0ad/source/gui/CGUI.cpp
Gee e326ebae46 major update
This was SVN commit r290.
2004-05-29 04:06:50 +00:00

1449 lines
34 KiB
C++
Executable File

/*
CGUI
by Gustav Larsson
gee@pyro.nu
*/
//#include "stdafx."
#include "GUI.h"
// Types - when including them into the engine.
#include "CButton.h"
#include "CText.h"
#include "CCheckBox.h"
#include "CRadioButton.h"
#include <xercesc/dom/DOM.hpp>
#include <xercesc/parsers/XercesDOMParser.hpp>
#include <xercesc/framework/LocalFileInputSource.hpp>
#include <xercesc/util/XMLString.hpp>
#include <xercesc/util/PlatformUtils.hpp>
#include "XercesErrorHandler.h"
#include "Prometheus.h"
#include "input.h"
#include "OverlayText.h"
// TODO Gee: Whatever include CRect/CPos/CSize
#include "Overlay.h"
#include <string>
#include <assert.h>
#include <stdarg.h>
// namespaces used
XERCES_CPP_NAMESPACE_USE
using namespace std;
#ifdef _MSC_VER
#pragma comment(lib, "xerces-c_2.lib")
#endif
// TODO Gee: how to draw overlays?
void render(COverlayText* overlaytext)
{
}
//-------------------------------------------------------------------
// called from main loop when (input) events are received.
// event is passed to other handlers if false is returned.
// trampoline: we don't want to make the implementation (in CGUI) static
//-------------------------------------------------------------------
bool gui_handler(const SDL_Event& ev)
{
return g_GUI.HandleEvent(ev);
}
bool CGUI::HandleEvent(const SDL_Event& ev)
{
if(ev.type == SDL_MOUSEMOTION)
{
m_MousePos = CPos(ev.motion.x, ev.motion.y);
// pNearest will after this point at the hovered object, possibly NULL
GUI<SGUIMessage>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject,
&IGUIObject::HandleMessage,
SGUIMessage(GUIM_MOUSE_MOTION));
}
// TODO Gee: temp-stuff
// char buf[30];
// sprintf(buf, "type = %d", ev.type);
//TEMPmessage = buf;
if (ev.type == SDL_MOUSEBUTTONDOWN)
{
// sprintf(buf, "button = %d", ev.button.button);
//TEMPmessage = buf;
}
// JW: (pre|post)process omitted; what're they for? why would we need any special button_released handling?
// Only one object can be hovered
IGUIObject *pNearest = NULL;
try
{
// TODO Gee: Optimizations needed!
// these two recursive function are quite overhead heavy.
// pNearest will after this point at the hovered object, possibly NULL
GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject,
&IGUIObject::ChooseMouseOverAndClosest,
pNearest);
// Now we'll call UpdateMouseOver on *all* objects,
// we'll input the one hovered, and they will each
// update their own data and send messages accordingly
GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject,
&IGUIObject::UpdateMouseOver,
pNearest);
if (ev.type == SDL_MOUSEBUTTONDOWN)
{
switch (ev.button.button)
{
case SDL_BUTTON_LEFT:
if (pNearest)
{
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_PRESS_LEFT));
}
{
// some temp
/* CClientArea ca;
bool hidden;
GUI<CClientArea>::GetSetting(*this, CStr("backdrop43"), CStr("size"), ca);
//hidden = !hidden;
ca.pixel.right -= 3;
GUI<CClientArea>::SetSetting(*this, CStr("backdrop43"), CStr("size"), ca);
*/ }
break;
case 3: // wheel down
if (pNearest)
{
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_DOWN));
}
break;
case 4: // wheel up
if (pNearest)
{
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_UP));
}
break;
// TODO Gee: Just temp
case SDL_BUTTON_RIGHT:
{
CClientArea ca;
GUI<CClientArea>::GetSetting(*this, CStr("backdrop43"), CStr("size"), ca);
//hidden = !hidden;
ca.pixel.right -= 3;
GUI<CClientArea>::SetSetting(*this, CStr("backdrop43"), CStr("size"), ca);
}
break;
default:
break;
}
}
else
if (ev.type == SDL_MOUSEBUTTONUP)
{
if (ev.button.button == SDL_BUTTON_LEFT)
{
if (pNearest)
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_RELEASE_LEFT));
}
// Reset all states on all visible objects
GUI<>::RecurseObject(GUIRR_HIDDEN, m_BaseObject,
&IGUIObject::ResetStates);
// It will have reset the mouse over of the current hovered, so we'll
// have to restore that
if (pNearest)
pNearest->m_MouseHovering = true;
}
}
catch (PS_RESULT e)
{
// TODO Gee: Handle
}
// JW: what's the difference between mPress and mDown? what's the code below responsible for?
