mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-18 09:19:17 +01:00
9e79c9d99b
* code cleanup
841 lines
19 KiB
C++
841 lines
19 KiB
C++
/****************************************************************************
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* libwiigui
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*
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* Tantric 2009
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*
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* gui_element.cpp
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*
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* GUI class definitions
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***************************************************************************/
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#include "gui.h"
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/**
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* Constructor for the Object class.
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*/
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//mutex_t GuiElement::mutex = LWP_MUTEX_NULL;
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mutex_t GuiElement::_lock_mutex = LWP_MUTEX_NULL;
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GuiElement::GuiElement()
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{
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xoffset = 0;
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yoffset = 0;
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zoffset = 0;
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xmin = 0;
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xmax = 0;
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ymin = 0;
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ymax = 0;
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width = 0;
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height = 0;
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alpha = 255;
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scale = 1;
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state = STATE_DEFAULT;
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stateChan = -1;
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trigger[0] = NULL;
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trigger[1] = NULL;
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trigger[2] = NULL;
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trigger[3] = NULL;
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trigger[4] = NULL;
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trigger[5] = NULL;
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parentElement = NULL;
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rumble = true;
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selectable = false;
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clickable = false;
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holdable = false;
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visible = true;
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focus = -1; // cannot be focused
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updateCB = NULL;
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yoffsetDyn = 0;
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xoffsetDyn = 0;
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yoffsetDynFloat = 0;
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alphaDyn = -1;
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scaleDyn = 1;
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effects = 0;
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effectAmount = 0;
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effectTarget = 0;
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effectsOver = 0;
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effectAmountOver = 0;
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effectTargetOver = 0;
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frequency = 0.0f;
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changervar = 0;
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degree = -90.0f;
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circleamount = 360.0f;
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Radius = 150;
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angleDyn = 0.0f;
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anglespeed = 0.0f;
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// default alignment - align to top left
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alignmentVert = ALIGN_TOP;
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alignmentHor = ALIGN_LEFT;
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// if(mutex == LWP_MUTEX_NULL) LWP_MutexInit(&mutex, true);
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if ( _lock_mutex == LWP_MUTEX_NULL ) LWP_MutexInit( &_lock_mutex, true );
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_lock_thread = LWP_THREAD_NULL;
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_lock_count = 0;
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_lock_queue = LWP_TQUEUE_NULL;
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}
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/**
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* Destructor for the GuiElement class.
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*/
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GuiElement::~GuiElement()
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{
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// LWP_MutexDestroy(mutex);
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}
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void GuiElement::SetParent( GuiElement * e )
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{
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LOCK( this );
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parentElement = e;
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}
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GuiElement * GuiElement::GetParent()
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{
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return parentElement;
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}
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/**
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* Get the left position of the GuiElement.
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* @see SetLeft()
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* @return Left position in pixel.
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*/
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int GuiElement::GetLeft()
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{
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int x = 0;
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int pWidth = 0;
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int pLeft = 0;
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if ( parentElement )
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{
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pWidth = parentElement->GetWidth();
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pLeft = parentElement->GetLeft();
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}
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if ( effects & ( EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT | EFFECT_GOROUND | EFFECT_ROCK_VERTICLE ) )
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pLeft += xoffsetDyn;
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switch ( alignmentHor )
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{
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case ALIGN_LEFT:
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x = pLeft;
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break;
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case ALIGN_CENTRE:
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x = pLeft + ( pWidth / 2 ) - ( width / 2 );
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break;
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case ALIGN_RIGHT:
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x = pLeft + pWidth - width;
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break;
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}
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return x + xoffset;
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}
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/**
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* Get the top position of the GuiElement.
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* @see SetTop()
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* @return Top position in pixel.
