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#include "CGEditor.hpp"
#include <iostream>
namespace cgeditor {
CGEditor::CGEditor() {
SBV = new Scrollbar(&status, false);
SBH = new Scrollbar(&status, true);
MT = new MoveTable(&status);
MA = new Margin(&status);
ME = new Menu(&status);
}
CGEditor::~CGEditor() {
delete SBV;
delete SBH;
delete MT;
delete MA;
delete ME;
}
void CGEditor::Draw() {
bool ShoudUpdateMouse = false;
if (status.LeftClick || status.RightClick) {
ShoudUpdateMouse = true;
}
// Should be refreshed before Scrollbar!
// To update status.MoveTableMaxX and status.MoveTableMaxY
MA->Refresh();
MT->Refresh();
MA->DrawMargin(MT->GetVariationsMarging());
SBV->Refresh();
SBH->Refresh();
ME->Refresh();
// Order matter
DrawComponent(MA);
DrawComponent(MT);
DrawComponent(SBV);
DrawComponent(SBH);
DrawComponent(ME);
// Update mouse events
status.LeftClick = false;
status.RightClick = false;
status.IsDrag = false;
if (ShoudUpdateMouse) {
status.LastMouseClicX = status.MouseX;
status.LastMouseClicY = status.MouseY;
}
}
void CGEditor::CallDrawElement(Element e) {
// For element that want to expands up to the edge
if (e.width < 0) {
if (e.ShouldApplyScroll) {
e.width =
status.CanvasWidth - status.ScrollbarWidth - (e.x + status.ScrollX);
} else {
e.width = status.CanvasWidth - status.ScrollbarWidth - e.x;
}
if (e.width < 0) {
e.width *= -1;
}
}
// Apply scroll
if (e.ShouldApplyScroll) {
e.x += status.ScrollX;
if (!e.IgnoreScrollY) {
e.y += status.ScrollY;
}
}
// Check if element visible if not just leave
if((e.x+e.width)<0 || status.CanvasWidth < e.x)
return;
if((e.y+e.height)<0 || status.CanvasHeight < e.y)
return;
// Check if mouse over
if (e.IsOver(status.MouseX, status.MouseY)) {
e.prop |= Property::Mouseover;
}
DrawElement(e);
}
void CGEditor::DrawComponent(Component *c) {
for (Element &e : c->GetElements()) {
CallDrawElement(e);
}
}
bool CGEditor::ProcessEvents(){
bool processed=false;
for(const cgeditor::Event &e: status.Events){
HandleEvent(e);
processed=true;
}
if(processed)
status.Events.clear();
return processed;
}
} // namespace cgeditor
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