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https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-07 18:31:26 -10:00
UI elements with custom mouse cursors wouldn't show them due to the cursor being reset at the start of each frame. To fix this we need to be sure that we only reset when the element is no longer active.
453 lines
11 KiB
C++
453 lines
11 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "gamesnd/gamesnd.h"
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#include "globalincs/alphacolors.h"
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#include "io/timer.h"
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#include "ui/ui.h"
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#include "ui/uidefs.h"
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// ---------------------------------------------------------------------------------------
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// input:
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// do_repeat => property of button, set to 1 to allow pressed events if mouse
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// pointer is held over button with left mouse button down,
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// otherwise 0 (useful for buttons that scroll items)
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// ignore_focus => whether to allow Enter/Spacebar to affect pressed state when
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// control has focus
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//
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void UI_BUTTON::create(UI_WINDOW *wnd, const char *_text, int _x, int _y, int _w, int _h, int do_repeat, int ignore_focus)
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{
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text = NULL;
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if (_text) {
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if ( _text[0] != '\0' ) {
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text = vm_strdup(_text);
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}
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}
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// register gadget with UI window
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base_create( wnd, UI_KIND_BUTTON, _x, _y, _w, _h );
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// initialize variables
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m_flags = 0;
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next_repeat = UI_TIMESTAMP::never();
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m_just_highlighted_function = NULL; // assume there is no callback
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m_disabled_function = NULL; // ditto
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if (do_repeat) {
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m_flags |= BF_REPEATS;
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next_repeat = UI_TIMESTAMP::immediate();
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}
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m_press_linger = UI_TIMESTAMP::immediate();
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first_callback = 1;
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hotkey_if_focus = KEY_SPACEBAR;
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if (ignore_focus){
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m_flags |= BF_IGNORE_FOCUS;
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}
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custom_cursor = NULL;
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previous_cursor = NULL;
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}
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void UI_BUTTON::destroy()
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{
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if (text) {
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vm_free(text);
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text = NULL;
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}
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UI_GADGET::destroy(); // call base as well
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}
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// sets a hotkey for button that works only when it had focus (or derived focus)
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void UI_BUTTON::set_hotkey_if_focus(int key)
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{
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hotkey_if_focus = key;
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}
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void UI_BUTTON::reset_status()
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{
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m_flags &= ~BF_HIGHLIGHTED;
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m_flags &= ~BF_HOTKEY_JUST_PRESSED;
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m_flags &= ~BF_DOWN;
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m_flags &= ~BF_DOUBLE_CLICKED;
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m_flags &= ~BF_JUST_HIGHLIGHTED;
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m_flags &= ~BF_CLICKED;
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}
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// reset anything that needs to be at the start of a new frame before processing
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void UI_BUTTON::frame_reset()
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{
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m_flags &= ~BF_HIGHLIGHTED;
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m_flags &= ~BF_HOTKEY_JUST_PRESSED;
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m_flags &= ~BF_DOWN;
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m_flags &= ~BF_JUST_PRESSED;
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m_flags &= ~BF_JUST_RELEASED;
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m_flags &= ~BF_CLICKED;
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m_flags &= ~BF_DOUBLE_CLICKED;
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m_flags &= ~BF_JUST_HIGHLIGHTED;
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restore_previous_cursor();
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}
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// Force button to draw a specified frame
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void UI_BUTTON::draw_forced(int frame_num)
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{
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if (uses_bmaps) {
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if (bmap_ids[frame_num] >= 0) {
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gr_set_bitmap(bmap_ids[frame_num]);
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gr_bitmap(x, y, GR_RESIZE_MENU);
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// my_wnd->draw_tooltip();
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// redraw any associated xstr
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my_wnd->draw_XSTR_forced(this, frame_num);
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}
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}
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}
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// Render button. How it draws exactly depends on it's current state.