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*/
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int GuiElement::GetTop()
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{
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int y = 0;
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int pHeight = 0;
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int pTop = 0;
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if ( parentElement )
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{
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pHeight = parentElement->GetHeight();
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pTop = parentElement->GetTop();
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}
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if ( effects & ( EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT | EFFECT_GOROUND | EFFECT_ROCK_VERTICLE ) )
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pTop += yoffsetDyn;
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switch ( alignmentVert )
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{
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case ALIGN_TOP:
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y = pTop;
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break;
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case ALIGN_MIDDLE:
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y = pTop + ( pHeight / 2 ) - ( height / 2 );
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break;
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case ALIGN_BOTTOM:
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y = pTop + pHeight - height;
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break;
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}
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return y + yoffset;
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}
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void GuiElement::SetMinX( int x )
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{
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LOCK( this );
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xmin = x;
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}
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int GuiElement::GetMinX()
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{
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return xmin;
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}
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void GuiElement::SetMaxX( int x )
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{
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LOCK( this );
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xmax = x;
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}
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int GuiElement::GetMaxX()
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{
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return xmax;
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}
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void GuiElement::SetMinY( int y )
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{
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LOCK( this );
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ymin = y;
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}
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int GuiElement::GetMinY()
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{
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return ymin;
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}
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void GuiElement::SetMaxY( int y )
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{
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LOCK( this );
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ymax = y;
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}
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int GuiElement::GetMaxY()
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{
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return ymax;
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}
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/**
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* Get the width of the GuiElement.
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* @see SetWidth()
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* @return Width of the GuiElement.
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*/
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int GuiElement::GetWidth()
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{
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return width;
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}
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/**
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* Get the height of the GuiElement.
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* @see SetHeight()
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* @return Height of the GuiElement.
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*/
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int GuiElement::GetHeight()
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{
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return height;
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}
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/**
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* Set the width and height of the GuiElement.
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* @param[in] Width Width in pixel.
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* @param[in] Height Height in pixel.
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* @see SetWidth()
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* @see SetHeight()
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*/
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void GuiElement::SetSize( int w, int h )
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{
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LOCK( this );
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width = w;
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height = h;
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}
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/**
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* Get visible.
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* @see SetVisible()
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* @return true if visible, false otherwise.
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*/
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bool GuiElement::IsVisible()
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{
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return visible;
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}
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/**
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* Set visible.
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* @param[in] Visible Set to true to show GuiElement.
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* @see IsVisible()
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*/
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void GuiElement::SetVisible( bool v )
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{
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LOCK( this );
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visible = v;
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}
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void GuiElement::SetAlpha( int a )
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{
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LOCK( this );
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alpha = a;
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}
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int GuiElement::GetAlpha()
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{
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int a;
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if ( alphaDyn >= 0 )
