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This was SVN commit r23.
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@ -31,9 +31,6 @@ using namespace std;
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#include "input.h"
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// JW: how about having each object export hit_test(x,y),
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// instead of accessing the global mouse pos?
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int gui_mouse_x, gui_mouse_y;
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// called from main loop when (input) events are received.
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// event is passed to other handlers if false is returned.
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@ -49,7 +46,7 @@ bool gui_handler(const SDL_Event& ev)
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bool CGUI::HandleEvent(const SDL_Event& ev)
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{
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if(ev.type == SDL_MOUSEMOTION)
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gui_mouse_x = ev.motion.x, gui_mouse_y = ev.motion.y;
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mouse_x = ev.motion.x, mouse_y = ev.motion.y;
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// JW: (pre|post)process omitted; what're they for? why would we need any special button_released handling?
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@ -56,6 +56,10 @@ private:
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// Private typedefs
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typedef CGUIObject *(*ConstructObjectFunction)();
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// don't want to pass this around with the ChooseMouseOverAndClosest broadcast -
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// we'd need to pack this and pNearest in a struct
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u16 mouse_x, mouse_y;
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public:
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CGUI();
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~CGUI();
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@ -158,7 +162,6 @@ private:
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void Xerces_ReadSprite(XERCES_CPP_NAMESPACE::DOMElement *);
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void Xerces_ReadImage(XERCES_CPP_NAMESPACE::DOMElement *, CGUISprite &parent);
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private:
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// Variables
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@ -6,6 +6,7 @@ gee@pyro.nu
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//#include "stdafx."
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#include "GUI.h"
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#include "cgui.h"
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///#include "Parser/parser.h"
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#include <assert.h>
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@ -166,24 +167,22 @@ void CGUIObject::SetupBaseSettingsInfo(map_Settings &SettingsInfo)
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}
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extern int gui_mouse_x, gui_mouse_y; // declared in cgui.cpp
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// JW: how about MouseOver(mouse_x, mouse_y) instead of accessing the global mouse pos?
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//-------------------------------------------------------------------
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// Checks if mouse is over and returns result
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// Input:
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// x, y Absolute mouse position
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// mouse_x, mouse_y defined in CGUI
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//-------------------------------------------------------------------
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bool CGUIObject::MouseOver()
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{
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if (!GetGUI())
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CGUI* gui = GetGUI();
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if(!gui)
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throw PS_NEEDS_PGUI;
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return (gui_mouse_x >= m_BaseSettings.m_Size.left &&
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gui_mouse_x <= m_BaseSettings.m_Size.right &&
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gui_mouse_y >= m_BaseSettings.m_Size.bottom &&
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gui_mouse_y <= m_BaseSettings.m_Size.top);
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return (gui->mouse_x >= m_BaseSettings.m_Size.left &&
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gui->mouse_x <= m_BaseSettings.m_Size.right &&
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gui->mouse_y >= m_BaseSettings.m_Size.bottom &&
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gui->mouse_y <= m_BaseSettings.m_Size.top);
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}
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//-------------------------------------------------------------------
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