/*/* // Generally if just mouse is clicked
if (m_pInput->mDown(NEMM_BUTTON1) && pNearest)
{
pNearest->HandleMessage(GUIM_MOUSE_DOWN_LEFT);
}
*/
return false;
}
//-------------------------------------------------------------------
// Constructor / Destructor
//-------------------------------------------------------------------
CGUI::CGUI() : m_InternalNameNumber(0)
{
m_BaseObject = new CGUIDummyObject;
m_BaseObject->SetGUI(this);
// This will make this invisible, not add
//m_BaseObject->SetName(BASE_OBJECT_NAME);
}
CGUI::~CGUI()
{
if (m_BaseObject)
delete m_BaseObject;
}
//-------------------------------------------------------------------
// Functions
//-------------------------------------------------------------------
IGUIObject *CGUI::ConstructObject(const CStr &str)
{
if (m_ObjectTypes.count(str) > 0)
return (*m_ObjectTypes[str])();
else
{
// TODO Gee: Report in log
return NULL;
}
}
void CGUI::Initialize()
{
// Add base types!
// You can also add types outside the GUI to extend the flexibility of the GUI.
// Prometheus though will have all the object types inserted from here.
AddObjectType("empty", &CGUIDummyObject::ConstructObject);
AddObjectType("button", &CButton::ConstructObject);
AddObjectType("text", &CText::ConstructObject);
AddObjectType("checkbox", &CCheckBox::ConstructObject);
AddObjectType("radiobutton", &CRadioButton::ConstructObject);
}
void CGUI::Process()
{
/*/*
// TODO Gee: check if m_pInput is valid, otherwise return
/// assert(m_pInput);
// Pre-process all objects
try
{
GUI<EGUIMessage>::RecurseObject(0, m_BaseObject, &IGUIObject::HandleMessage, GUIM_PREPROCESS);
}
catch (PS_RESULT e)
{
return;
}
// Check mouse over
try
{
// Only one object can be hovered
// check which one it is, if any !
IGUIObject *pNearest = NULL;
GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN, m_BaseObject, &IGUIObject::ChooseMouseOverAndClosest, pNearest);
// Now we'll call UpdateMouseOver on *all* objects,
// we'll input the one hovered, and they will each
// update their own data and send messages accordingly
GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN, m_BaseObject, &IGUIObject::UpdateMouseOver, pNearest);
// If pressed
if (m_pInput->mPress(NEMM_BUTTON1) && pNearest)
{
pNearest->HandleMessage(GUIM_MOUSE_PRESS_LEFT);
}
else
// If released
if (m_pInput->mRelease(NEMM_BUTTON1) && pNearest)
{
pNearest->HandleMessage(GUIM_MOUSE_RELEASE_LEFT);
}
// Generally if just mouse is clicked
if (m_pInput->mDown(NEMM_BUTTON1) && pNearest)
{
pNearest->HandleMessage(GUIM_MOUSE_DOWN_LEFT);
}
}
catch (PS_RESULT e)
{
return;
}
// Post-process all objects
try
{
GUI<EGUIMessage>::RecurseObject(0, m_BaseObject, &IGUIObject::HandleMessage, GUIM_POSTPROCESS);
}
catch (PS_RESULT e)
{
return;
}
*/
}
void CGUI::Draw()
{
glPushMatrix();
glLoadIdentity();
// Adapt (origio) to being in top left corner and down
// just like the mouse position
glTranslatef(0.0f, g_yres, -1000.0f);
glScalef(1.0f, -1.f, 1.0f);
try
{
// Recurse IGUIObject::Draw() with restriction: hidden
// meaning all hidden objects won't call Draw (nor will it recurse its children)
GUI<>::RecurseObject(GUIRR_HIDDEN, m_BaseObject, &IGUIObject::Draw);
}
catch (PS_RESULT e)
{
glPopMatrix();
// TODO Gee: Report error.