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a = alphaDyn;
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else
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a = alpha;
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if ( parentElement )
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a *= parentElement->GetAlpha() / 255.0;
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return a;
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}
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float GuiElement::GetAngleDyn()
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{
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float a = 0.0;
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if ( angleDyn )
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a = angleDyn;
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if ( parentElement && !angleDyn )
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a = parentElement->GetAngleDyn();
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return a;
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}
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void GuiElement::SetScale( float s )
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{
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LOCK( this );
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scale = s;
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}
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float GuiElement::GetScale()
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{
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float s = scale * scaleDyn;
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if ( parentElement )
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s *= parentElement->GetScale();
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return s;
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}
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int GuiElement::GetState()
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{
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return state;
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}
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int GuiElement::GetStateChan()
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{
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return stateChan;
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}
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void GuiElement::SetState( int s, int c )
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{
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LOCK( this );
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state = s;
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stateChan = c;
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}
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void GuiElement::ResetState()
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{
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LOCK( this );
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if ( state != STATE_DISABLED )
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{
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state = STATE_DEFAULT;
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stateChan = -1;
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}
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}
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void GuiElement::SetClickable( bool c )
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{
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LOCK( this );
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clickable = c;
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}
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void GuiElement::SetSelectable( bool s )
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{
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LOCK( this );
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selectable = s;
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}
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void GuiElement::SetHoldable( bool d )
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{
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LOCK( this );
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holdable = d;
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}
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bool GuiElement::IsSelectable()
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{
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if ( state == STATE_DISABLED || state == STATE_CLICKED )
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return false;
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else
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return selectable;
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}
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bool GuiElement::IsClickable()
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{
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if ( state == STATE_DISABLED ||
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state == STATE_CLICKED ||
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state == STATE_HELD )
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return false;
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else
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return clickable;
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}
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bool GuiElement::IsHoldable()
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{
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if ( state == STATE_DISABLED )
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return false;
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else
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return holdable;
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}
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void GuiElement::SetFocus( int f )
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{
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LOCK( this );
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focus = f;
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}
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int GuiElement::IsFocused()
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{
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return focus;
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}
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void GuiElement::SetTrigger( GuiTrigger * t )
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{
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LOCK( this );
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if ( !trigger[0] )
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trigger[0] = t;
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else if ( !trigger[1] )
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trigger[1] = t;
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else if ( !trigger[2] )
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trigger[2] = t;
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else if ( !trigger[3] )
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trigger[3] = t;
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else if ( !trigger[4] )
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trigger[4] = t;
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else if ( !trigger[5] )
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trigger[5] = t;
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else // both were assigned, so we'll just overwrite the first one
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trigger[0] = t;
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}
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void GuiElement::SetTrigger( u8 i, GuiTrigger * t )
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{
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LOCK( this );
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trigger[i] = t;
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}
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void GuiElement::RemoveTrigger( u8 i )
