[Refactor] Improve window buttons and fix state handling.
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ea25cb6cc7
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@ -70,7 +70,7 @@ void GameState::start_single_player_now(int screen_width, int screen_height) {
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_init_desktop();
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}
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void GameState::handle_event(SDL_Event* event) {
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void GameState::handle_event(SDL_Event* event, int screen_width, int screen_height) {
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switch(_current_screen) {
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case Screen::MAIN_MENU:
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if(_main_menu) {
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@ -82,7 +82,7 @@ void GameState::handle_event(SDL_Event* event) {
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break;
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case Screen::DESKTOP:
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if(_desktop) {
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_desktop->handle_event(event, _screen_height);
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_desktop->handle_event(event, screen_width, screen_height);
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}
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break;
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}
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@ -23,7 +23,7 @@ public:
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void init(int screen_width, int screen_height);
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void start_single_player_now(int screen_width, int screen_height);
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void handle_event(SDL_Event* event);
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void handle_event(SDL_Event* event, int screen_width, int screen_height);
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void update(void);
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void render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer,
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int screen_height, bool show_cursor);
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@ -94,7 +94,7 @@ int main(int argc, char** argv) {
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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if(event.type == SDL_EVENT_QUIT) { running = false; }
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game_state->handle_event(&event);
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game_state->handle_event(&event, SCREEN_WIDTH, SCREEN_HEIGHT);
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}
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game_state->update();
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@ -55,7 +55,7 @@ void Desktop::_set_focused_window(UIWindow* window) {
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}
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}
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void Desktop::handle_event(SDL_Event* event, int screen_height) {
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void Desktop::handle_event(SDL_Event* event, int screen_width, int screen_height) {
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if(event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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int mouse_x = event->button.x;
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int mouse_y = event->button.y;
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@ -95,7 +95,8 @@ void Desktop::handle_event(SDL_Event* event, int screen_height) {
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}
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if(_focused_window) {
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_focused_window->handle_event(event);
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_focused_window->handle_event(event, screen_width, screen_height,
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_taskbar->get_height());
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Terminal* content = _focused_window->get_content();
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if(content && (event->type == SDL_EVENT_TEXT_INPUT || event->type == SDL_EVENT_KEY_DOWN)) {
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content->handle_input(event);
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@ -15,7 +15,7 @@ public:
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~Desktop(void);
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void add_window(std::unique_ptr<UIWindow> window);
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void handle_event(SDL_Event* event, int screen_height);
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void handle_event(SDL_Event* event, int screen_width, int screen_height);
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void update(void);
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void render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer, int screen_height,
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bool show_cursor);
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@ -18,7 +18,12 @@ UIWindow::UIWindow(const char* title, int x, int y, int width, int height) :
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_should_close(false),
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_state(WindowState::NORMAL),
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_is_resizing(false),
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_resize_margin(10) {}
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_resize_margin(10) {
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/* Init title bar buttons. */
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_title_bar_buttons.push_back({WindowButtonAction::CLOSE, {0.8f, 0.2f, 0.2f}});
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_title_bar_buttons.push_back({WindowButtonAction::MAXIMIZE, {0.2f, 0.8f, 0.2f}});
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_title_bar_buttons.push_back({WindowButtonAction::MINIMIZE, {0.8f, 0.8f, 0.2f}});
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}
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UIWindow::~UIWindow(void) {}
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@ -74,8 +79,6 @@ void UIWindow::render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer,
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const Color title_bar_color = { 0.15f, 0.15f, 0.2f };
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const Color focused_title_bar_color = { 0.3f, 0.3f, 0.4f };
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const Color title_text_color = { 0.9f, 0.9f, 0.9f };
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const Color close_button_color = { 0.8f, 0.2f, 0.2f };
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const Color minimize_button_color = { 0.8f, 0.8f, 0.2f };
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const Color resize_handle_color = { 0.9f, 0.9f, 0.9f };
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/* Convert top-left coords to bottom-left for OpenGL. */
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@ -97,14 +100,15 @@ void UIWindow::render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer,
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txt_renderer->render_text(_title.c_str(), _x+5, y_gl+_height-title_bar_height+8,
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1.0f, title_text_color);
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/* Draw close button. */
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shape_renderer->draw_rect(_x + _width - 25, y_gl + _height - title_bar_height + 5,
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20, 20, close_button_color);
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/* Draw minimize button. */
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shape_renderer->draw_rect(_x + _width - 50,
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y_gl + _height - title_bar_height + 5, 20, 20,
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minimize_button_color);
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/* Draw title bar buttons. */
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int button_size = 20;
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int button_margin = 5;
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int x_offset = _x + _width - button_size - button_margin;
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for(const auto& button : _title_bar_buttons) {
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shape_renderer->draw_rect(x_offset, y_gl + _height - title_bar_height + button_margin,
