or whether the
/// scrollbar was hit.
static void GetTableRowColAtXy(
const uiTable* table, uiPoint p, int* out_row, int* out_col,
bool* out_scrollbar) {
assert(table);
assert(out_row);
assert(out_col);
const uiWidget* widget = (uiWidget*)table;
int col = -1;
int row = -1;
bool scrollbar = false;
if (RectContains(widget->rect, p)) {
int x = p.x - widget->rect.x;
for (col = 0; (col < table->cols) && (x > table->widths[col]); ++col) {
x -= table->widths[col];
}
// 0 is the header, and we want to map the first row to 0, so -1.
row = table->offset +
((p.y - widget->rect.y) / g_ui.font->header.glyph_height) - 1;
// Scrollbar area check.
if ((col >= table->cols) && (row < table->rows)) {
col = -1;
scrollbar = true;
}
// Out of bounds.
else if ((col >= table->cols) || (row >= table->rows)) {
col = row = -1;
}
}
*out_col = col;
*out_row = row;
*out_scrollbar = scrollbar;
}
/// Process a table mouse button event.
static void MouseButtonTable(uiTable* table, const uiMouseButtonEvent* event) {
assert(table);
assert(event);
if (event->button_state == uiMouseDown) {
int row, col;
bool scrollbar;
GetTableRowColAtXy(table, event->mouse_position, &row, &col, &scrollbar);
if (scrollbar) {
MouseButtonScrollbar(&table->scrollbar, event);
}
} else if ((event->button_state == uiMouseUp) && g_ui.scroll.scrolling) {
// The mouse up event need not happen while the mouse is on the scrollbar,
// so process mouse-up regardless of whether the mouse is.
MouseButtonScrollbar(&table->scrollbar, event);
}
}
/// Process a table click event.
static void ClickTable(uiTable* table, const uiMouseClickEvent* event) {
assert(table);
assert(event);
int row, col;
bool scrollbar;
GetTableRowColAtXy(table, event->mouse_position, &row, &col, &scrollbar);
if ((row != -1) && (col != -1)) {
PushWidgetEvent(&(uiWidgetEvent){
.type = uiWidgetEventClick,
.widget = uiMakeTablePtr(table),
.table_click = (uiTableClickEvent){.row = row, .col = col}
});
}
}
/// Process a table scroll event.
static void ScrollTable(uiTable* table, const uiMouseScrollEvent* event) {
assert(table);
assert(event);
const int row = table->offset - event->scroll_offset;
uiTableScroll(table, row);
}
/// Process a table mouse move event.
static void MouseMoveTable(uiTable* table, const uiMouseMoveEvent* event) {
assert(table);
assert(event);
if (g_ui.scroll.scrolling) {
MouseMoveScrollbar(&table->scrollbar, event);
SyncTableToScrollbar(table);
}
}
/// Process a mouse button event.
static bool ProcessMouseButtonEvent(
uiWidget* widget, const uiMouseButtonEvent* event) {
assert(widget);
assert(event);
bool processed = false;
switch (widget->type) {
case uiTypeTable:
MouseButtonTable((uiTable*)widget, event);
processed = true;
break;
default:
break;
}
return processed;
}
/// Process a click event.
static bool ProcessMouseClickEvent(
uiWidget* widget, const uiMouseClickEvent* event) {
assert(widget);
assert(event);
bool processed = false;
switch (widget->type) {
case uiTypeTable:
ClickTable((uiTable*)widget, event);
processed = true;
break;
default:
break;
}
return processed;
}
/// Process a scroll event.
static bool ProcessMouseScrollEvent(
uiWidget* widget, const uiMouseScrollEvent* event) {
assert(widget);
assert(event);
bool processed = false;
switch (widget->type) {
case uiTypeTable:
ScrollTable((uiTable*)widget, event);
processed = true;
break;
default:
break;
}
return processed;
}
/// Process a mouse move event.
static bool ProcessMouseMoveEvent(
uiWidget* widget, const uiMouseMoveEvent* event) {
assert(widget);
assert(event);
bool processed = false;
switch (widget->type) {
case uiTypeTable:
MouseMoveTable((uiTable*)widget, event);
processed = true;
break;
default:
break;
}
return processed;
}
bool uiSendEvent(uiFrame* frame, const uiInputEvent* event) {
assert(frame);
assert(event);
// TODO: processed != redraw. The client will redraw if this function
// returns
// true, but whether an event was processed does it imply that the UI needs
// a redraw.
//
// TODO: Also think about limiting redraws in xplorer to like 25fps or
// something in a "battery saving" mode of sorts.
bool processed = false;
switch (event->type) {
case uiEventMouseButton: {
const uiMouseButtonEvent* ev = &event->mouse_button;
// Update the mouse button state.
uiMouseButtonState* button_state = &g_ui.mouse_button_state[ev->button];
const uiMouseButtonState prev_state = *button_state;
*button_state = ev->button_state;
// If this is a mouse up event and a widget is currently being
// mouse-downed, send the event to that widget.
if ((ev->button_state == uiMouseUp) &&
!uiIsNullptr(g_ui.mouse_down.widget)) {
processed = ProcessMouseButtonEvent(g_ui.mouse_down.widget.widget, ev);
g_ui.mouse_down = (uiMouseDownState){0};
} else { // Mouse down or no widget.
uiWidget* target =
GetWidgetUnderMouse((uiWidget*)frame, ev->mouse_position);
if (target) {
processed = ProcessMouseButtonEvent(target, ev);
if (processed && (ev->button_state == uiMouseDown)) {
g_ui.mouse_down.widget = uiMakeWidgetPtr(target);
g_ui.mouse_down.start_point = ev->mouse_position;
} else {
g_ui.mouse_down = (uiMouseDownState){0};
}
}
}
if ((prev_state == uiMouseDown) && (ev->button_state == uiMouseUp)) {
// Click.
uiSendEvent(
frame,
&(uiInputEvent){
.type = uiEventMouseClick,
.mouse_click = (uiMouseClickEvent){
.button = ev->button, .mouse_position = ev->mouse_position}
});
}
break;
}
case uiEventMouseClick: {
const uiMouseClickEvent* ev = &event->mouse_click;
uiWidget* target =
GetWidgetUnderMouse((uiWidget*)frame, ev->mouse_position);
if (target) {
processed = ProcessMouseClickEvent(target, ev);
}
break;
}
case uiEventMouseScroll: {
const uiMouseScrollEvent* ev = &event->mouse_scroll;
uiWidget* target =
GetWidgetUnderMouse((uiWidget*)frame, ev->mouse_position);
if (target) {
processed = ProcessMouseScrollEvent(target, ev);
}
break;
}
case uiEventMouseMove: {
const uiMouseMoveEvent* ev = &event->mouse_move;
// If a widget is currently being moused-down, send the event to that
// widget.
if (!uiIsNullptr(g_ui.mouse_down.widget)) {
processed = ProcessMouseMoveEvent(g_ui.mouse_down.widget.widget, ev);
} else {
uiWidget* target =
GetWidgetUnderMouse((uiWidget*)frame, ev->mouse_position);
if (target) {
processed = ProcessMouseMoveEvent(target, ev);
}
}
break;
}
}
return processed;
}
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