open_toontown_panda3d/panda/src/tform/mouseWatcher.I

664 lines
27 KiB
Plaintext

// Filename: mouseWatcher.I
// Created by: drose (12Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::has_mouse
// Access: Published
// Description: Returns true if the mouse is anywhere within the
// window, false otherwise. Also see is_mouse_open().
////////////////////////////////////////////////////////////////////
INLINE bool MouseWatcher::
has_mouse() const {
return _has_mouse;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::is_mouse_open
// Access: Published
// Description: Returns true if the mouse is within the window and
// not over some particular MouseWatcherRegion that is
// marked to suppress mouse events; that is, that the
// mouse is in open space within the window.
////////////////////////////////////////////////////////////////////
INLINE bool MouseWatcher::
is_mouse_open() const {
return _has_mouse && (_internal_suppress & MouseWatcherRegion::SF_mouse_position) == 0;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_mouse
// Access: Published
// Description: It is only valid to call this if has_mouse() returns
// true. If so, this returns the current position of
// the mouse within the window.
////////////////////////////////////////////////////////////////////
INLINE const LPoint2f &MouseWatcher::
get_mouse() const {
#ifndef NDEBUG
static LPoint2f bogus_mouse(0.0f, 0.0f);
nassertr(_has_mouse, bogus_mouse);
#endif
return _mouse;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_mouse_x
// Access: Published
// Description: It is only valid to call this if has_mouse() returns
// true. If so, this returns the current X position of
// the mouse within the window.
////////////////////////////////////////////////////////////////////
INLINE float MouseWatcher::
get_mouse_x() const {
nassertr(_has_mouse, 0.0f);
return _mouse[0];
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_mouse_y
// Access: Published
// Description: It is only valid to call this if has_mouse() returns
// true. If so, this returns the current Y position of
// the mouse within the window.
////////////////////////////////////////////////////////////////////
INLINE float MouseWatcher::
get_mouse_y() const {
nassertr(_has_mouse, 0.0f);
return _mouse[1];
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::is_over_region
// Access: Published
// Description: Returns true if the mouse is over any rectangular
// region, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool MouseWatcher::
is_over_region() const {
return get_over_region() != (MouseWatcherRegion *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::is_over_region
// Access: Published
// Description: Returns true if the mouse is over any rectangular
// region, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool MouseWatcher::
is_over_region(float x, float y) const {
return get_over_region(x, y) != (MouseWatcherRegion *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::is_over_region
// Access: Published
// Description: Returns true if the mouse is over any rectangular
// region, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool MouseWatcher::
is_over_region(const LPoint2f &pos) const {
return get_over_region(pos) != (MouseWatcherRegion *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_over_region
// Access: Published
// Description: Returns the smallest region the mouse is currently
// over, or NULL if it is over no region.
////////////////////////////////////////////////////////////////////
INLINE MouseWatcherRegion *MouseWatcher::
get_over_region() const {
return _preferred_region;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_over_region
// Access: Published
// Description: Returns the smallest region the indicated point is
// over, or NULL if it is over no region.
////////////////////////////////////////////////////////////////////
INLINE MouseWatcherRegion *MouseWatcher::
get_over_region(float x, float y) const {
return get_over_region(LPoint2f(x, y));
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::is_button_down
// Access: Published
// Description: Returns true if the indicated button is currently
// being held down, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool MouseWatcher::
is_button_down(ButtonHandle button) const {
return _inactivity_state != IS_inactive && _current_buttons_down.get_bit(button.get_index());
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_button_down_pattern
// Access: Published
// Description: Sets the pattern string that indicates how the event
// names are generated when a button is depressed. This
// is a string that may contain any of the following:
//
// %r - the name of the region the mouse is over
// %b - the name of the button pressed.
//
// The event name will be based on the in_pattern
// string specified here, with all occurrences of the
// above strings replaced with the corresponding values.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_button_down_pattern(const string &pattern) {
_button_down_pattern = pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_button_down_pattern
// Access: Published
// Description: Returns the string that indicates how event names are
// generated when a button is depressed. See
// set_button_down_pattern().