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void UI_BUTTON::draw()
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{
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int offset, frame_num = -1;
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if (uses_bmaps) {
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gr_reset_clip();
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// if button is down, draw it that way
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if (button_down()) {
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if (bmap_ids[B_PRESSED] >= 0){
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frame_num = B_PRESSED;
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}
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// otherwise if button is disabled, draw it that way
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} else if (disabled_flag) {
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if (bmap_ids[B_DISABLED] >= 0){
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frame_num = B_DISABLED;
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}
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// otherwise, if button is highlighted (mouse is over it, but mouse buttons not down) draw it that way
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} else if (m_flags & BF_HIGHLIGHTED) {
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if (bmap_ids[B_HIGHLIGHT] >= 0){
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frame_num = B_HIGHLIGHT;
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}
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// otherwise, just draw it normally
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} else {
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if (bmap_ids[B_NORMAL] >= 0){
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frame_num = B_NORMAL;
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}
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}
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if (frame_num >= 0) {
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gr_set_bitmap(bmap_ids[frame_num]);
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gr_bitmap(x, y, GR_RESIZE_MENU);
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}
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} else {
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font::set_font(my_wnd->f_id);
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gr_set_clip( x, y, w, h, GR_RESIZE_MENU );
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// draw the button's box
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if (button_down()) {
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ui_draw_box_in( 0, 0, w-1, h-1 );
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offset = 1;
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} else {
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ui_draw_box_out( 0, 0, w-1, h-1 );
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offset = 0;
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}
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// now draw the button's text
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if (disabled_flag){
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gr_set_color_fast(&CDARK_GRAY);
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} else if (my_wnd->selected_gadget == this){
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gr_set_color_fast(&CBRIGHT_GREEN);
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} else {
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gr_set_color_fast(&CBLACK);
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}
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if (text){
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ui_string_centered( Middle(w) + offset, Middle(h) + offset, text );
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}
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gr_reset_clip();
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}
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}
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// process() is called to process the button, which amounts to:
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// If mouse is over button, hilight it
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// If highlighted and mouse button down, flag button as down
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// If hotkey pressed, flag button as down
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// If hotkey_if_focus pressed, and button has focus, flag button as down
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// Set various BF_JUST_* flags if events changed from last frame
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//
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void UI_BUTTON::process(int focus)
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{
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int mouse_on_me, old_flags;
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old_flags = m_flags;
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frame_reset();
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// check mouse over control and handle hilighting state
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mouse_on_me = is_mouse_on();
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// if gadget is disabled, force button up and return
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if (disabled_flag) {
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if (old_flags & BF_DOWN){
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m_flags |= BF_JUST_RELEASED;
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}
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if (!hidden && !my_wnd->use_hack_to_get_around_stupid_problem_flag) {
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if (mouse_on_me && B1_JUST_PRESSED){
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gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
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}
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if ( (hotkey >= 0) && (my_wnd->keypress == hotkey) ){
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gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
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}
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}
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// do callback if the button is disabled
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if (mouse_on_me && B1_JUST_PRESSED){
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if (m_disabled_function != NULL) {
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m_disabled_function();
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}
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}
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return;
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}
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// check focus and derived focus with one variable
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if (my_wnd->selected_gadget == this) {
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focus = 1;
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}
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// show alternate cursor, perhaps?
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maybe_show_custom_cursor();
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if ( !mouse_on_me ) {
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next_repeat = UI_TIMESTAMP::never();
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} else {
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m_flags |= BF_HIGHLIGHTED;
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if ( !(old_flags & BF_HIGHLIGHTED) ) {
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int do_callback = 1;
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m_flags |= BF_JUST_HIGHLIGHTED;
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// if a callback exists, call it
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if (m_just_highlighted_function) {
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if ( m_flags & BF_SKIP_FIRST_HIGHLIGHT_CALLBACK ) {
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if ( first_callback ) {
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do_callback = 0;
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}
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}
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first_callback = 0;
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if ( do_callback ) {
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m_just_highlighted_function();
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}
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}
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}
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}
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// check if mouse is pressed
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if ( B1_PRESSED && mouse_on_me ) {
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m_flags |= BF_DOWN;
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capture_mouse();
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}
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// check if hotkey is down or not
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if ( (hotkey >= 0) && (my_wnd->keypress == hotkey) ) {
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m_flags |= BF_DOWN | BF_CLICKED;
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}
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// only check for space/enter keystrokes if we are not ignoring the focus (this is the
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// default behavior)
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if ( !(m_flags & BF_IGNORE_FOCUS) ) {
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if ( focus && (hotkey_if_focus >= 0) ) {
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if (my_wnd->keypress == hotkey_if_focus)
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m_flags |= BF_DOWN | BF_CLICKED;
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if ( (hotkey_if_focus == KEY_SPACEBAR) && (my_wnd->keypress == KEY_ENTER) )
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m_flags |= BF_DOWN | BF_CLICKED;
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}
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}
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// handler for button not down
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if ( !(m_flags & BF_DOWN) ) {
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next_repeat = UI_TIMESTAMP::never();
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if ( (old_flags & BF_DOWN) && !(old_flags & BF_CLICKED) ) // check for release of mouse, not hotkey
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m_flags |= BF_JUST_RELEASED;
