Show GLWDragger.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <GLW/GLWDragger.h>
#include <GLW/GLWFont.h>
#include <GLEXT/GLState.h>
#include <common/Keyboard.h>
#include <common/ToolTip.h>
#include <client/ScorchedClient.h>
#include <tank/TankContainer.h>
#include <tank/TankState.h>
#include <tank/TankPosition.h>
REGISTER_CLASS_SOURCE(GLWDragger);
GLWDragger::GLWDragger(float x, float y, float w, float range) :
GLWidget(x, y, w, 20.0f),
range_(range),
dragging_(false), handler_(0)
{
}
GLWDragger::~GLWDragger()
{
}
void GLWDragger::mouseDown(int button, float x, float y, bool &skipRest)
{
if (inBox(x, y, x_, y_, w_, h_))
{
skipRest = true;
dragging_ = true;
}
}
void GLWDragger::mouseUp(int button, float x, float y, bool &skipRest)
{
dragging_ = false;
}
void GLWDragger::mouseDrag(int button, float mx, float my, float x, float y, bool &skipRest)
{
if (dragging_)
{
float rangeMult = 1.0f;
unsigned int keyState =
Keyboard::instance()->getKeyboardState();
if (keyState & KMOD_LSHIFT) rangeMult = 0.5f;
current_ += y /w_ * range_ * rangeMult;
if (handler_) handler_->currentChanged(getId(), current_);
skipRest = true;
}
}
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