////////////////////////////////////////////////////////////////////
INLINE const string &MouseWatcher::
get_button_down_pattern() const {
return _button_down_pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_button_up_pattern
// Access: Published
// Description: Sets the pattern string that indicates how the event
// names are generated when a button is released. See
// set_button_down_pattern().
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_button_up_pattern(const string &pattern) {
_button_up_pattern = pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_button_up_pattern
// Access: Published
// Description: Returns the string that indicates how event names are
// generated when a button is released. See
// set_button_down_pattern().
////////////////////////////////////////////////////////////////////
INLINE const string &MouseWatcher::
get_button_up_pattern() const {
return _button_up_pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_button_repeat_pattern
// Access: Published
// Description: Sets the pattern string that indicates how the event
// names are generated when a button is continuously
// held and generates keyrepeat "down" events. This is
// a string that may contain any of the following:
//
// %r - the name of the region the mouse is over
// %b - the name of the button pressed.
//
// The event name will be based on the in_pattern
// string specified here, with all occurrences of the
// above strings replaced with the corresponding values.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_button_repeat_pattern(const string &pattern) {
_button_repeat_pattern = pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_button_repeat_pattern
// Access: Published
// Description: Returns the string that indicates how event names are
// names are generated when a button is continuously
// held and generates keyrepeat "down" events. See
// set_button_repeat_pattern().
////////////////////////////////////////////////////////////////////
INLINE const string &MouseWatcher::
get_button_repeat_pattern() const {
return _button_repeat_pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_enter_pattern
// Access: Published
// Description: Sets the pattern string that indicates how the event
// names are generated when the mouse enters a region.
// This is different from within_pattern, in that a
// mouse is only "entered" in the topmost region at a
// given time, while it might be "within" multiple
// nested regions.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_enter_pattern(const string &pattern) {
_enter_pattern = pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_enter_pattern
// Access: Published
// Description: Returns the string that indicates how event names are
// generated when the mouse enters a region. This is
// different from within_pattern, in that a mouse is
// only "entered" in the topmost region at a given time,
// while it might be "within" multiple nested regions.
////////////////////////////////////////////////////////////////////
INLINE const string &MouseWatcher::
get_enter_pattern() const {
return _enter_pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_leave_pattern
// Access: Published
// Description: Sets the pattern string that indicates how the event
// names are generated when the mouse leaves a region.
// This is different from without_pattern, in that a
// mouse is only "entered" in the topmost region at a
// given time, while it might be "within" multiple
// nested regions.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_leave_pattern(const string &pattern) {
_leave_pattern = pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_leave_pattern
// Access: Published
// Description: Returns the string that indicates how event names are
// generated when the mouse leaves a region. This is
// different from without_pattern, in that a mouse is
// only "entered" in the topmost region at a given time,
// while it might be "within" multiple nested regions.
////////////////////////////////////////////////////////////////////
INLINE const string &MouseWatcher::
get_leave_pattern() const {
return _leave_pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_within_pattern
// Access: Published
// Description: Sets the pattern string that indicates how the event
// names are generated when the mouse wanders over a
// region. This is different from enter_pattern, in
// that a mouse is only "entered" in the topmost region
// at a given time, while it might be "within" multiple
// nested regions.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_within_pattern(const string &pattern) {
_within_pattern = pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_within_pattern
// Access: Published
// Description: Returns the string that indicates how event names are
// generated when the mouse wanders over a region. This
// is different from enter_pattern, in that a mouse is
// only "entered" in the topmost region at a given time,
// while it might be "within" multiple nested regions.
////////////////////////////////////////////////////////////////////
INLINE const string &MouseWatcher::
get_within_pattern() const {
return _within_pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_without_pattern
// Access: Published
// Description: Sets the pattern string that indicates how the event
// names are generated when the mouse wanders out of a
// region. This is different from leave_pattern, in
// that a mouse is only "entered" in the topmost region
// at a given time, while it might be "within" multiple
// nested regions.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_without_pattern(const string &pattern) {
_without_pattern = pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_without_pattern
// Access: Published
// Description: Returns the string that indicates how event names are
// generated when the mouse wanders out of a region.
