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#include "Window.h"
#include "WindowManager.h"
#include "Event.h"
#include "Widget.h"
Window::Window(Object* parent)
: Object(parent)
{
WindowManager::the().addWindow(*this);
}
Window::~Window()
{
}
void Window::setMainWidget(Widget* widget)
{
if (m_mainWidget == widget)
return;
m_mainWidget = widget;
widget->setWindow(this);
}
void Window::setTitle(String&& title)
{
if (m_title == title)
return;
m_title = std::move(title);
WindowManager::the().notifyTitleChanged(*this);
}
void Window::setRect(const Rect& rect)
{
if (m_rect == rect)
return;
auto oldRect = m_rect;
m_rect = rect;
WindowManager::the().notifyRectChanged(*this, oldRect, m_rect);
}
void Window::event(Event& event)
{
if (event.isMouseEvent()) {
auto& me = static_cast<MouseEvent&>(event);
printf("Window{%p}: %s %d,%d\n", this, me.name(), me.x(), me.y());
if (m_mainWidget) {
auto result = m_mainWidget->hitTest(me.x(), me.y());
//printf("hit test for %d,%d found: %s{%p} %d,%d\n", me.x(), me.y(), result.widget->className(), result.widget, result.localX, result.localY);
// FIXME: Re-use the existing event instead of crafting a new one?
auto localEvent = make<MouseEvent>(event.type(), result.localX, result.localY, me.button());
result.widget->event(*localEvent);
return m_mainWidget->event(event);
}
return Object::event(event);
}
if (event.isPaintEvent()) {
if (isBeingDragged()) {
// Ignore paint events during window drag.
return;
}
if (m_mainWidget)
return m_mainWidget->event(event);
return Object::event(event);
}
return Object::event(event);
}
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