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{
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LOCK( this );
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trigger[i] = NULL;
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}
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bool GuiElement::Rumble()
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{
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return rumble;
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}
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void GuiElement::SetRumble( bool r )
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{
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LOCK( this );
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rumble = r;
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}
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int GuiElement::GetEffect()
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{
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LOCK( this );
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return effects;
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}
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int GuiElement::GetEffectOnOver()
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{
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LOCK( this );
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return effectsOver;
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}
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float GuiElement::GetFrequency()
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{
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LOCK( this );
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return frequency;
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}
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void GuiElement::SetEffect( int eff, int speed, f32 circles, int r, f32 startdegree, f32 anglespeedset, int center_x, int center_y )
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{
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if ( eff & EFFECT_GOROUND )
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{
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xoffsetDyn = 0; //!position of circle in x
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yoffsetDyn = 0; //!position of circle in y
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Radius = r; //!radius of the circle
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degree = startdegree; //!for example -90 (<28>) to start at top of circle
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circleamount = circles; //!circleamoutn in degrees for example 360 for 1 circle
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angleDyn = 0.0f; //!this is used by the code to calc the angle
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anglespeed = anglespeedset; //!This is anglespeed depending on circle speed 1 is same speed and 0.5 half speed
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temp_xoffset = center_x; //!position of center in x
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temp_yoffset = center_y; //!position of center in y
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}
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effects |= eff;
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effectAmount = speed; //!Circlespeed
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}
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void GuiElement::SetEffect( int eff, int amount, int target )
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{
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LOCK( this );
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if ( eff & EFFECT_SLIDE_IN )
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{
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// these calculations overcompensate a little
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if ( eff & EFFECT_SLIDE_TOP )
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yoffsetDyn = -screenheight;
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else if ( eff & EFFECT_SLIDE_LEFT )
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xoffsetDyn = -screenwidth;
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else if ( eff & EFFECT_SLIDE_BOTTOM )
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yoffsetDyn = screenheight;
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else if ( eff & EFFECT_SLIDE_RIGHT )
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xoffsetDyn = screenwidth;
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}
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if ( eff & EFFECT_FADE && amount > 0 )
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{
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alphaDyn = 0;
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}
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else if ( eff & EFFECT_FADE && amount < 0 )
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{
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alphaDyn = alpha;
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}
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else if ( eff & EFFECT_ROCK_VERTICLE )
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{
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changervar = 0;
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yoffsetDyn = 0;
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yoffsetDynFloat = 0.0;
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}
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effects |= eff;
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effectAmount = amount;
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effectTarget = target;
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}
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void GuiElement::SetEffectOnOver( int eff, int amount, int target )
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{
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LOCK( this );
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effectsOver |= eff;
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effectAmountOver = amount;
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effectTargetOver = target;
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}
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void GuiElement::SetEffectGrow()
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{
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SetEffectOnOver( EFFECT_SCALE, 4, 110 );
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}
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void GuiElement::StopEffect()
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{
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xoffsetDyn = 0;
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yoffsetDyn = 0;
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effects = 0;
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effectsOver = 0;
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effectAmount = 0;
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effectAmountOver = 0;
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effectTarget = 0;
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effectTargetOver = 0;
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scaleDyn = 1;
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frequency = 0.0f;
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changervar = 0;
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//angleDyn = 0.0f;
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anglespeed = 0.0f;
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}
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void GuiElement::UpdateEffects()
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{
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LOCK( this );
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if ( effects & ( EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT | EFFECT_GOROUND ) )
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{
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if ( effects & EFFECT_SLIDE_IN )