return;
}
glPopMatrix();
}
void CGUI::DrawSprite(const CStr &SpriteName,
const float &Z,
const CRect &Rect,
const CRect &Clipping)
{
// This is not an error, it's just a choice not to draw any sprite.
if (SpriteName == CStr())
return;
const char * buf = SpriteName;
bool DoClipping = (Clipping != CRect());
CGUISprite Sprite;
// Fetch real sprite from name
if (m_Sprites.count(SpriteName) == 0)
{
// TODO Gee: Report error
return;
}
else Sprite = m_Sprites[SpriteName];
glPushMatrix();
glTranslatef(0.0f, 0.0f, Z);
// Iterate all images and request them being drawn be the
// CRenderer
std::vector<SGUIImage>::const_iterator cit;
for (cit=Sprite.m_Images.begin(); cit!=Sprite.m_Images.end(); ++cit)
{
CRect real = cit->m_Size.GetClientArea(Rect);
glPushMatrix();
glTranslatef(0.f, 0.f, cit->m_DeltaZ);
glColor3f(cit->m_BackColor.r , cit->m_BackColor.g, cit->m_BackColor.b);
//glColor3f((float)real.right/1000.f, 0.5f, 0.5f);
// Do this
glBegin(GL_QUADS);
glVertex2i(real.right, real.bottom);
glVertex2i(real.left, real.bottom);
glVertex2i(real.left, real.top);
glVertex2i(real.right, real.top);
glEnd();
glPopMatrix();
}
glPopMatrix();
}
void CGUI::Destroy()
{
// We can use the map to delete all
// now we don't want to cancel all if one Destroy fails
map_pObjects::iterator it;
for (it = m_pAllObjects.begin(); it != m_pAllObjects.end(); ++it)
{
try
{
it->second->Destroy();
}
catch (PS_RESULT e)
{
// TODO Gee: Handle
}
delete it->second;
}
// Clear all
m_pAllObjects.clear();
m_Sprites.clear();
}
void CGUI::UpdateResolution()
{
// Update ALL cached
GUI<>::RecurseObject(0, m_BaseObject, &IGUIObject::UpdateCachedSize );
}
void CGUI::AddObject(IGUIObject* pObject)
{
try
{
// Add CGUI pointer
GUI<CGUI*>::RecurseObject(0, pObject, &IGUIObject::SetGUI, this);
// Add child to base object
m_BaseObject->AddChild(pObject);
// Cache tree
GUI<>::RecurseObject(0, pObject, &IGUIObject::UpdateCachedSize);
// Loaded
GUI<SGUIMessage>::RecurseObject(0, pObject, &IGUIObject::HandleMessage, SGUIMessage(GUIM_LOAD));
}
catch (PS_RESULT e)
{
throw e;
}
}
void CGUI::UpdateObjects()
{
// We'll fill a temporary map until we know everything
// succeeded
map_pObjects AllObjects;
try
{
// Fill freshly
GUI< map_pObjects >::RecurseObject(0, m_BaseObject, &IGUIObject::AddToPointersMap, AllObjects );
}
catch (PS_RESULT e)
{
// Throw the same error
throw e;
}
// Else actually update the real one
m_pAllObjects = AllObjects;
}
bool CGUI::ObjectExists(const CStr &Name) const
{
return m_pAllObjects.count(Name);
}
// private struct used only in GenerateText(...)
static struct SGenerateTextImage
{
int m_YFrom, // The images starting location in Y
m_YTo, // The images end location in Y
m_Indentation; // The image width in other words
// Some help functions
// TODO Gee: CRect => CPoint ?
