mirror of
https://github.com/dborth/vbagx.git
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405 lines
8.1 KiB
C++
405 lines
8.1 KiB
C++
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/****************************************************************************
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* Snes9x 1.51 Nintendo Wii/Gamecube Port
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*
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* Tantric February 2009
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*
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* gui_window.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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GuiWindow::GuiWindow()
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{
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width = 0;
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height = 0;
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focus = 0; // allow focus
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}
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GuiWindow::GuiWindow(int w, int h)
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{
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width = w;
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height = h;
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focus = 0; // allow focus
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}
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GuiWindow::~GuiWindow()
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{
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}
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void GuiWindow::Append(GuiElement* e)
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{
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if (e == NULL)
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return;
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Remove(e);
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_elements.push_back(e);
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e->SetParent(this);
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}
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void GuiWindow::Insert(GuiElement* e, u32 index)
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{
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if (e == NULL || index > (_elements.size() - 1))
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return;
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Remove(e);
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_elements.insert(_elements.begin()+index, e);
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e->SetParent(this);
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}
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void GuiWindow::Remove(GuiElement* e)
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{
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if (e == NULL)
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return;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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if(e == _elements.at(i))
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{
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_elements.erase(_elements.begin()+i);
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break;
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}
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}
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}
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void GuiWindow::RemoveAll()
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{
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_elements.clear();
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}
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GuiElement* GuiWindow::GetGuiElementAt(u32 index) const
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{
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if (index >= _elements.size())
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return NULL;
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return _elements.at(index);
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}
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u32 GuiWindow::GetSize()
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{
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return _elements.size();
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}
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void GuiWindow::Draw()
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{
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if(_elements.size() == 0 || !this->IsVisible())
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return;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try { _elements.at(i)->Draw(); }
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catch (exception& e) { }
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}
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this->UpdateEffects();
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if(parentElement && state == STATE_DISABLED)
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Menu_DrawRectangle(0,0,screenwidth,screenheight,(GXColor){0xbe, 0xca, 0xd5, 0x70},1);
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}
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void GuiWindow::ResetState()
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{
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if(state != STATE_DISABLED)
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state = STATE_DEFAULT;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try { _elements.at(i)->ResetState(); }
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catch (exception& e) { }
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}
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}
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void GuiWindow::SetState(int s)
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{
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state = s;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try { _elements.at(i)->SetState(s); }
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catch (exception& e) { }
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}
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}
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void GuiWindow::SetVisible(bool v)
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{
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visible = v;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try { _elements.at(i)->SetVisible(v); }
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catch (exception& e) { }
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}
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}
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void GuiWindow::SetFocus(int f)
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{
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focus = f;
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if(f == 1)
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this->MoveSelectionVert(1);
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else
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this->ResetState();
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}
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void GuiWindow::ChangeFocus(GuiElement* e)
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{
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if(parentElement)
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return; // this is only intended for the main window
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for (u8 i = 0; i < _elements.size(); i++)
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{
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if(e == _elements.at(i))
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_elements.at(i)->SetFocus(1);
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else if(_elements.at(i)->IsFocused() == 1)
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_elements.at(i)->SetFocus(0);
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}
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}
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void GuiWindow::ToggleFocus(GuiTrigger * t)
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{
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if(parentElement)
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return; // this is only intended for the main window
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int found = -1;
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int newfocus = -1;
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u8 i;
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// look for currently in focus element
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for (i = 0; i < _elements.size(); i++)
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{
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try
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{
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if(_elements.at(i)->IsFocused() == 1)
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{
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found = i;
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break;
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}
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}
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catch (exception& e) { }
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}
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// element with focus not found, try to give focus
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if(found == -1)
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{
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for (i = 0; i < _elements.size(); i++)
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{
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try
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{
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if(_elements.at(i)->IsFocused() == 0 && _elements.at(i)->GetState() != STATE_DISABLED) // focus is possible (but not set)
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{
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_elements.at(i)->SetFocus(1); // give this element focus
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break;
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}
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}
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catch (exception& e) { }
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}
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}
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// change focus
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else if(t->wpad.btns_d & (WPAD_BUTTON_1 | WPAD_BUTTON_B | WPAD_CLASSIC_BUTTON_B)
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|| t->pad.btns_d & PAD_BUTTON_B)
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{
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for (i = found; i < _elements.size(); i++)
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{
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try
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{
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if(_elements.at(i)->IsFocused() == 0 && _elements.at(i)->GetState() != STATE_DISABLED) // focus is possible (but not set)
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{
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newfocus = i;
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_elements.at(i)->SetFocus(1); // give this element focus
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_elements.at(found)->SetFocus(0); // disable focus on other element
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break;
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}
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}
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catch (exception& e) { }
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}
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if(newfocus == -1)
