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0ad/source/gui/GUIutil.h
Gee c2a71e41bf Essential files for the GUI
This was SVN commit r31.
2003-11-06 00:21:45 +00:00

325 lines
8.3 KiB
C++
Executable File

/*
GUI util
by Gustav Larsson
gee@pyro.nu
--Overview--
Contains help class GUI<>, which gives us templated
parameter to all functions within GUI.
--More info--
http://gee.pyro.nu/wfg/GUI/
*/
#ifndef GUIutil_H
#define GUIutil_H
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "GUI.h"
//--------------------------------------------------------
// Forward declarations
//--------------------------------------------------------
class CGUI;
class CGUIObject;
//--------------------------------------------------------
// Base class to only the class GUI. This superclass is
// kind of a templateless extention of the class GUI.
// Used for other functions to friend with, because it
// it can't friend with GUI since it's templated.
//--------------------------------------------------------
class CInternalCGUIAccessorBase
{
protected:
// Get object pointer
static CGUIObject * GetObjectPointer(CGUI &GUIinstance, const CStr &Object);
// const version
static const CGUIObject * GetObjectPointer(const CGUI &GUIinstance, const CStr &Object);
};
//--------------------------------------------------------
// Includes static functions that needs one template
// argument.
//--------------------------------------------------------
// int is only to please functions that doesn't even use T
// and are only within this class because it's convenient
template <typename T=int>
class GUI : public CInternalCGUIAccessorBase
{
// Private functions further ahead
friend class CGUI;
friend class CGUIObject;
public:
//--------------------------------------------------------
// Retrieves a setting by name
// Input:
// pObject Object pointer
// Setting Setting by name
// Output:
// Value Stores value here
// note type T!
//--------------------------------------------------------
static PS_RESULT GetSetting(const CGUIObject *pObject, const CStr &Setting, T &Value)
{
if (pObject == NULL)
return PS_OBJECT_FAIL;
if (!pObject->SettingExists(Setting))
return PS_SETTING_FAIL;
// Set value
Value = *(T*)((size_t)pObject+pObject->GetSettingsInfo()[Setting].m_Offset);
return PS_OK;
}
//--------------------------------------------------------
// Sets a value by name using a real datatype as input
// Input:
// pObject Object pointer
// Setting Setting by name
// Value Sets value to this
// note type T!
//--------------------------------------------------------
static PS_RESULT SetSetting(CGUIObject *pObject, const CStr &Setting, const T &Value)
{
if (pObject == NULL)
return PS_OBJECT_FAIL;
if (!pObject->SettingExists(Setting))
return PS_SETTING_FAIL;
// Set value
// This better be the correct adress
*(T*)((size_t)pObject+pObject->GetSettingsInfo()[Setting].m_Offset) = Value;
pObject->CheckSettingsValidity();
return PS_OK;
}
//--------------------------------------------------------
// Retrieves a setting and object name
// Input:
// GUI GUI Object const ref
// Object Object name
// Setting Setting by name
// Output:
// Value Stores value here
// note type T!
//--------------------------------------------------------
static PS_RESULT GetSetting(
const CGUI &GUIinstance, const CStr &Object,
const CStr &Setting, T &Value)
{
if (!GUIinstance.ObjectExists(Object))
return PS_OBJECT_FAIL;
// Retrieve pointer and call sibling function
const CGUIObject *pObject = GetObjectPointer(GUIinstance, Object);
return GetSetting(pObject, Setting, Value);
}
//--------------------------------------------------------
// Sets a value by setting and object name using a real
// datatype as input
// Input:
// GUI GUI Object reference since
// we'll be changing values
// Object Object name
// Setting Setting by name
// Value Sets value to this
// note type T!
//--------------------------------------------------------
static PS_RESULT SetSetting(
CGUI &GUIinstance, const CStr &Object,
const CStr &Setting, const T &Value)
{
if (!GUIinstance.ObjectExists(Object))
return PS_OBJECT_FAIL;
// Retrieve pointer and call sibling function
// Important, we don't want to use this T, we want
// to use the standard T, since that will be the
// one with the friend relationship
CGUIObject *pObject = GetObjectPointer(GUIinstance, Object);
return SetSetting(pObject, Setting, Value);
}
//--------------------------------------------------------
// This function returns the C++ structure of the
// inputted string. For instance if you input
// "0 0 10 10" and request a CRect, it will give you
// a CRect(0,0,10,10).
// This function is widely used within the GUI.
// Input:
// String The Value in string format
// Return:
// Returns the value in the structure T.
//--------------------------------------------------------
/* static T GetStringValue(const CStr &String)
{
if (typeid(T) == typeid(int))
{
return atoi(String.c_str());
}
if (typeid(T) == typeid(float) ||
typeid(T) == typeid(double))
{
return atof(String.c_str());
}
if (typeid(T) == typeid(CRect))
{
(CRect)return CRect();
}
if (typeid(T) == typeid(CColor))
{
return CColor();
}
switch(typeid(T))
{
case typeid(int):
return atoi(String);
case typeid(float):
case typeid(double):
return atof(String);
case typeid(CRect):
return CRect(0,0,0,0);
case typeid(CColor):
return CColor(0,0,0,0);
default:
// Repport error unrecognized
return T();
}
// If this function is called T is unrecognized
// TODO repport error
return T();
}
*/
/*
static T<int> GetStringValue(const CStr &String)
{
return atoi(String.c_str());
}
*/
// int
/* static int GetStringValue(const CStr &String)
{
// If this function is called T is unrecognized
// TODO repport error
return 10;
}
*/
private:
// templated typedef of function pointer
typedef void (CGUIObject::*void_Object_pFunction_argT)(const T &arg);
typedef void (CGUIObject::*void_Object_pFunction_argRefT)(T &arg);
typedef void (CGUIObject::*void_Object_pFunction)();
//--------------------------------------------------------
// Recurses an object calling a function on itself
// and all children (and so forth)
// Input:
// RR Recurse Restrictions
// pObject Object to iterate
// pFunc Function to recurse
// Argument Argument of type T
//--------------------------------------------------------
static void RecurseObject(const int &RR, CGUIObject *pObject, void_Object_pFunction_argT pFunc, const T &Argument)
{
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)(Argument);
// Iterate children
vector_pObjects::iterator it;
for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
{
RecurseObject(RR, *it, pFunc, Argument);
}
}
//--------------------------------------------------------
// Same as above only with reference
//--------------------------------------------------------
static void RecurseObject(const int &RR, CGUIObject *pObject, void_Object_pFunction_argRefT pFunc, T &Argument)
{
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)(Argument);
// Iterate children
vector_pObjects::iterator it;
for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
{
RecurseObject(RR, *it, pFunc, Argument);
}
}
//--------------------------------------------------------
// Same as above only with no argument
//--------------------------------------------------------
static void RecurseObject(const int &RR, CGUIObject *pObject, void_Object_pFunction pFunc)
{
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)();
// Iterate children
vector_pObjects::iterator it;
for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
{
RecurseObject(RR, *it, pFunc);
}
}
private:
// Sub functions
static bool CheckIfRestricted(const int &RR, CGUIObject *pObject)
{
if (RR & GUIRR_HIDDEN)
{
if (pObject->GetBaseSettings().m_Hidden)
return true;
}
if (RR & GUIRR_DISABLED)
{
if (pObject->GetBaseSettings().m_Enabled)
return true;
}
// false means not restricted
return false;
}
};
#endif