void SetupSpriteCall(const bool &Left, SGUIText::SSpriteCall &SpriteCall,
const int &width, const int &y,
const CSize &Size, const CStr &TextureName,
const int &BufferZone)
{
// TODO Gee: Temp hardcoded values
SpriteCall.m_Area.top = y+BufferZone;
SpriteCall.m_Area.bottom = y+BufferZone + Size.cy;
if (Left)
{
SpriteCall.m_Area.left = BufferZone;
SpriteCall.m_Area.right = Size.cx+BufferZone;
}
else
{
SpriteCall.m_Area.left = width-BufferZone - Size.cx;
SpriteCall.m_Area.right = width-BufferZone;
}
SpriteCall.m_TextureName = TextureName;
m_YFrom = SpriteCall.m_Area.top-BufferZone;
m_YTo = SpriteCall.m_Area.bottom+BufferZone;
m_Indentation = Size.cx+BufferZone*2;
}
};
SGUIText CGUI::GenerateText(const CGUIString &string, /*const CColor &Color, */
const CStr &Font, const int &Width, const int &BufferZone)
{
SGUIText Text; // object we're generating
if (string.m_Words.size() == 0)
return Text;
int x=BufferZone, y=BufferZone; // drawing pointer
int from=0;
bool done=false;
// Images on the left or the right side.
vector<SGenerateTextImage> Images[2];
int pos_last_img=-1; // Position in the string where last img (either left or right) were encountered.
// in order to avoid duplicate processing.
// Easier to read.
bool WordWrapping = (Width != 0);
// Go through string word by word
for (int i=0; i<string.m_Words.size()-1 && !done; ++i)
{
// Pre-process each line one time, so we know which floating images
// will be added for that line.
// Generated stuff is stored in Feedback.
CGUIString::SFeedback Feedback;
// Preliminary line_height, used for word-wrapping with floating images.
int prelim_line_height=0;
// Width and height of all text calls generated.
string.GenerateTextCall(Feedback, Font, /*CColor(),*/
string.m_Words[i], string.m_Words[i+1]);
// Loop through our images queues, to see if images has been added.
// Check if this has already been processed.
// Also, floating images are only applicable if Word-Wrapping is on
if (WordWrapping && i > pos_last_img)
{
// Loop left/right
for (int j=0; j<2; ++j)
{
for (vector<CStr>::const_iterator it = Feedback.m_Images[j].begin();
it != Feedback.m_Images[j].end();
++it)
{
SGUIText::SSpriteCall SpriteCall;
SGenerateTextImage Image;
// Y is if no other floating images is above, y. Else it is placed
// after the last image, like a stack downwards.
int _y;
if (Images[j].size() > 0)
_y = max(y, Images[j].back().m_YTo);
else
_y = y;
// TODO Gee: CSize temp
CSize size; size.cx = 100; size.cy = 100;
Image.SetupSpriteCall((j==CGUIString::SFeedback::Left), SpriteCall, Width, _y, size, CStr("white-border"), BufferZone);
// Check if image is the lowest thing.
Text.m_Size.cy = max(Text.m_Size.cy, Image.m_YTo);
Images[j].push_back(Image);
Text.m_SpriteCalls.push_back(SpriteCall);
}
}
}
pos_last_img = max(pos_last_img, i);
x += Feedback.m_Size.cx;
prelim_line_height = max(prelim_line_height, Feedback.m_Size.cy);
// If Width is 0, then there's no word-wrapping, disable NewLine.
if ((WordWrapping && (x > Width-BufferZone || Feedback.m_NewLine)) || i == string.m_Words.size()-2)
{
// Change from to i, but first keep a copy of its value.
int temp_from = from;
from = i;
static const int From=0, To=1;
//int width_from=0, width_to=width;
int width_range[2];
width_range[From] = BufferZone;
width_range[To] = Width - BufferZone;
// Floating images are only appicable if word-wrapping is enabled.
if (WordWrapping)
{
// Decide width of the line. We need to iterate our floating images.
// this won't be exact because we're assuming the line_height
// will be as our preliminary calculation said. But that may change,
// although we'd have to add a couple of more loops to try straightening
// this problem out, and it is very unlikely to happen noticably if one
// stuctures his text in a stylistically pure fashion. Even if not, it
// is still quite unlikely it will happen.
// Loop through left and right side, from and to.
for (int j=0; j<2; ++j)
{
for (vector<SGenerateTextImage>::const_iterator it = Images[j].begin();
it != Images[j].end();
++it)
{
// We're working with two intervals here, the image's and the line height's.