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{
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if ( effects & EFFECT_SLIDE_LEFT )
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{
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xoffsetDyn += effectAmount;
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if ( xoffsetDyn >= 0 )
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{
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xoffsetDyn = 0;
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effects = 0;
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}
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}
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else if ( effects & EFFECT_SLIDE_RIGHT )
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{
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xoffsetDyn -= effectAmount;
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if ( xoffsetDyn <= 0 )
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{
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xoffsetDyn = 0;
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effects = 0;
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}
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}
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else if ( effects & EFFECT_SLIDE_TOP )
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{
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yoffsetDyn += effectAmount;
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if ( yoffsetDyn >= 0 )
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{
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yoffsetDyn = 0;
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effects = 0;
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}
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}
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else if ( effects & EFFECT_SLIDE_BOTTOM )
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{
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yoffsetDyn -= effectAmount;
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if ( yoffsetDyn <= 0 )
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{
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yoffsetDyn = 0;
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effects = 0;
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}
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}
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}
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else
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{
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if ( effects & EFFECT_SLIDE_LEFT )
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{
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xoffsetDyn -= effectAmount;
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if ( xoffsetDyn <= -screenwidth )
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effects = 0; // shut off effect
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}
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else if ( effects & EFFECT_SLIDE_RIGHT )
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{
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xoffsetDyn += effectAmount;
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if ( xoffsetDyn >= screenwidth )
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effects = 0; // shut off effect
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}
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else if ( effects & EFFECT_SLIDE_TOP )
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{
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yoffsetDyn -= effectAmount;
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if ( yoffsetDyn <= -screenheight )
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effects = 0; // shut off effect
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}
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else if ( effects & EFFECT_SLIDE_BOTTOM )
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{
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yoffsetDyn += effectAmount;
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if ( yoffsetDyn >= screenheight )
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effects = 0; // shut off effect
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}
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}
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}
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if ( effects & EFFECT_GOROUND )
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{
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//!< check out gui.h for info
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xoffset = temp_xoffset;
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yoffset = temp_yoffset;
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if ( fabs( frequency ) < circleamount )
|
||
{
|
||
angleDyn = ( frequency + degree + 90.0f ) * anglespeed;
|
||
xoffsetDyn = ( int ) lround( ( ( f32 ) Radius ) * cos( ( frequency + degree ) * PI / 180.0f ) );
|
||
yoffsetDyn = ( int ) lround( ( ( f32 ) Radius ) * sin( ( frequency + degree ) * PI / 180.0f ) );
|
||
frequency += ( ( f32 ) effectAmount ) * 0.01f;
|
||
}
|
||
else
|
||
{
|
||
f32 temp_frequency = ( ( effectAmount < 0 ) ? -1.0f : 1.0f ) * circleamount;
|
||
angleDyn = ( temp_frequency + degree + 90.0f ) * anglespeed;
|
||
xoffsetDyn = ( int ) lround( ( ( f32 ) Radius ) * cos( ( temp_frequency + degree ) * PI / 180.0f ) );
|
||
yoffsetDyn = ( int ) lround( ( ( f32 ) Radius ) * sin( ( temp_frequency + degree ) * PI / 180.0f ) );
|
||
xoffset += xoffsetDyn;
|
||
yoffset += yoffsetDyn;
|
||
effects ^= EFFECT_GOROUND;
|
||
frequency = 0.0f;
|
||
}
|
||
}
|
||
|
||
if ( effects & EFFECT_ROCK_VERTICLE )
|
||
{
|
||
//move up to 10pixel above 0
|
||
if ( changervar == 0 && yoffsetDynFloat < 11.0 )
|
||
{
|
||
yoffsetDynFloat += ( effectAmount * 0.01 );
|
||
}
|
||
else if ( yoffsetDynFloat > 10.0 )
|
||
{
|
||
changervar = 1;
|
||
}
|
||
//move down till 10pixel under 0
|
||
if ( changervar == 1 && yoffsetDynFloat > -11.0 )
|
||
{
|
||
yoffsetDynFloat -= ( effectAmount * 0.01 );
|
||
}
|
||
else if ( yoffsetDynFloat < -10.0 )
|
||
{
|
||
changervar = 0;
|
||
}
|
||
yoffsetDyn = ( int )( yoffsetDynFloat );
|
||
}
|
||
|
||
if ( effects & EFFECT_FADE )
|
||
{
|
||
alphaDyn += effectAmount;
|
||
|
||
if ( effectAmount < 0 && alphaDyn <= 0 )
|
||
{
|
||
alphaDyn = 0;
|
||
effects = 0; // shut off effect
|
||
}
|
||
else if ( effectAmount > 0 && alphaDyn >= alpha )
|
||
{
|
||
alphaDyn = alpha;
|
||
effects = 0; // shut off effect
|
||
}
|
||
}
|
||
if ( effects & EFFECT_SCALE )
|
||
{
|
||
scaleDyn += effectAmount / 100.0;
|
||
|
||
if ( ( effectAmount < 0 && scaleDyn <= effectTarget / 100.0 )
|
||
|| ( effectAmount > 0 && scaleDyn >= effectTarget / 100.0 ) )
|
||
{
|
||
scaleDyn = effectTarget / 100.0;
|
||
effects = 0; // shut off effect
|
||
}
|
||
}
|
||
if ( effects & EFFECT_PULSE )
|
||
{
|
||
int percent = 10; //go down from target by this
|
||
|
||
if ( ( scaleDyn <= ( effectTarget*0.01 ) ) && ( !changervar ) )
|
||
{
|
||
scaleDyn += ( effectAmount * 0.001 );
|
||
}
|
||
else if ( scaleDyn > ( effectTarget*0.01 ) )
|
||
{
|
||
changervar = 1;
|
||
}
|
||
if ( ( scaleDyn >= ( ( effectTarget - percent )*0.01 ) ) && ( changervar ) )
|
||
{
|
||
scaleDyn -= ( effectAmount * 0.001 );
|
||
}
|
||
else if ( scaleDyn < ( ( effectTarget - percent )*0.01 ) )
|
||
{
|
||
changervar = 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
void GuiElement::Update( GuiTrigger * t )
|
||
{
|
||
LOCK( this );
|
||
if ( updateCB )
|
||
updateCB( this );
|
||
}
|
||
|
||
void GuiElement::SetUpdateCallback( UpdateCallback u )
|
||
{
|
||
LOCK( this );
|
||
updateCB = u;
|
||
}
|
||
|
||
void GuiElement::SetPosition( int xoff, int yoff, int zoff )
|
||
{
|
||
LOCK( this );
|
||
xoffset = xoff;
|
||
yoffset = yoff;
|
||
zoffset = zoff;
|
||
}
|
||
|
||
void GuiElement::SetAlignment( int hor, int vert )
|
||
{
|
||
LOCK( this );
|
||
alignmentHor = hor;
|
||
alignmentVert = vert;
|
||
}
|
||
|
||
int GuiElement::GetSelected()
|
||
{
|
||
return -1;
|
||
}
|
||
|
||
/**
|
||
* Draw an element on screen.
