Change focus cycle so invisible and deactivated widgets are skiped
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508431b030
commit
9a37cd2c2b
@ -305,12 +305,12 @@ void EventHandler::processGUIAction(const PlayerAction action,
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case PA_ACCEL:
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case PA_MENU_UP:
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navigateUp(playerID, type, pressedDown);
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navigate(playerID, type, pressedDown, true);
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break;
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case PA_BRAKE:
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case PA_MENU_DOWN:
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navigateDown(playerID, type, pressedDown);
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navigate(playerID, type, pressedDown, false);
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break;
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case PA_RESCUE:
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@ -364,10 +364,14 @@ const bool NAVIGATION_DEBUG = false;
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#pragma mark Private methods
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#endif
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void EventHandler::navigateUp(const int playerID, Input::InputType type, const bool pressedDown)
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/**
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* Focus the next widget either downwards or upwards.
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*
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* \param reverse True means navigating up, false means down.
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*/
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void EventHandler::navigate(const int playerID, Input::InputType type, const bool pressedDown, const bool reverse)
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{
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//std::cout << "Naviagte up!\n";
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IGUIElement *el = NULL/*, *first=NULL*/, *closest=NULL;
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IGUIElement *el = NULL, *closest = NULL;
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if (type == Input::IT_STICKBUTTON && !pressedDown)
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return;
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@ -378,19 +382,22 @@ void EventHandler::navigateUp(const int playerID, Input::InputType type, const b
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el = w->getIrrlichtElement();
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}
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// list widgets are a bit special, because up/down keys are also used
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// to navigate between various list items, not only to navigate between
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// components
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if (w != NULL && w->m_type == WTYPE_LIST)
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{
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ListWidget* list = (ListWidget*)w;
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ListWidget* list = (ListWidget*) w;
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const bool stay_within_list = list->getSelectionID() > 0;
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const bool stay_within_list = reverse ? list->getSelectionID() > 0 :
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list->getSelectionID() < list->getItemCount() - 1;
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if (stay_within_list)
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{
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list->setSelectionID(list->getSelectionID()-1);
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if (reverse)
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list->setSelectionID(list->getSelectionID() - 1);
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else
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list->setSelectionID(list->getSelectionID() + 1);
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return;
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}
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else
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@ -399,16 +406,15 @@ void EventHandler::navigateUp(const int playerID, Input::InputType type, const b
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}
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}
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if (w != NULL && w->m_tab_up_root != -1)
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if (w != NULL && ((reverse && w->m_tab_up_root != -1) || (!reverse && w->m_tab_down_root != -1)))
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{
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Widget* up = GUIEngine::getWidget( w->m_tab_up_root );
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assert( up != NULL );
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el = up->getIrrlichtElement();
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Widget* next = GUIEngine::getWidget(reverse ? w->m_tab_up_root : w->m_tab_down_root);
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assert(next != NULL);
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el = next->getIrrlichtElement();
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if (el == NULL)
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{
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std::cerr << "WARNING : m_tab_down_root is set to an ID for which I can't find the widget\n";
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std::cerr << "WARNING : m_tab_down/up_root is set to an ID for which I can't find the widget\n";
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return;
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}
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}
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@ -424,190 +430,69 @@ void EventHandler::navigateUp(const int playerID, Input::InputType type, const b
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// find closest widget
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if (el != NULL && el->getTabGroup() != NULL)
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{
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// if the current widget is e.g. 15, search for widget 14, 13, 12, ... (up to 10 IDs may be missing)
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for (int n=1; n<10 && !found; n++)
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// Up: if the current widget is e.g. 15, search for widget 14, 13, 12, ... (up to 10 IDs may be missing)
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// Down: if the current widget is e.g. 5, search for widget 6, 7, 8, 9, ..., 15 (up to 10 IDs may be missing)
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for (int n = 1; n < 10 && !found; n++)
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{
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closest = GUIEngine::getGUIEnv()->getRootGUIElement()->getElementFromId(el->getTabOrder() - n, true);
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closest = GUIEngine::getGUIEnv()->getRootGUIElement()->getElementFromId(el->getTabOrder() + (reverse ? -n : n), true);
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if (closest != NULL && Widget::isFocusableId(closest->getID()))
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{
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if (NAVIGATION_DEBUG) std::cout << "Navigating up to " << closest->getID() << std::endl;
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Widget* closestWidget = GUIEngine::getWidget( closest->getID() );
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if (playerID != PLAYER_ID_GAME_MASTER && !closestWidget->m_supports_multiplayer) return;
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// if a dialog is shown, restrict to items in the dialog
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if (ModalDialog::isADialogActive() && !ModalDialog::getCurrent()->isMyChild(closestWidget))
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{
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continue;
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if (NAVIGATION_DEBUG)
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{
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std::cout << "Navigating " << (reverse ? "up" : "down") << " to " << closest->getID() << std::endl;
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}
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// when focusing a list by going up, select the last item of the list
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assert (closestWidget != NULL);
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assert(closestWidget != NULL);
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if (!closestWidget->isVisible() || !closestWidget->isActivated())
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continue;
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closestWidget->setFocusForPlayer(playerID);
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// another list exception : when entering a list by going down, select the first item
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// when focusing a list by going up, select the last item of the list
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if (closestWidget->m_type == WTYPE_LIST)
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{
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IGUIListBox* list = (IGUIListBox*)(closestWidget->m_element);
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ListWidget* list = (ListWidget*) closestWidget;
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assert(list != NULL);
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list->setSelected( list->getItemCount()-1 );
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return;
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list->setSelectionID(reverse ? list->getItemCount() - 1 : 0);
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}
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found = true;
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}
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} // end for
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}
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if (!found)
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{
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if (NAVIGATION_DEBUG)
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{
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std::cout << "EventHandler::navigateUp : wrap around, selecting the last widget\n";
