482 lines
15 KiB
C++
482 lines
15 KiB
C++
//
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// GUI.CPP
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//
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// Graphical User Interface support
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// by James Hammons
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//
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// JLH = James Hammons <jlhamm@acm.org>
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//
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// WHO WHEN WHAT
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// --- ---------- ------------------------------------------------------------
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// JLH 02/03/2006 Created this file
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// JLH 03/13/2006 Added functions to allow shutting down GUI externally
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// JLH 03/22/2006 Finalized basic multiple window support
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//
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// STILL TO DO:
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//
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// - Memory leak on quitting with a window active [DONE]
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// - Multiple window handling [DONE]
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//
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#include "gui.h"
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#include "menu.h" // Element class methods are pulled in here...
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#include "window.h"
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#include "button.h"
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#include "text.h"
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#include "diskwindow.h"
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#include "video.h"
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#include "apple2.h"
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// Debug support
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//#define DEBUG_MAIN_LOOP
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// New main screen buffering
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// This works, but the colors are rendered incorrectly. Also, it seems that there's
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// fullscreen blitting still going on--dragging the disk is fast at first but then
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// gets painfully slow. Not sure what's going on there.
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//#define USE_NEW_MAINBUFFERING
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//#ifdef DEBUG_MAIN_LOOP
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#include "log.h"
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//#endif
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/*
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Work flow: Draw floppy drive.
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If disk in drive, MO shows eject graphic, otherwise show load graphic.
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If hit 'new blank image':
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If disk in drive, ask if want to save if modified
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else, load it
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If hit 'swap disks', swap disks.
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*/
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GUI::GUI(SDL_Surface * surface): menuItem(new MenuItems())
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{
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Element::SetScreen(surface);
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// windowList.push_back(new Menu());
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// Create drive windows, and config windows here...
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windowList.push_back(new Window(30, 30, 200, 100));
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windowList.push_back(new Window(30, 140, 200, 100));
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windowList.push_back(new Button(30, 250, "Click!"));
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windowList.push_back(new Text(30, 20, floppyDrive.GetImageName(0)));
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windowList.push_back(new Text(30, 130, floppyDrive.GetImageName(1)));
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windowList.push_back(new DiskWindow(&floppyDrive, 240, 20));
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}
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GUI::~GUI()
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{
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// Clean up menuItem, if any
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if (menuItem)
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delete menuItem;
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// Clean up the rest
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for(std::list<Element *>::iterator i=windowList.begin(); i!=windowList.end(); i++)
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if (*i)
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delete *i;
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}
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void GUI::AddMenuTitle(const char * title)
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{
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menuItem->title = title;
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menuItem->item.clear();
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}
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void GUI::AddMenuItem(const char * item, Element * (* a)(void)/*= NULL*/, SDL_Scancode k/*= SDLK_UNKNOWN*/)
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{
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menuItem->item.push_back(NameAction(item, a, k));
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}
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void GUI::CommitItemsToMenu(void)
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{
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//We could just do a simple check here to see if more than one item is in the list,
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//and if so fail. Make it so you build the menu first before allowing any other action. [DONE]
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//Right now, we just silently fail...
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if (windowList.size() > 1)
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{
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WriteLog("GUI: Can't find menu--more than one item in windowList!\n");
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return;
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}
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((Menu *)(*windowList.begin()))->Add(*menuItem);
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}
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void GUI::Run(void)
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{
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exitGUI = false;
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showMouse = true;
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SDL_Event event;
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std::list<Element *>::iterator i;
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// Not sure what replaces this in SDL2...
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// SDL_EnableKeyRepeat(150, 75);
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// Also: Need to pick up backbuffer (for those windows that have them)
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// BEFORE drawing...
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// Initial update... [Now handled correctly in the constructor]
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// Uh, still needed here, though... Only makes sense that it should
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->Draw();
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#ifndef USE_NEW_MAINBUFFERING
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RenderScreenBuffer();
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#else
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FlipMainScreen();
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#endif
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// Main loop
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while (!exitGUI)
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{
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// if (SDL_PollEvent(&event))
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if (SDL_WaitEvent(&event))
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog("An event was found!");
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#endif
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if (event.type == SDL_USEREVENT)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_USEREVENT\n");
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#endif
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//Mebbe add another user event for screen refresh? Why not!
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if (event.user.code == WINDOW_CLOSE)
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{
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for(i=windowList.begin(); i!=windowList.end(); i++)
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{
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if (*i == (Element *)event.user.data1)
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{
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delete *i;
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windowList.erase(i);
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break;
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}
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}
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}
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else if (event.user.code == MENU_ITEM_CHOSEN)
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{
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// Confused? Let me enlighten... What we're doing here is casting
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// data1 as a pointer to a function which returns a Element pointer and
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// which takes no parameters (the "(Element *(*)(void))" part), then
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// derefencing it (the "*" in front of that) in order to call the
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// function that it points to. Clear as mud? Yeah, I hate function
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// pointers too, but what else are you gonna do?