// This is different from leave_pattern, in that a mouse
// is only "entered" in the topmost region at a given
// time, while it might be "within" multiple nested
// regions.
////////////////////////////////////////////////////////////////////
INLINE const string &MouseWatcher::
get_without_pattern() const {
return _without_pattern;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_geometry
// Access: Published
// Description: Sets the node that will be transformed each frame by
// the mouse's coordinates. It will also be hidden when
// the mouse goes outside the window. This can be used
// to implement a software mouse pointer for when a
// hardware (or system) mouse pointer is unavailable.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_geometry(PandaNode *node) {
_geometry = node;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::has_geometry
// Access: Published
// Description: Returns true if a software mouse pointer has been
// setup via set_geometry(), or false otherwise. See
// set_geometry().
////////////////////////////////////////////////////////////////////
INLINE bool MouseWatcher::
has_geometry() const {
return !_geometry.is_null();
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_geometry
// Access: Published
// Description: Returns the node that has been set as the software
// mouse pointer, or NULL if no node has been set. See
// has_geometry() and set_geometry().
////////////////////////////////////////////////////////////////////
INLINE PandaNode *MouseWatcher::
get_geometry() const {
return _geometry;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::clear_geometry
// Access: Published
// Description: Stops the use of the software cursor set up via
// set_geometry().
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
clear_geometry() {
_geometry.clear();
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_extra_handler
// Access: Published
// Description: As an optimization for the C++ Gui, an extra handler
// can be registered with a mouseWatcher so that events
// can be dealt with much sooner.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_extra_handler(EventHandler *eh) {
_eh = eh;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_extra_handler
// Access: Published
// Description: As an optimization for the C++ Gui, an extra handler
// can be registered with a mouseWatcher so that events
// can be dealt with much sooner.
////////////////////////////////////////////////////////////////////
INLINE EventHandler *MouseWatcher::
get_extra_handler() const {
return _eh;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_modifier_buttons
// Access: Public
// Description: Sets the buttons that should be monitored as modifier
// buttons for generating events to the
// MouseWatcherRegions.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_modifier_buttons(const ModifierButtons &mods) {
_mods = mods;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_modifier_buttons
// Access: Published
// Description: Returns the set of buttons that are being monitored
// as modifier buttons, as well as their current state.
////////////////////////////////////////////////////////////////////
INLINE ModifierButtons MouseWatcher::
get_modifier_buttons() const {
return _mods;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_display_region
// Access: Published
// Description: Constrains the MouseWatcher to watching the mouse
// within a particular indicated region of the screen.
// DataNodes parented under the MouseWatcher will
// observe the mouse and keyboard events only when the
// mouse is within the indicated region, and the
// observed range will be from -1 .. 1 across the
// region.
//
// Do not delete the DisplayRegion while it is owned by
// the MouseWatcher.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_display_region(DisplayRegion *dr) {
_display_region = dr;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::clear_display_region
// Access: Published
// Description: Removes the display region constraint from the
// MouseWatcher, and restores it to the default behavior
// of watching the whole window.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
clear_display_region() {
_display_region = NULL;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_display_region
// Access: Published
// Description: Returns the display region the MouseWatcher is
// constrained to by set_display_region(), or NULL if it
// is not constrained.
////////////////////////////////////////////////////////////////////
INLINE DisplayRegion *MouseWatcher::
get_display_region() const {
return _display_region;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::has_display_region
// Access: Published
// Description: Returns true if the MouseWatcher has been constrained
// to a particular region of the screen via
// set_display_region(), or false otherwise. If this
// returns true, get_display_region() may be used to
// return the particular region.
////////////////////////////////////////////////////////////////////
INLINE bool MouseWatcher::
has_display_region() const {
return (_display_region != (DisplayRegion *)NULL);
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_inactivity_timeout
// Access: Published
// Description: Sets an inactivity timeout on the mouse activity.