// let's find the union of these two.
int union_from, union_to;
union_from = max(y, it->m_YFrom);
union_to = min(y+prelim_line_height, it->m_YTo);
// The union is not �
if (union_to > union_from)
{
if (j == From)
width_range[From] = max(width_range[From], it->m_Indentation);
else
width_range[To] = min(width_range[To], Width - it->m_Indentation);
}
}
}
}
// Reset X for the next loop
x = width_range[From];
// Now we'll do another loop to figure out the height of
// the line (the height of the largest character). This
// couldn't be determined in the first loop (main loop)
// because it didn't regard images, so we don't know
// if all characters processed, will actually be involved
// in that line.
int line_height=0;
for (int j=temp_from; j<=i; ++j)
{
// We don't want to use Feedback now, so we'll have to use
// another.
CGUIString::SFeedback Feedback2;
string.GenerateTextCall(Feedback2, Font, /*CColor(),*/
string.m_Words[j], string.m_Words[j+1]);
// Append X value.
x += Feedback2.m_Size.cx;
if (WordWrapping && x > width_range[To] && j!=temp_from && !Feedback2.m_NewLine)
break;
// Let line_height be the maximum m_Height we encounter.
line_height = max(line_height, Feedback2.m_Size.cy);
if (WordWrapping && Feedback2.m_NewLine)
break;
}
// Reset x once more
x = width_range[From];
// Do the real processing now
for (int j=temp_from; j<=i; ++j)
{
// We don't want to use Feedback now, so we'll have to use
// another.
CGUIString::SFeedback Feedback2;
// Defaults
string.GenerateTextCall(Feedback2, Font, /*Color, */
string.m_Words[j], string.m_Words[j+1]);
// Iterate all and set X/Y values
// Since X values are not set, we need to make an internal
// iteration with an increment that will append the internal
// x, that is what x_pointer is for.
int x_pointer=0;
vector<SGUIText::STextCall>::iterator it;
for (it = Feedback2.m_TextCalls.begin(); it != Feedback2.m_TextCalls.end(); ++it)
{
it->m_Pos = CPos(x + x_pointer, y + line_height - it->m_Size.cy);
x_pointer += it->m_Size.cx;
if (it->m_pSpriteCall)
{
it->m_pSpriteCall->m_Area =
it->m_pSpriteCall->m_Area + it->m_Pos;
}
}
// Append X value.
x += Feedback2.m_Size.cx;
Text.m_Size.cx = max(Text.m_Size.cx, x+BufferZone);
// The first word overrides the width limit, that we
// do in those cases, are just draw that word even
// though it'll extend the object.
if (WordWrapping) // only if word-wrapping is applicable
{
if (Feedback2.m_NewLine)
{
from = j+1;
break;
}
else
if (x > width_range[To] && j==temp_from)
{
from = j+1;
// do not break, since we want it to be added to m_TextCalls
}
else
if (x > width_range[To])
{
from = j;
break;
}
}
// Add the whole Feedback2.m_TextCalls to our m_TextCalls.
Text.m_TextCalls.insert(Text.m_TextCalls.end(), Feedback2.m_TextCalls.begin(), Feedback2.m_TextCalls.end());
Text.m_SpriteCalls.insert(Text.m_SpriteCalls.end(), Feedback2.m_SpriteCalls.begin(), Feedback2.m_SpriteCalls.end());
if (j == string.m_Words.size()-2)
done = true;
}
// Reset X, and append Y.
x = 0;
y += line_height;
// Update height of all
Text.m_Size.cy = max(Text.m_Size.cy, y+BufferZone);
// Now if we entered as from = i, then we want
// i being one minus that, so that it will become
// the same i in the next loop. The difference is that
// we're on a new line now.
i = from-1;
}
}
return Text;
}
void CGUI::DrawText(const SGUIText &Text, const CColor &DefaultColor,
const CPos &pos, const float &z)
{
for (vector<SGUIText::STextCall>::const_iterator it=Text.m_TextCalls.begin();
it!=Text.m_TextCalls.end();
++it)
{
if (it->m_pSpriteCall)
continue;
COverlayText txt(pos.x+it->m_Pos.x, pos.y+it->m_Pos.y,
z, it->m_Font, it->m_String,
(it->m_UseCustomColor?it->m_Color:DefaultColor));
render(&txt);
}
for (vector<SGUIText::SSpriteCall>::const_iterator it=Text.m_SpriteCalls.begin();
it!=Text.m_SpriteCalls.end();
++it)
{
DrawSprite(it->m_TextureName, z, it->m_Area + pos);
}
}
void CGUI::ReportParseError(const CStr &str, ...)
