split app.cpp into multiple files, add NodeScroll and use it to scroll the side panels, some fixes to the events system
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121
engine/app_events.cpp
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121
engine/app_events.cpp
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#include "pch.h"
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#include "app.h"
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using namespace ui;
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void App::resize(float w, float h)
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{
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width = w;
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height = h;
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if (auto* main = layout[main_id])
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main->update(w , h, zoom);
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}
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bool App::mouse_down(int button, float x, float y)
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{
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MouseEvent e;
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e.m_type = button ? kEventType::MouseDownR : kEventType::MouseDownL;
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e.m_pos = { x / zoom, y / zoom };
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auto ret = layout[main_id]->on_event(&e);
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layout[main_id]->update();
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return ret == kEventResult::Consumed;
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}
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bool App::mouse_move(float x, float y)
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{
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MouseEvent e;
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e.m_type = kEventType::MouseMove;
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e.m_pos = { x / zoom, y / zoom };
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kEventResult ret = kEventResult::Available;
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if (auto* main = layout[main_id])
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ret = main->on_event(&e);
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return ret == kEventResult::Consumed;
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}
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bool App::mouse_up(int button, float x, float y)
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{
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MouseEvent e;
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e.m_type = button ? kEventType::MouseUpR : kEventType::MouseUpL;
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e.m_pos = { x / zoom, y / zoom };
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auto ret = layout[main_id]->on_event(&e);
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layout[main_id]->update();
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return ret == kEventResult::Consumed;
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}
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bool App::mouse_scroll(float x, float y, float delta)
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{
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MouseEvent e;
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e.m_type = kEventType::MouseScroll;
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e.m_pos = { x / zoom, y / zoom };
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e.m_scroll_delta = delta * 0.1f;
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auto ret = layout[main_id]->on_event(&e);
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layout[main_id]->update();
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LOG("wheel x %.2f y %.2f", x, y);
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return ret == kEventResult::Consumed;
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}
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bool App::mouse_cancel(int button)
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{
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MouseEvent e;
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e.m_type = kEventType::MouseCancel;
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auto ret = layout[main_id]->on_event(&e);
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layout[main_id]->update();
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return ret == kEventResult::Consumed;
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}
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bool App::gesture_start(const glm::vec2& p0, const glm::vec2& p1)
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{
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GestureEvent e;
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glm::vec2 p = glm::lerp(p0, p1, 0.5f);
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e.m_type = kEventType::GestureStart;
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e.m_pos = p;
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e.m_distance = glm::distance(p0, p1);
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gesture_p0 = p0;
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gesture_p1 = p1;
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auto ret = layout[main_id]->on_event(&e);
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layout[main_id]->update();
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return ret == kEventResult::Consumed;
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}
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bool App::gesture_move(const glm::vec2& p0, const glm::vec2& p1)
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{
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GestureEvent e;
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glm::vec2 p = glm::lerp(p0, p1, 0.5f);
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e.m_type = kEventType::GestureMove;
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e.m_pos = p;
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e.m_distance = glm::distance(p0, p1);
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e.m_distance_delta = e.m_distance - glm::distance(gesture_p0, gesture_p1);
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e.m_pos_delta = p - glm::lerp(gesture_p0, gesture_p1, 0.5f);
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auto ret = layout[main_id]->on_event(&e);
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layout[main_id]->update();
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return ret == kEventResult::Consumed;
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}
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bool App::gesture_end()
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{
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GestureEvent e;
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e.m_type = kEventType::GestureEnd;
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auto ret = layout[main_id]->on_event(&e);
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layout[main_id]->update();
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return ret == kEventResult::Consumed;
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}
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bool App::key_down(kKey key)
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{
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KeyEvent e;
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e.m_type = kEventType::KeyDown;
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e.m_key = key;
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auto ret = layout[main_id]->on_event(&e);
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layout[main_id]->update();
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return ret == kEventResult::Consumed;
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}
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bool App::key_up(kKey key)
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{
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KeyEvent e;
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e.m_type = kEventType::KeyUp;
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e.m_key = key;
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auto ret = layout[main_id]->on_event(&e);
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layout[main_id]->update();
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return ret == kEventResult::Consumed;
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}
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bool App::key_char(char key)
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{
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KeyEvent e;
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e.m_type = kEventType::KeyChar;
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e.m_char = key;
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auto ret = layout[main_id]->on_event(&e);
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layout[main_id]->update();
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return ret == kEventResult::Consumed;
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}
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