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Element * window = (*(Element *(*)(void))event.user.data1)();
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if (window)
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windowList.push_back(window);
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while (SDL_PollEvent(&event)); // Flush the event queue...
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event.type = SDL_MOUSEMOTION;
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int mx, my;
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SDL_GetMouseState(&mx, &my);
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event.motion.x = mx, event.motion.y = my;
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SDL_PushEvent(&event); // & update mouse position...!
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oldMouse.x = mouse.x, oldMouse.y = mouse.y;
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mouse.x = mx, mouse.y = my; // This prevents "mouse flash"...
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}
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//There's a *small* problem with the following approach--if a window and a bunch of
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//child widgets send this message, we'll get a bunch of unnecessary refresh events...
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//This could be controlled by having the main window refresh itself intelligently...
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//What we could do instead is set a variable in Element and check it after the fact
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//to see whether or not a refresh is needed.
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//[This is what we do now.]
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//Dirty rectangle is also possible...
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else if (event.user.code == SCREEN_REFRESH_NEEDED)
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#ifndef USE_NEW_MAINBUFFERING
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RenderScreenBuffer();
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#else
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FlipMainScreen();
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#endif
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}
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//Not sure what to do here for SDL2...
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#if 0
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else if (event.type == SDL_ACTIVEEVENT)
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{
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//Need to do a screen refresh here...
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if (event.active.state == SDL_APPMOUSEFOCUS)
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showMouse = (event.active.gain ? true : false);
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#ifndef USE_NEW_MAINBUFFERING
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RenderScreenBuffer();
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#else
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FlipMainScreen();
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#endif
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}
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#endif
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else if (event.type == SDL_KEYDOWN)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_KEYDOWN\n");
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#endif
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if (event.key.keysym.sym == SDLK_F1)
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exitGUI = true;
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//Not sure that this is the right way to handle this...
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//Probably should only give this to the top level window...
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// for(i=windowList.begin(); i!=windowList.end(); i++)
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// (*i)->HandleKey(event.key.keysym.sym);
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windowList.back()->HandleKey(event.key.keysym.scancode);
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}
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else if (event.type == SDL_MOUSEMOTION)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_MOUSEMOTION\n");
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#endif
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//This is for tracking a custom mouse cursor, which we're not doing--YET.
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oldMouse.x = mouse.x, oldMouse.y = mouse.y;
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mouse.x = event.motion.x, mouse.y = event.motion.y;
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//Not sure that this is the right way to handle this...
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//Right now, we should probably only do mouseover for the last item in the list...
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//And now we do!
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//Though, it seems to screw other things up. Maybe it IS better to pass it to all windows?
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//Or maybe to just the ones that aren't completely obscured?
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//Probably. Right now, a disk's close button that should be obscured by one sitting on
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//top of it gets redrawn. Not good. !!! FIX !!!
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseMove(mouse.x, mouse.y);
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// windowList.back()->HandleMouseMove(mouse.x, mouse.y);
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}
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else if (event.type == SDL_MOUSEBUTTONDOWN)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_MOUSEBUTTONDOWN\n");
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#endif
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//Not sure that this is the right way to handle this...
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// What we should do here is ensure that whatever has been clicked on gets moved to the
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// highest priority--in our current data schema that would be the end of the list... !!! FIX !!!
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//[DONE]
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/*
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We could do the following:
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- Go through list and find which window has been clicked on (if any). If more
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than one is clicked on, take the one highest in the Z order (closer to the end
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of the list).
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- If item is highest in Z order, pass click through to window and exit.
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- Otherwise, restore backing store on each window in reverse order.
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- Remove item clicked on from the list. Put removed item at the end of the list.
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- Go through list and pass click through to each window in the list. Also do a
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blit to backing store and a Draw() for each window.
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Could also do a check (if not clicked on highest Z window) to see which windows
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it overlaps and just do restore/redraw for those that overlap. To wit:
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- Create new list containing only those windows that overlap the clicking on window.
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- Go through list and do a blit to backing store and a Draw() for each window.
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- Go through list and pass click through to each window in the list.
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*/
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#if 0
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#if 0
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseButton(event.button.x, event.button.y, true);
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#else
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// We use the 1st algorithm here, since it's simpler. If we need to, we can optimize
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// to the 2nd...
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// Walk backward through the list and see if a window was hit.
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// This will automagically return us the window with the highest Z.
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std::list<Element *>::reverse_iterator ri;
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std::list<Element *>::iterator hit;// = windowList.end();
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for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
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{
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if ((*ri)->Inside(event.button.x, event.button.y))
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{
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// Here's a bit of STL weirdness: Converting from a reverse
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// iterator to a regular iterator requires backing the iterator
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// up a position after grabbing it's base() OR going forward
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// one position with the reverse iterator before grabbing base().
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// Ugly, but it gets the job done...
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hit = (++ri).base();
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// Put it back where we found it, so the tests following this
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// don't fail...
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ri--;
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break;
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}
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}
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// If we hit the highest in the list, then pass the event through
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// to the window for handling. if we hit no windows, then pass the
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// event to all windows. Otherwise, we need to shuffle windows.