{
// Print header
if (m_Errors==0)
{
/// g_nemLog("*** GUI Tree Creation Errors");
}
// Important, set ParseError to true
++m_Errors;
/* TODO Gee: (MEGA)
char buffer[512];
va_list args;
// get arguments
va_start(args, str);
vsprintf(buffer, str.c_str(), args);
va_end(args);
*/
/// g_nemLog(" %s", buffer);
}
/**
* @callgraph
*/
void CGUI::LoadXMLFile(const string &Filename)
{
// Reset parse error
// we can later check if this has increased
m_Errors = 0;
// Initialize XML library
XMLPlatformUtils::Initialize();
{
// Create parser instance
XercesDOMParser *parser = new XercesDOMParser();
bool ParseFailed = false;
if (parser)
{
// Setup parser
parser->setValidationScheme(XercesDOMParser::Val_Auto);
parser->setDoNamespaces(false);
parser->setDoSchema(false);
parser->setCreateEntityReferenceNodes(false);
// Set cosutomized error handler
CXercesErrorHandler *errorHandler = new CXercesErrorHandler();
parser->setErrorHandler(errorHandler);
/// g_nemLog("*** Xerces XML Parsing Errors");
// Get main node
LocalFileInputSource source( XMLString::transcode( Filename.c_str() ) );
// parse
parser->parse(source);
// Check how many errors
ParseFailed = parser->getErrorCount() != 0;
if (ParseFailed)
{
// TODO Gee: Report for real!
/// g_console.submit("echo Xerces XML Parsing Reports %d errors", parser->getErrorCount());
}
// Parse Failed?
if (!ParseFailed)
{
DOMDocument *doc = parser->getDocument();
DOMElement *node = doc->getDocumentElement();
// Check root element's (node) name so we know what kind of
// data we'll be expecting
string root_name = XMLString::transcode( node->getNodeName() );
if (root_name == "objects")
{
Xerces_ReadRootObjects(node);
// Re-cache all values so these gets cached too.
//UpdateResolution();
}
else
if (root_name == "sprites")
{
Xerces_ReadRootSprites(node);
}
else
if (root_name == "styles")
{
Xerces_ReadRootStyles(node);
}
else
if (root_name == "setup")
{
Xerces_ReadRootSetup(node);
}
else
{
// TODO Gee: Output in log
}
}
}
// Now report if any other errors occured
if (m_Errors > 0)
{
/// g_console.submit("echo GUI Tree Creation Reports %d errors", m_Errors);
}
delete parser;
}
XMLPlatformUtils::Terminate();
}
//===================================================================
// XML Reading Xerces Specific Sub-Routines
//===================================================================
void CGUI::Xerces_ReadRootObjects(DOMElement *pElement)
{
// Iterate main children
// they should all be <object> elements
DOMNodeList *children = pElement->getChildNodes();
for (u16 i=0; i<children->getLength(); ++i)
{
DOMNode *child = children->item(i);
if (child->getNodeType() == DOMNode::ELEMENT_NODE)
{
// Read in this whole object into the GUI
DOMElement *element = (DOMElement*)child;
Xerces_ReadObject(element, m_BaseObject);
}
}
}
void CGUI::Xerces_ReadRootSprites(DOMElement *pElement)
{
// Iterate main children
// they should all be <sprite> elements
DOMNodeList *children = pElement->getChildNodes();
for (u16 i=0; i<children->getLength(); ++i)
{
DOMNode *child = children->item(i);
if (child->getNodeType() == DOMNode::ELEMENT_NODE)
{
// Read in this whole object into the GUI
DOMElement *element = (DOMElement*)child;
Xerces_ReadSprite(element);
}
}
}
void CGUI::Xerces_ReadRootStyles(DOMElement *pElement)
{
// Iterate main children
// they should all be <styles> elements
DOMNodeList *children = pElement->getChildNodes();
for (u16 i=0; i<children->getLength(); ++i)
{
DOMNode *child = children->item(i);
if (child->getNodeType() == DOMNode::ELEMENT_NODE)
{
// Read in this whole object into the GUI
DOMElement *element = (DOMElement*)child;
Xerces_ReadStyle(element);
}
}
}
void CGUI::Xerces_ReadRootSetup(DOMElement *pElement)
{
// Iterate main children
// they should all be <icon>, <scrollbar> or <tooltip>.