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// non-repeating buttons behave sort of uniquely.. They activate when released over button
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if (!(m_flags & BF_REPEATS)) {
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if ( (m_flags & BF_JUST_RELEASED) && (m_flags & BF_HIGHLIGHTED) )
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m_flags |= BF_CLICKED;
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}
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return;
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}
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// check if button just went down this frame
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if ( !(old_flags & BF_DOWN) ) {
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m_flags |= BF_JUST_PRESSED;
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m_press_linger = ui_timestamp(100);
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if (user_function)
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user_function();
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if (m_flags & BF_REPEATS) {
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next_repeat = ui_timestamp(B_REPEAT_TIME * 3);
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m_flags |= BF_CLICKED;
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}
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}
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// check if a repeat event should occur
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if ( ui_timestamp_elapsed(next_repeat) && (m_flags & BF_REPEATS) ) {
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next_repeat = ui_timestamp(B_REPEAT_TIME);
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m_flags |= BF_CLICKED;
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m_press_linger = ui_timestamp(100);
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}
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// check for double click occurance
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if (B1_DOUBLE_CLICKED && mouse_on_me) {
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m_flags |= BF_DOUBLE_CLICKED;
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m_press_linger = ui_timestamp(100);
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}
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}
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// Check if button should do it's function in life (trigger the event)
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//
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int UI_BUTTON::pressed()
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{
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if (m_flags & BF_CLICKED)
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return TRUE;
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return FALSE;
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}
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int UI_BUTTON::double_clicked()
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{
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if ( m_flags & BF_DOUBLE_CLICKED )
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return TRUE;
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else
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return FALSE;
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}
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int UI_BUTTON::just_pressed()
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{
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if ( m_flags & BF_JUST_PRESSED )
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return TRUE;
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else
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return FALSE;
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}
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int UI_BUTTON::just_highlighted()
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{
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if ( m_flags & BF_JUST_HIGHLIGHTED )
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return TRUE;
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else
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return FALSE;
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}
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// ----------------------------------------------------------------------------------
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// Checks if button is down (or up). This checks the button instead, rather than any
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// events that may have caused it to be down. Buttons also stay down for a certain amount
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// of time minimum, to make sure it's long enough for the user to see it has went down (since
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// one frame is probably far to quick for users to notice it). Basically, this indicates
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// how the button is being drawn, if you want to think of it that way.
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int UI_BUTTON::button_down()
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{
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if ( (m_flags & BF_DOWN) || !ui_timestamp_elapsed(m_press_linger) )
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return TRUE;
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else
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return FALSE;
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}
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// ------------------------------------------------------------
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// set the callback function for when the mouse first goes over
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// a button
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//
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void UI_BUTTON::set_highlight_action( void (*_user_function)(void) )
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{
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m_just_highlighted_function = _user_function;
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}
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void UI_BUTTON::set_disabled_action( void (*_user_function)(void) )
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{
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m_disabled_function = _user_function;
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}
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// Is the mouse over this button?
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int UI_BUTTON::button_hilighted()
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{
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return m_flags & BF_HIGHLIGHTED;
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}
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// Is the mouse over this button?
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void UI_BUTTON::set_button_hilighted()
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{
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m_flags |= BF_HIGHLIGHTED;
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}
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// Force button to get pressed
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void UI_BUTTON::press_button()
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{
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if ( !disabled_flag ) {
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m_flags |= BF_DOWN | BF_CLICKED;
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//m_flags |= BF_JUST_PRESSED;
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}
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}
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// reset the "pressed" timestamps
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void UI_BUTTON::reset_timestamps()
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{
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m_press_linger = UI_TIMESTAMP::immediate();
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next_repeat = UI_TIMESTAMP::never();
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}
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void UI_BUTTON::skip_first_highlight_callback()
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{
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m_flags |= BF_SKIP_FIRST_HIGHLIGHT_CALLBACK;
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first_callback = 1;
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}
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void UI_BUTTON::repeatable(int yes)
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{
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if(yes){
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m_flags |= BF_REPEATS;
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next_repeat = UI_TIMESTAMP::immediate();
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} else {
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m_flags &= ~(BF_REPEATS);
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next_repeat = UI_TIMESTAMP::never();
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}
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}
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void UI_BUTTON::maybe_show_custom_cursor()
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{
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if (disabled_flag)
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return;
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// set the mouseover cursor
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if (is_mouse_on()) {
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if ((custom_cursor != NULL) && (previous_cursor == NULL)) {
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previous_cursor = io::mouse::CursorManager::get()->getCurrentCursor();
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io::mouse::CursorManager::get()->setCurrentCursor(custom_cursor);
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}
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}
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}
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void UI_BUTTON::restore_previous_cursor()
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{
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if (previous_cursor != nullptr && !is_mouse_on()) {
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io::mouse::CursorManager::get()->setCurrentCursor(previous_cursor);
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previous_cursor = nullptr;
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}
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}
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