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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()
{
delete m_mainWidget;
m_mainWidget = nullptr;
if (parent())
parent()->removeChild(*this);
WindowManager::the().removeWindow(*this);
}
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::repaint()
{
event(*make<PaintEvent>());
}
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());
return result.widget->event(*localEvent);
}
return Object::event(event);
}
if (event.isPaintEvent()) {
auto& pe = static_cast<PaintEvent&>(event);
printf("Window[\"%s\"]: paintEvent %d,%d %dx%d\n", className(),
pe.rect().x(),
pe.rect().y(),
pe.rect().width(),
pe.rect().height());
if (isBeingDragged()) {
// Ignore paint events during window drag.
return;
}
if (m_mainWidget) {
if (pe.rect().isEmpty())
return m_mainWidget->event(*make<PaintEvent>(m_mainWidget->rect()));
else
return m_mainWidget->event(event);
}
return Object::event(event);
}
if (event.isKeyEvent()) {
if (m_focusedWidget)
return m_focusedWidget->event(event);
return Object::event(event);
}
return Object::event(event);
}
bool Window::isActive() const
{
return WindowManager::the().activeWindow() == this;
}
bool Window::isVisible() const
{
return WindowManager::the().isVisible(const_cast<Window&>(*this));
}
void Window::setFocusedWidget(Widget* widget)
{
if (m_focusedWidget.ptr() == widget)
return;
auto* previouslyFocusedWidget = m_focusedWidget.ptr();
if (!widget) {
m_focusedWidget = nullptr;
} else {
m_focusedWidget = widget->makeWeakPtr();
m_focusedWidget->repaint(Rect());
}
if (previouslyFocusedWidget)
previouslyFocusedWidget->repaint(Rect());
}
void Window::close()
{
WindowManager::the().removeWindow(*this);
deleteLater();
}
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