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button_size, button_size, button.color);
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x_offset -= (button_size + button_margin);
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}
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/* Draw Resize handle. */
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int corner_x = _x + _width;
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@ -119,36 +123,55 @@ void UIWindow::render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer,
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}
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}
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void UIWindow::handle_event(SDL_Event* event) {
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void UIWindow::handle_event(SDL_Event* event, int screen_width,
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int screen_height, int taskbar_height) {
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int title_bar_height = 30;
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if(event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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int mouse_x = event->button.x;
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int mouse_y = event->button.y;
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/* Check for close button click. */
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int close_button_x = _x + _width - 25;
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int close_button_y = _y + 5;
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if(mouse_x >= close_button_x && mouse_x <= close_button_x + 20 &&
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mouse_y >= close_button_y && mouse_y <= close_button_y + 20) {
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_should_close = true;
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return; /* Stop processing this event. */
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}
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/* Check for minimize button click. */
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int minimize_button_x = _x + _width - 50;
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int minimize_button_y = _y + 5;
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if(mouse_x >= minimize_button_x && mouse_x <= minimize_button_x + 20 &&
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mouse_y >= minimize_button_y && mouse_y <= minimize_button_y + 20) {
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minimize();
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return; /* Stop processing this event. */
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/* Check for title bar button clicks. */
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int button_size = 20;
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int button_margin = 5;
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int x_offset = _x + _width - button_size - button_margin;
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for(const auto& button : _title_bar_buttons) {
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if(mouse_x >= x_offset && mouse_x <= x_offset + button_size &&
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mouse_y >= _y + button_margin && mouse_y <= _y + button_margin + button_size) {
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switch(button.action) {
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case WindowButtonAction::CLOSE:
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_should_close = true;
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break;
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case WindowButtonAction::MAXIMIZE:
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if(_state == WindowState::MAXIMIZED) {
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_x = _pre_maximize_rect.x;
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_y = _pre_maximize_rect.y;
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_width = _pre_maximize_rect.w;
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_height = _pre_maximize_rect.h;
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_state = WindowState::NORMAL;
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} else {
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_pre_maximize_rect = { _x, _y, _width, _height };
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_x = 0; _y = taskbar_height;
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_width = screen_width; _height = screen_height - taskbar_height;
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_state = WindowState::MAXIMIZED;
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}
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break;
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case WindowButtonAction::MINIMIZE:
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minimize();
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break;
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}
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return; /* Button clicked, no need to process further. */
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}
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x_offset -= (button_size + button_margin);
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}
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/* Check for resize handle click (bottom-right corner). */
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if(is_mouse_over_resize_handle(mouse_x, mouse_y)) {
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if(is_mouse_over_resize_handle(mouse_x, mouse_y) &&
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_state != WindowState::MAXIMIZED) {
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_is_resizing = true;
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} else if(mouse_x >= _x && mouse_x <= _x + _width &&
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mouse_y >= _y && mouse_y <= _y + title_bar_height) {
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mouse_y >= _y && mouse_y <= _y + title_bar_height &&
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_state != WindowState::MAXIMIZED) {
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/* Is click within title bar? */
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_is_dragging = true;
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_drag_offset_x = mouse_x - _x;
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@ -13,6 +13,17 @@ enum class WindowState {
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MAXIMIZED
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};
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enum class WindowButtonAction {
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CLOSE,
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MAXIMIZE,
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MINIMIZE
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};
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struct TitleBarButton {
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WindowButtonAction action;
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Color color;
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};
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class UIWindow {
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public:
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UIWindow(const char* title, int x, int y, int width, int height);
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@ -20,7 +31,8 @@ public:
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void render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer, int screen_height,
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bool show_cursor);
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void handle_event(SDL_Event* event);
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void handle_event(SDL_Event* event, int screen_width, int screen_height,
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int taskbar_height);
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void minimize(void);
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void restore(void);
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bool is_minimized(void) const;
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@ -42,6 +54,7 @@ private:
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bool _is_hovered; /* Send scroll events even if not focused. */
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bool _should_close;
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std::vector<TitleBarButton> _title_bar_buttons;
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WindowState _state;
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bool _is_dragging;
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