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}
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std::cout << "EventHandler::navigat : wrap around\n";
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// select the last widget
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Widget* lastWidget = NULL;
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// select the last/first widget
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Widget* wrapWidget = NULL;
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if (ModalDialog::isADialogActive())
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{
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lastWidget = ModalDialog::getCurrent()->getLastWidget();
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wrapWidget = reverse ? ModalDialog::getCurrent()->getLastWidget() :
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ModalDialog::getCurrent()->getFirstWidget();
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}
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else
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{
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Screen* screen = GUIEngine::getCurrentScreen();
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if (screen == NULL) return;
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lastWidget = screen->getLastWidget();
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wrapWidget = reverse ? screen->getLastWidget() :
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screen->getFirstWidget();
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}
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if (lastWidget != NULL) lastWidget->setFocusForPlayer(playerID);
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}
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}
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// -----------------------------------------------------------------------------
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void EventHandler::navigateDown(const int playerID, Input::InputType type, const bool pressedDown)
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{
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//std::cout << "Naviagte down!\n";
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IGUIElement *el = NULL, *closest = NULL;
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if (type == Input::IT_STICKBUTTON && !pressedDown)
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return;
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Widget* w = GUIEngine::getFocusForPlayer(playerID);
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if (w != NULL)
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{
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el = w->getIrrlichtElement();
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}
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//std::cout << "!!! Player " << playerID << " navigating down of " << w->m_element->getID() << std::endl;
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// list widgets are a bit special, because up/down keys are also used
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// to navigate between various list items, not only to navigate between
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// components
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if (w != NULL && w->m_type == WTYPE_LIST)
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{
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ListWidget* list = (ListWidget*)w;
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const bool stay_within_list = list->getSelectionID() < list->getItemCount()-1;
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if (stay_within_list)
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{
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list->setSelectionID(list->getSelectionID()+1);
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return;
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}
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else
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{
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list->setSelectionID(-1);
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}
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}
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if (w != NULL && w->m_tab_down_root != -1)
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{
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Widget* down = GUIEngine::getWidget( w->m_tab_down_root );
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assert(down != NULL);
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el = down->getIrrlichtElement();
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if (el == NULL)
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{
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std::cerr << "WARNING : m_tab_down_root is set to an ID for which I can't find the widget\n";
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return;
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}
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}
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// don't allow navigating to any widget when a dialog is shown; only navigate to widgets in the dialog
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if (ModalDialog::isADialogActive() && !ModalDialog::getCurrent()->isMyIrrChild(el))
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{
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el = NULL;
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}
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bool found = false;
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if (el != NULL && el->getTabGroup() != NULL)
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{
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// if the current widget is e.g. 5, search for widget 6, 7, 8, 9, ..., 15 (up to 10 IDs may be missing)
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for (int n=1; n<10 && !found; n++)
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{
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closest = GUIEngine::getGUIEnv()->getRootGUIElement()->getElementFromId(el->getTabOrder() + n, true);
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if (closest != NULL && Widget::isFocusableId(closest->getID()))
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{
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Widget* closestWidget = GUIEngine::getWidget( closest->getID() );
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if (playerID != PLAYER_ID_GAME_MASTER && !closestWidget->m_supports_multiplayer) return;
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// if a dialog is shown, restrict to items in the dialog
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if (ModalDialog::isADialogActive() && !ModalDialog::getCurrent()->isMyChild(closestWidget))
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{
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continue;
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}
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if (NAVIGATION_DEBUG)
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{
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std::cout << "Navigating down to " << closestWidget->getID() << "\n";
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}
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assert( closestWidget != NULL );
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closestWidget->setFocusForPlayer(playerID);
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// another list exception : when entering a list, select the first item
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if (closestWidget->m_type == WTYPE_LIST)
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{
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IGUIListBox* list = (IGUIListBox*)(closestWidget->m_element);
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assert(list != NULL);
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list->setSelected(0);
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}
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found = true;
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}
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} // end for
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}
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if (!found)
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{
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if (NAVIGATION_DEBUG) std::cout << "Navigating down : wrap around\n";
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// select the first widget
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Widget* firstWidget = NULL;
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if (ModalDialog::isADialogActive())
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{
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//std::cout << "w = ModalDialog::getCurrent()->getFirstWidget();\n";
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firstWidget = ModalDialog::getCurrent()->getFirstWidget();
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}
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else
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{
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Screen* screen = GUIEngine::getCurrentScreen();
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if (screen == NULL) return;
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firstWidget = screen->getFirstWidget();
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}
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if (firstWidget != NULL) firstWidget->setFocusForPlayer(playerID);
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if (wrapWidget != NULL) wrapWidget->setFocusForPlayer(playerID);
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}
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}
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@ -62,8 +62,7 @@ namespace GUIEngine
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EventPropagation onGUIEvent(const irr::SEvent& event);
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EventPropagation onWidgetActivated(Widget* w, const int playerID);
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void navigateUp(const int playerID, Input::InputType type, const bool pressedDown);
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void navigateDown(const int playerID, Input::InputType type, const bool pressedDown);
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void navigate(const int playerID, Input::InputType type, const bool pressedDown, const bool reverse);
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/** \brief send an event to the GUI module user's event callback
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* \param widget the widget that triggerred this event
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