DOMNodeList *children = pElement->getChildNodes();
for (u16 i=0; i<children->getLength(); ++i)
{
DOMNode *child = children->item(i);
if (child->getNodeType() == DOMNode::ELEMENT_NODE)
{
// Read in this whole object into the GUI
DOMElement *element = (DOMElement*)child;
CStr name = XMLString::transcode( element->getNodeName() );
if (name == CStr("scrollbar"))
{
Xerces_ReadScrollBarStyle(element);
}
// No need for else, we're using DTD.
}
}
}
void CGUI::Xerces_ReadObject(DOMElement *pElement, IGUIObject *pParent)
{
assert(pParent && pElement);
u16 i;
// Our object we are going to create
IGUIObject *object = NULL;
// Well first of all we need to determine the type
CStr type = XMLString::transcode( pElement->getAttribute( XMLString::transcode("type") ) );
// Construct object from specified type
// henceforth, we need to do a rollback before aborting.
// i.e. releasing this object
object = ConstructObject(type);
if (!object)
{
// Report error that object was unsuccessfully loaded
ReportParseError(CStr("Unrecognized type: ") + type);
delete object;
return;
}
//
// Read Style and set defaults
//
// If the setting "style" is set, try loading that setting.
//
// Always load default (if it's available) first!
//
CStr argStyle = XMLString::transcode( pElement->getAttribute( XMLString::transcode("style") ) );
if (m_Styles.count(CStr("default")) == 1)
object->LoadStyle(*this, CStr("default"));
if (argStyle != CStr())
{
// additional check
if (m_Styles.count(argStyle) == 0)
{
// TODO Gee: Error
}
else object->LoadStyle(*this, argStyle);
}
//
// Read Attributes
//
bool NameSet = false;
bool ManuallySetZ = false; // if z has been manually set, this turn true
// Now we can iterate all attributes and store
DOMNamedNodeMap *attributes = pElement->getAttributes();
for (i=0; i<attributes->getLength(); ++i)
{
DOMAttr *attr = (DOMAttr*)attributes->item(i);
CStr attr_name = XMLString::transcode( attr->getName() );
CStr attr_value = XMLString::transcode( attr->getValue() );
// If value is "null", then it is equivalent as never being entered
if (attr_value == CStr("null"))
continue;
// Ignore "type" and "style", we've already checked it
if (attr_name == CStr("type") || attr_name == CStr("style") )
continue;
// Also the name needs some special attention
if (attr_name == CStr("name"))
{
object->SetName(attr_value);
NameSet = true;
continue;
}
if (attr_name == CStr("z"))
ManuallySetZ = true;
// Try setting the value
try
{
object->SetSetting(attr_name, attr_value);
}
catch (PS_RESULT e)
{
ReportParseError(CStr("Can't set \"") + attr_name + CStr("\" to \"") + attr_value + CStr("\""));
// This is not a fatal error
}
}
// Check if name isn't set, generate an internal name in that case.
if (!NameSet)
{
object->SetName(CStr("__internal(") + CStr(m_InternalNameNumber) + CStr(")"));
++m_InternalNameNumber;
}
//
// Read Children
//
// Iterate children
DOMNodeList *children = pElement->getChildNodes();
for (i=0; i<children->getLength(); ++i)
{
// Get node
DOMNode *child = children->item(i);
// Check type (it's probably text or element)
// A child element
if (child->getNodeType() == DOMNode::ELEMENT_NODE)
{
// Check what name the elements got
string element_name = XMLString::transcode( child->getNodeName() );
if (element_name == "object")
{
// First get element and not node
DOMElement *element = (DOMElement*)child;
// TODO Gee: REPORT ERROR
// Call this function on the child
Xerces_ReadObject(element, object);
}
}
else
if (child->getNodeType() == DOMNode::TEXT_NODE)
{
CStr caption = XMLString::transcode( child->getNodeValue() );
// Text is only okay if it's the first element i.e. <object>caption ... </object>
if (i==0)
{
// Thank you CStr =)
caption.Trim(PS_TRIM_BOTH);
try
{
// Set the setting caption to this
object->SetSetting("caption", caption);
}
catch (...)
