Make windows control buttons active
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8ad87d77da
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@ -1,44 +1,109 @@
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local core = require "core"
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local common = require "core.common"
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local style = require "core.style"
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local StatusView = require "core.statusview"
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local View = require "core.view"
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local title_commands = {
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{symbol = "_", action = function() system.set_window_mode("minimized") end},
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{symbol = "w", action = function() system.set_window_mode("maximized") end},
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{symbol = "W", action = function() core.quit() end},
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}
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local TitleView = StatusView:extend()
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local TitleView = View:extend()
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TitleView.separator = " "
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local function title_view_height()
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return style.font:get_height() + style.padding.y * 2
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end
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function TitleView:new()
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TitleView.super.new(self)
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-- FIXME: decide if visible is actually needed
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self.visible = true
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end
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function TitleView:on_mouse_pressed()
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core.set_active_view(core.last_active_view)
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end
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function TitleView:on_mouse_moved(px, py, ...)
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end
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function TitleView:update()
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if self.visible then
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self.size.y = title_view_height()
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else
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self.size.y = 0
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end
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TitleView.super.update(self)
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local title_height = self.size.y
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if core.window_borderless and title_height ~= core.hit_test_title_height then
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local resize_border = title_height / 2
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system.set_window_hit_test(title_height, resize_border)
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local icon_w = style.icon_font:get_width("_")
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local icon_spacing = icon_w
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local controls_width = (icon_w + icon_spacing) * #title_commands + icon_spacing
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system.set_window_hit_test(title_height, controls_width, icon_spacing)
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core.hit_test_title_height = title_height
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end
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end
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function TitleView:get_items()
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function TitleView:draw_window_title()
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local h = style.font:get_height()
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local ox, oy = self:get_content_offset()
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local color = style.text
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local x, y = ox + style.padding.x, oy + style.padding.y
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x = common.draw_text(style.icon_font, color, "M ", nil, x, y, 0, h)
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local title = core.compose_window_title(core.window_title)
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return {
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style.text, style.icon_font, "M ", style.font, title,
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}, {
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style.text, style.icon_font, "_", TitleView.separator, "w", TitleView.separator, "W",
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}
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common.draw_text(style.font, color, title, nil, x, y, 0, h)
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end
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function TitleView:each_control_item()
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local icon_h, icon_w = style.icon_font:get_height(), style.icon_font:get_width("_")
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local icon_spacing = icon_w
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local ox, oy = self:get_content_offset()
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ox = ox + self.size.x
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local i, n = 0, #title_commands
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local iter = function()
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i = i + 1
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if i <= n then
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local dx = - (icon_w + icon_spacing) * (n - i + 1)
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local dy = style.padding.y
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return title_commands[i], ox + dx, oy + dy, icon_w, icon_h
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end
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end
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return iter
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end
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function TitleView:draw_window_controls()
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for item, x, y, w, h in self:each_control_item() do
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local color = item == self.hovered_item and style.text or style.dim
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common.draw_text(style.icon_font, color, item.symbol, nil, x, y, 0, h)
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end
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end
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function TitleView:on_mouse_pressed(button, x, y, clicks)
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local caught = TitleView.super.on_mouse_pressed(self, button, x, y, clicks)
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if caught then return end
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core.set_active_view(core.last_active_view)
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if self.hovered_item then
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self.hovered_item.action()
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end
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end
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function TitleView:on_mouse_moved(px, py, ...)
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TitleView.super.on_mouse_moved(self, px, py, ...)
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self.hovered_item = nil
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local x_min, x_max, y_min, y_max = self.size.x, 0, self.size.y, 0
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for item, x, y, w, h in self:each_control_item() do
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x_min, x_max = math.min(x, x_min), math.max(x + w, x_max)
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y_min, y_max = y, y + h
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if px > x and py > y and px <= x + w and py <= y + h then
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self.hovered_item = item
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return
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end
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end
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end
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function TitleView:draw()
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self:draw_background(style.background2)
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self:draw_window_title()
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self:draw_window_controls()
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end
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return TitleView
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@ -37,6 +37,7 @@ static char* key_name(char *dst, int sym) {
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struct HitTestInfo {
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int title_height;
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int controls_width;
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int resize_border;
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};
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typedef struct HitTestInfo HitTestInfo;
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@ -46,11 +47,13 @@ static HitTestInfo window_hit_info[1] = {{0, 0}};
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static SDL_HitTestResult SDLCALL hit_test(SDL_Window *window, const SDL_Point *pt, void *data) {
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const HitTestInfo *hit_info = (HitTestInfo *) data;
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const int resize_border = hit_info->resize_border;
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const int controls_width = hit_info->controls_width;
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int w, h;
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SDL_GetWindowSize(window, &w, &h);
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if (pt->y < hit_info->title_height && pt->x > resize_border && pt->x < w - resize_border) {
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if (pt->y < hit_info->title_height && pt->y > hit_info->resize_border &&
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pt->x > resize_border && pt->x < w - controls_width) {
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return SDL_HITTEST_DRAGGABLE;
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}
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@ -60,7 +63,7 @@ static SDL_HitTestResult SDLCALL hit_test(SDL_Window *window, const SDL_Point *p
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if (pt->x < resize_border && pt->y < resize_border) {
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REPORT_RESIZE_HIT(TOPLEFT);
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} else if (pt->x > resize_border && pt->x < w - resize_border && pt->y < resize_border) {
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} else if (pt->x > resize_border && pt->x < w - controls_width && pt->y < resize_border) {
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REPORT_RESIZE_HIT(TOP);
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} else if (pt->x > w - resize_border && pt->y < resize_border) {
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REPORT_RESIZE_HIT(TOPRIGHT);
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@ -231,8 +234,8 @@ static int f_set_window_title(lua_State *L) {
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}
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static const char *window_opts[] = { "normal", "maximized", "fullscreen", 0 };
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enum { WIN_NORMAL, WIN_MAXIMIZED, WIN_FULLSCREEN };
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static const char *window_opts[] = { "normal", "minimized", "maximized", "fullscreen", 0 };
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enum { WIN_NORMAL, WIN_MINIMIZED, WIN_MAXIMIZED, WIN_FULLSCREEN };
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static int f_set_window_mode(lua_State *L) {
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int n = luaL_checkoption(L, 1, "normal", window_opts);
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@ -240,6 +243,7 @@ static int f_set_window_mode(lua_State *L) {
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n == WIN_FULLSCREEN ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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if (n == WIN_NORMAL) { SDL_RestoreWindow(window); }
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if (n == WIN_MAXIMIZED) { SDL_MaximizeWindow(window); }
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if (n == WIN_MINIMIZED) { SDL_MinimizeWindow(window); }
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return 0;
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}
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@ -253,7 +257,8 @@ static int f_set_window_bordered(lua_State *L) {
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static int f_set_window_hit_test(lua_State *L) {
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window_hit_info->title_height = luaL_checknumber(L, 1);
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window_hit_info->resize_border = luaL_checknumber(L, 2);
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window_hit_info->controls_width = luaL_checknumber(L, 2);
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window_hit_info->resize_border = luaL_checknumber(L, 3);
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if (SDL_SetWindowHitTest(window, hit_test, window_hit_info) == -1) {
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lua_pushboolean(L, 0);
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} else {
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