[Add] Window focus and event routing.
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8a902d3034
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@ -81,9 +81,7 @@ 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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/* Pass input to terminal. */
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desktop->handle_event(&event);
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term->handle_input(&event);
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}
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/* Clear screen. */
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@ -1,9 +1,14 @@
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#include <algorithm>
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#include "desktop.h"
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#include <SDL3/SDL_events.h>
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#include "gfx/shape_renderer.h"
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#include "gfx/txt_renderer.h"
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#include "ui/ui_window.h"
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Desktop::Desktop(void) {}
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Desktop::Desktop(void) {
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_focused_window = nullptr;
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}
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/* Desktop won't own the windows, so doesn't delete them. */
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Desktop::~Desktop(void) {}
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@ -13,11 +18,36 @@ void Desktop::add_window(UIWindow* window) {
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}
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void Desktop::handle_event(SDL_Event* event) {
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/* Just pass the even to all windows for the moment.
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* TODO: Only send event to the focused window.
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*/
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for(auto win : _windows) {
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win->handle_event(event);
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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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/* Find the top-most window that was clicked. */
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for(int i = _windows.size()-1; i >= 0; --i) {
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if(_windows[i]->is_point_inside(mouse_x, mouse_y)) {
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/* If not focused, focus it. */
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if(_windows[i] != _focused_window) {
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if(_focused_window) {
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_focused_window->set_focused(false);
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}
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_focused_window = _windows[i];
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_focused_window->set_focused(true);
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/* Move window to the front. */
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_windows.erase(_windows.begin() + i);
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_windows.push_back(_focused_window);
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}
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break;
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}
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}
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}
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if(_focused_window) {
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_focused_window->handle_event(event);
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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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}
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}
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}
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@ -18,4 +18,5 @@ public:
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private:
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std::vector<UIWindow*> _windows;
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UIWindow* _focused_window;
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};
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@ -11,12 +11,26 @@ UIWindow::UIWindow(const char* title, int x, int y, int width, int height) {
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_height = height;
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_content = nullptr;
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_is_dragging = false;
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_is_focused = false; /* Not focused by default? */
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}
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void UIWindow::set_content(Terminal* term) {
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_content = term;
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}
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void UIWindow::set_focused(bool focused) {
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_is_focused = focused;
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}
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Terminal* UIWindow::get_content(void) {
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return _content;
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}
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bool UIWindow::is_point_inside(int x, int y) {
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return (x >= _x && x <= _x + _width &&
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y >= _y && y <= _y + _height);
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}
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void UIWindow::render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer,
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int screen_height) {
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int title_bar_height = 30;
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@ -24,6 +38,7 @@ void UIWindow::render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer,
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/* Define colours. */
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float frame_color[] = { 0.2f, 0.2f, 0.25f };
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float title_bar_color[] = { 0.15f, 0.15f, 0.2f };
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float focused_title_bar_color[] = { 0.3f, 0.3f, 0.4f };
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float title_text_color[] = { 0.9f, 0.9f, 0.9f };
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/* Convert top-left coords to bottom-left for OpenGL. */
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@ -33,8 +48,13 @@ void UIWindow::render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer,
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shape_renderer->draw_rect(_x, y_gl, _width, _height, frame_color);
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/* Draw title bar. */
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if(_is_focused) {
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shape_renderer->draw_rect(_x, y_gl+_height-title_bar_height, _width, title_bar_height,
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focused_title_bar_color);
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} else {
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shape_renderer->draw_rect(_x, y_gl+_height-title_bar_height, _width, title_bar_height,
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title_bar_color);
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}
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/* Draw title text. */
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txt_renderer->render_text(_title.c_str(), _x+5, y_gl+_height-title_bar_height+8,
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@ -12,12 +12,16 @@ public:
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void render(ShapeRenderer* shape_renderer, TextRenderer* txt_renderer, int screen_height);
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void handle_event(SDL_Event* event);
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void set_focused(bool focused);
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bool is_point_inside(int x, int y);
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void set_content(Terminal* term);
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Terminal* get_content(void);
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private:
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int _x, _y, _width, _height;
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std::string _title;
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Terminal* _content;
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bool _is_focused; /* Managed by desktop. */
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bool _is_dragging;
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int _drag_offset_x, _drag_offset_y;
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