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{
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for (i = 0; i < found; i++)
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{
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try
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{
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if(_elements.at(i)->IsFocused() == 0 && _elements.at(i)->GetState() != STATE_DISABLED) // focus is possible (but not set)
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{
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_elements.at(i)->SetFocus(1); // give this element focus
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_elements.at(found)->SetFocus(0); // disable focus on other element
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break;
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}
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}
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catch (exception& e) { }
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}
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}
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}
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}
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int GuiWindow::GetSelected()
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{
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// find selected element
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int found = -1;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try
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{
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if(_elements.at(i)->GetState() == STATE_SELECTED)
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{
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found = i;
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break;
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}
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}
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catch (exception& e) { }
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}
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return found;
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}
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// set element to left/right as selected
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// there's probably a more clever way to do this, but this way works
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void GuiWindow::MoveSelectionHor(int dir)
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{
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int found = -1;
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u16 left = 0;
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u16 top = 0;
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u8 i = 0;
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int selected = this->GetSelected();
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if(selected >= 0)
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{
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left = _elements.at(selected)->GetLeft();
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top = _elements.at(selected)->GetTop();
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}
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// look for a button on the same row, to the left/right
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for (i = 0; i < _elements.size(); i++)
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{
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try
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{
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if(_elements.at(i)->IsSelectable())
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{
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if(_elements.at(i)->GetLeft()*dir > left*dir && _elements.at(i)->GetTop() == top)
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{
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if(found == -1)
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found = i;
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else if(_elements.at(i)->GetLeft()*dir < _elements.at(found)->GetLeft()*dir)
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found = i; // this is a better match
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}
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}
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}
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catch (exception& e) { }
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}
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if(found >= 0)
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goto matchfound;
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// match still not found, let's try the first button in the next row
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for (i = 0; i < _elements.size(); i++)
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{
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try
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{
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if(_elements.at(i)->IsSelectable())
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{
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if(_elements.at(i)->GetTop()*dir > top*dir)
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{
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if(found == -1)
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found = i;
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else if(_elements.at(i)->GetTop()*dir < _elements.at(found)->GetTop()*dir)
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found = i; // this is a better match
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else if(_elements.at(i)->GetTop()*dir == _elements.at(found)->GetTop()*dir
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&&
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_elements.at(i)->GetLeft()*dir < _elements.at(found)->GetLeft()*dir)
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found = i; // this is a better match
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}
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}
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}
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catch (exception& e) { }
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}
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// match found
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matchfound:
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if(found >= 0)
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{
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_elements.at(found)->SetState(STATE_SELECTED);
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if(selected >= 0)
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_elements.at(selected)->ResetState();
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}
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}
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void GuiWindow::MoveSelectionVert(int dir)
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{
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int found = -1;
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u16 left = 0;
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u16 top = 0;
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u8 i = 0;
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int selected = this->GetSelected();
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if(selected >= 0)
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{
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left = _elements.at(selected)->GetLeft();
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top = _elements.at(selected)->GetTop();
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}
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// look for a button above/below, with the least horizontal difference
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for (i = 0; i < _elements.size(); i++)
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{
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try
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{
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if(_elements.at(i)->IsSelectable())
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{
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if(_elements.at(i)->GetTop()*dir > top*dir)
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{
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if(found == -1)
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found = i;
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else if(_elements.at(i)->GetTop()*dir < _elements.at(found)->GetTop()*dir)
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found = i; // this is a better match
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else if(_elements.at(i)->GetTop()*dir == _elements.at(found)->GetTop()*dir
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&&
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abs(_elements.at(i)->GetLeft() - left) <
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abs(_elements.at(found)->GetLeft() - left))
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found = i;
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}
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}
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}
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catch (exception& e) { }
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}
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if(found >= 0)
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goto matchfound;
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// match found
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matchfound:
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if(found >= 0)
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{
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_elements.at(found)->SetState(STATE_SELECTED);
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if(selected >= 0)
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_elements.at(selected)->ResetState();
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}
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}
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void GuiWindow::Update(GuiTrigger * t)
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{
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if(_elements.size() == 0 || (state == STATE_DISABLED && parentElement))
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return;
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for (u8 i = 0; i < _elements.size(); i++)
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{
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try { _elements.at(i)->Update(t); }
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catch (exception& e) { }
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}
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this->ToggleFocus(t);
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if(focus) // only send actions to this window if it's in focus
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{
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// pad/joystick navigation
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if(t->Right())
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this->MoveSelectionHor(1);
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else if(t->Left())
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this->MoveSelectionHor(-1);
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else if(t->Down())
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this->MoveSelectionVert(1);
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else if(t->Up())
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this->MoveSelectionVert(-1);
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}
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if(updateCB)
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updateCB(this);
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}
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