|
||
*/
|
||
void GuiElement::Draw()
|
||
{
|
||
}
|
||
|
||
/**
|
||
* Draw Tooltips on screen.
|
||
*/
|
||
void GuiElement::DrawTooltip()
|
||
{
|
||
}
|
||
|
||
/**
|
||
* Check if a position is inside the GuiElement.
|
||
* @param[in] x X position in pixel.
|
||
* @param[in] y Y position in pixel.
|
||
*/
|
||
bool GuiElement::IsInside( int x, int y )
|
||
{
|
||
if ( x > this->GetLeft() && x < ( this->GetLeft() + width )
|
||
&& y > this->GetTop() && y < ( this->GetTop() + height ) )
|
||
return true;
|
||
return false;
|
||
}
|
||
void GuiElement::Lock()
|
||
{
|
||
// LWP_MutexLock(mutex);
|
||
for ( ;; ) // loop while element is locked by self
|
||
{
|
||
LWP_MutexLock( _lock_mutex );
|
||
|
||
if ( _lock_thread == LWP_THREAD_NULL ) // element is not locked
|
||
{
|
||
_lock_thread = LWP_GetSelf(); // mark as locked
|
||
_lock_count = 1; // set count of lock to 1
|
||
LWP_MutexUnlock( _lock_mutex );
|
||
return;
|
||
}
|
||
else if ( _lock_thread == LWP_GetSelf() ) // thread is locked by my self
|
||
{
|
||
_lock_count++; // inc count of locks;
|
||
LWP_MutexUnlock( _lock_mutex );
|
||
return;
|
||
}
|
||
else // otherwise the element is locked by an other thread
|
||
{
|
||
if ( _lock_queue == LWP_TQUEUE_NULL ) // no queue - meens it is the first access to the locked element
|
||
LWP_InitQueue( &_lock_queue ); // init queue
|
||
LWP_MutexUnlock( _lock_mutex );
|
||
LWP_ThreadSleep( _lock_queue ); // and sleep
|
||
// try lock again;
|
||
}
|
||
}
|
||
}
|
||
void GuiElement::Unlock()
|
||
{
|
||
// LWP_MutexUnlock(mutex);
|
||
LWP_MutexLock( _lock_mutex );
|
||
// only the thread was locked this element, can call unlock
|
||
if ( _lock_thread == LWP_GetSelf() ) // but we check it here <20> safe is safe
|
||
{
|
||
if ( --_lock_count == 0 ) // dec count of locks and check if it last lock;
|
||
{
|
||
_lock_thread = LWP_THREAD_NULL; // mark as unlocked
|
||
if ( _lock_queue != LWP_TQUEUE_NULL ) // has a queue
|
||
{
|
||
LWP_CloseQueue( _lock_queue ); // close the queue and wake all waited threads
|
||
_lock_queue = LWP_TQUEUE_NULL;
|
||
}
|
||
}
|
||
}
|
||
LWP_MutexUnlock( _lock_mutex );
|
||
}
|
||
|
||
|
||
SimpleLock::SimpleLock( GuiElement *e ) : element( e )
|
||
{
|
||
element->Lock();
|
||
}
|
||
SimpleLock::~SimpleLock()
|
||
{
|
||
element->Unlock();
|
||
}
|