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//NOTE: We need to pass the click to all windows regardless of whether they're topmost or not...
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if (ri == windowList.rbegin())
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{
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseButton(event.button.x, event.button.y, true);
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}
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else if (ri == windowList.rend())
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{
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseButton(event.button.x, event.button.y, true);
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}
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else
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{
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// - Otherwise, restore backing store on each window in reverse order.
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for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
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(*ri)->RestoreScreenFromBackstore();
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// At this point, the screen has been restored...
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// - Remove item clicked on from the list. Put removed item at the end of the list.
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windowList.push_back(*hit);
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windowList.erase(hit);
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// - Go through list and pass click through to each window in the list. Also do a
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// blit to backing store and a Draw() for each window.
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for(i=windowList.begin(); i!= windowList.end(); i++)
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{
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// Grab bg into backstore
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(*i)->SaveScreenToBackstore();
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// Pass click
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(*i)->HandleMouseButton(event.button.x, event.button.y, true);
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// Draw?
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(*i)->Draw();
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}
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}
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#endif
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#endif
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/*
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A slightly different way to handle this would be to loop through all windows, compare
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all those above it to see if they obscure it; if so then subdivide it's update rectangle
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to eliminate drawing the parts that aren't shown. The beauty of this approach is that
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you don't have to care what order the windows are drawn in and you don't need to worry
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about the order of restoring the backing store.
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You *do* still need to determine the Z-order of the windows, in order to get the subdivisions
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correct, but that's not too terrible.
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Also, when doing a window drag, the coverage lists for all windows have to be regenerated.
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*/
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std::list<Element *>::reverse_iterator ri;
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bool movedWindow = false;
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for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
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{
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if ((*ri)->Inside(event.button.x, event.button.y))
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{
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// Remove item clicked on from the list & put removed item at the
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// end of the list, thus putting the window at the top of the Z
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// order. But IFF window is not already topmost!
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if (ri != windowList.rbegin())
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{
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windowList.push_back(*ri);
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// Here's a bit of STL weirdness: Converting from a reverse
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// iterator to a regular iterator requires backing the iterator
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// up a position after grabbing it's base() OR going forward
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// one position with the reverse iterator before grabbing base().
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// Ugly, but it get the job done...
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windowList.erase((++ri).base());
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movedWindow = true;
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}
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break;
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}
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}
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//Small problem here: we should only pass the *hit* to the topmost window and pass
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//*misses* to everyone else... Otherwise, you can have overlapping draggable windows
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//and be able to drag both by clicking on a point that intersects both...
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//(though that may be an interesting way to handle things!)
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//The thing is that you want to do it on purpose (like with a special grouping widget)
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//instead of by accident. So, !!! FIX !!!
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// Pass the click on to all windows
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// for(i=windowList.begin(); i!=windowList.end(); i++)
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// (*i)->HandleMouseButton(event.button.x, event.button.y, true);
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windowList.back()->HandleMouseButton(event.button.x, event.button.y, true);
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// // & bail if nothing changed...
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if (movedWindow)
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// return;
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{
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// Check for overlap/build coverage lists [O((n^2)/2) algorithm!]
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//One way to optimize this would be to only reset coverage lists from the point in
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//the Z order where the previous window was.
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for(i=windowList.begin(); i!=windowList.end(); i++)
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{
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//One other little quirk: Probably need to clear the backing store as well!
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//Not sure...
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(*i)->ResetCoverageList();
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// This looks odd, but it's just a consequence of iterator weirdness.
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// Otherwise we could just stick a j+1 in the for loop below. :-P
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std::list<Element *>::iterator j = i;
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j++;
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for(; j!=windowList.end(); j++)
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(*i)->AdjustCoverageList((*j)->GetExtents());
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// (*i)->HandleMouseButton(event.button.x, event.button.y, true);
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(*i)->Draw();
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}
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}
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}
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else if (event.type == SDL_MOUSEBUTTONUP)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_MOUSEBUTTONUP\n");
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#endif
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//Not sure that this is the right way to handle this...
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseButton(event.button.x, event.button.y, false);
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//I think we should only do topmost here...
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//Or should we???
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// windowList.back()->HandleMouseButton(event.button.x, event.button.y, false);
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}
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#ifdef DEBUG_MAIN_LOOP
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else
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WriteLog(" -- Unknown event\n");
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#endif
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if (Element::ScreenNeedsRefreshing())
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{
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#ifndef USE_NEW_MAINBUFFERING
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#ifdef DEBUG_MAIN_LOOP
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WriteLog("Screen refresh called!\n");
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#endif
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RenderScreenBuffer();
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Element::ScreenWasRefreshed();
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#else
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FlipMainScreen();
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Element::ScreenWasRefreshed();
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#endif
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}
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}
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//hm. Works, but slows things way down.
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//Now we use WaitEvents() instead. Yay!
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//SDL_Delay(10);
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}
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// Not sure what to do for this in SDL 2...
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// SDL_EnableKeyRepeat(0, 0);
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// return false;
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}
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void GUI::Stop(void)
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{
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exitGUI = true;
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}
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