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There was bug in implementation - when there was activatedCallback and any key was pressed it was taking us to calls if key was not handled
72 lines
1.8 KiB
C++
72 lines
1.8 KiB
C++
/*
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* Window.cpp
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*
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* Created on: 6 mar 2019
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* Author: robert
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*/
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#include <algorithm>
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// gui
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#include "../core/BoundingBox.hpp"
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#include "../Common.hpp"
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#include "Window.hpp"
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#include "../core/DrawCommand.hpp"
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namespace gui
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{
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Window::Window(std::string name, uint32_t id)
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: Item(), windowID{id}, refreshMode{RefreshModes::GUI_REFRESH_FAST}, name{name}
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{}
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void Window::onBeforeShow(ShowMode mode, SwitchData *data)
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{}
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void Window::getRefreshArea(RefreshModes &mode, uint16_t &x, uint16_t &y, uint16_t &w, uint16_t &h)
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{
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x = widgetArea.x;
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y = widgetArea.y;
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w = widgetArea.w;
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h = widgetArea.h;
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mode = refreshMode;
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}
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bool Window::handleSwitchData(SwitchData *data)
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{
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return true;
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}
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std::list<DrawCommand *> Window::buildDrawList()
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{
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std::list<DrawCommand *> commands;
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std::list<DrawCommand *> childrenCommands = Item::buildDrawList();
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DrawCommand *clearCommand = new DrawCommand();
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clearCommand->id = DrawCommandID::GUI_DRAW_CLEAR;
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commands.push_back(clearCommand);
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if (!childrenCommands.empty()) {
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commands.splice(commands.end(), childrenCommands);
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}
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return commands;
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}
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bool Window::onInput(const InputEvent &inputEvent)
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{
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if (focusItem != nullptr && focusItem->onInput(inputEvent)) {
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return true;
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}
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if (inputCallback != nullptr && inputCallback(*this, inputEvent)) {
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return true;
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}
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if (handleNavigation(inputEvent)) {
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return true;
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}
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return inputEvent.state == InputEvent::State::keyReleasedShort &&
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inputEvent.keyCode == gui::KeyCode::KEY_ENTER && onActivated(nullptr);
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}
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} /* namespace gui */
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