// When this timeout (in seconds) is exceeded with no
// keyboard or mouse activity, all currently-held
// buttons are automatically released. This is intended
// to help protect against people who inadvertently (or
// intentionally) leave a keyboard key stuck down and
// then wander away from the keyboard.
//
// Also, when this timeout expires, the event specified
// by set_inactivity_timeout_event() will be generated.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_inactivity_timeout(double timeout) {
_has_inactivity_timeout = true;
_inactivity_timeout = timeout;
note_activity();
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::has_inactivity_timeout
// Access: Published
// Description: Returns true if an inactivity timeout has been set,
// false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool MouseWatcher::
has_inactivity_timeout() const {
return _has_inactivity_timeout;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_inactivity_timeout
// Access: Published
// Description: Returns the inactivity timeout that has been set.
// It is an error to call this if
// has_inactivity_timeout() returns false.
////////////////////////////////////////////////////////////////////
INLINE double MouseWatcher::
get_inactivity_timeout() const {
nassertr(_has_inactivity_timeout, 0.0);
return _inactivity_timeout;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::clear_inactivity_timeout
// Access: Published
// Description: Removes the inactivity timeout and restores the
// MouseWatcher to its default behavior of allowing a
// key to be held indefinitely.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
clear_inactivity_timeout() {
_has_inactivity_timeout = false;
_inactivity_timeout = 0.0;
note_activity();
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::set_inactivity_timeout_event
// Access: Published
// Description: Specifies the event string that will be generated
// when the inactivity timeout counter expires. See
// set_inactivity_timeout().
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
set_inactivity_timeout_event(const string &event) {
_inactivity_timeout_event = event;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_inactivity_timeout_event
// Access: Published
// Description: Returns the event string that will be generated
// when the inactivity timeout counter expires. See
// set_inactivity_timeout().
////////////////////////////////////////////////////////////////////
INLINE const string &MouseWatcher::
get_inactivity_timeout_event() const {
return _inactivity_timeout_event;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::within_region
// Access: Protected
// Description: Called internally to indicate the mouse pointer has
// moved within the indicated region's boundaries.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
within_region(MouseWatcherRegion *region, const MouseWatcherParameter &param) {
region->within_region(param);
throw_event_pattern(_within_pattern, region, ButtonHandle::none());
if (_enter_multiple) {
enter_region(region, param);
}
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::without_region
// Access: Protected
// Description: Called internally to indicate the mouse pointer has
// moved outside of the indicated region's boundaries.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
without_region(MouseWatcherRegion *region, const MouseWatcherParameter &param) {
if (_enter_multiple) {
exit_region(region, param);
}
region->without_region(param);
throw_event_pattern(_without_pattern, region, ButtonHandle::none());
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::clear_trail_log
// Access: Published
// Description: Clears the mouse trail log. This does not prevent
// further accumulation of the log given future events.
////////////////////////////////////////////////////////////////////
INLINE void MouseWatcher::
clear_trail_log() {
_trail_log->clear();
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::get_trail_log
// Access: Published
// Description: Obtain the mouse trail log. This is a PointerEventList.
// Does not make a copy, therefore, this PointerEventList
// will be updated each time process_events gets called.
//
// To use trail logging, you need to enable the
// generation of pointer events in the
// GraphicsWindowInputDevice and set the trail log
// duration in the MouseWatcher. Otherwise, the
// trail log will be empty.
////////////////////////////////////////////////////////////////////
INLINE CPT(PointerEventList) MouseWatcher::
get_trail_log() const {
return _trail_log;
}
////////////////////////////////////////////////////////////////////
// Function: MouseWatcher::num_trail_recent
// Access: Published
// Description: This counter indicates how many events were added
// to the trail log this frame. The trail log is
// updated once per frame, during the process_events
// operation.
////////////////////////////////////////////////////////////////////
INLINE int MouseWatcher::
num_trail_recent() const {
return _num_trail_recent;
}