{
// There is no harm if the object didn't have a "caption"
}
}
// else
// TODO Gee: give warning
}
}
//
// Check if Z wasn't manually set
//
if (!ManuallySetZ)
{
// Set it automatically to 10 plus its parents
if (pParent==NULL)
{
// TODO Gee: Report error
}
else
{
bool absolute;
GUI<bool>::GetSetting(object, "absolute", absolute);
// If the object is absolute, we'll have to get the parent's Z buffered,
// and add to that!
if (absolute)
{
GUI<float>::SetSetting(object, "z", pParent->GetBufferedZ() + 10.f);
}
else
// If the object is relative, then we'll just store Z as "10"
{
GUI<float>::SetSetting(object, "z", 10.f);
}
}
}
//
// Input Child
//
try
{
if (pParent == m_BaseObject)
AddObject(object);
else
pParent->AddChild(object);
}
catch (PS_RESULT e)
{
ReportParseError(e);
}
}
void CGUI::Xerces_ReadSprite(DOMElement *pElement)
{
assert(pElement);
// Sprite object we're adding
CGUISprite sprite;
// and what will be its reference name
CStr name;
//
// Read Attributes
//
// Get name, we know it exists because of DTD requirements
name = XMLString::transcode( pElement->getAttribute( XMLString::transcode("name") ) );
//
// Read Children (the images)
//
// Iterate children
DOMNodeList *children = pElement->getChildNodes();
for (u16 i=0; i<children->getLength(); ++i)
{
// Get node
DOMNode *child = children->item(i);
// Check type (it's probably text or element)
// A child element
if (child->getNodeType() == DOMNode::ELEMENT_NODE)
{
// All Elements will be of type "image" by DTD law
// First get element and not node
DOMElement *element = (DOMElement*)child;
// Call this function on the child
Xerces_ReadImage(element, sprite);
}
}
//
// Add Sprite
//
m_Sprites[name] = sprite;
}
void CGUI::Xerces_ReadImage(DOMElement *pElement, CGUISprite &parent)
{
assert(pElement);
// Image object we're adding
SGUIImage image;
// TODO Gee: Setup defaults here (or maybe they are in the SGUIImage ctor)
//
// Read Attributes
//
// Now we can iterate all attributes and store
DOMNamedNodeMap *attributes = pElement->getAttributes();
for (u16 i=0; i<attributes->getLength(); ++i)
{
DOMAttr *attr = (DOMAttr*)attributes->item(i);
CStr attr_name = XMLString::transcode( attr->getName() );
CStr attr_value(XMLString::transcode( attr->getValue() ));
// This is the only attribute we want
if (attr_name == CStr("texture"))
{
image.m_Texture = attr_value;
}
else
if (attr_name == CStr("size"))
{
CClientArea ca;
if (!GUI<CClientArea>::ParseString(attr_value, ca))
{
// TODO Gee: Error
}
else image.m_Size = ca;
}
else
if (attr_name == CStr("z-level"))
{
int z_level;
if (!GUI<int>::ParseString(attr_value, z_level))
{
// TODO Gee: Error
}
else image.m_DeltaZ = (float)z_level/100.f;
}
else
if (attr_name == CStr("backcolor"))
{
CColor color;
if (!GUI<CColor>::ParseString(attr_value, color))
{
// TODO Gee: Error
}
else image.m_BackColor = color;
}
else
{
// TODO Gee: Log
//g_console.submit("echo Error attribute " + attr_name + " is not expected in <image>");
return;
}
}
//
// Input
//
parent.AddImage(image);
}
void CGUI::Xerces_ReadStyle(DOMElement *pElement)
{
assert(pElement);
// style object we're adding
SGUIStyle style;
CStr name;
//
// Read Attributes
//
// Now we can iterate all attributes and store
DOMNamedNodeMap *attributes = pElement->getAttributes();
for (u16 i=0; i<attributes->getLength(); ++i)
{
DOMAttr *attr = (DOMAttr*)attributes->item(i);
CStr attr_name = XMLString::transcode( attr->getName() );
CStr attr_value = XMLString::transcode( attr->getValue() );
// The "name" setting is actually the name of the style
// and not a new default
if (attr_name == CStr("name"))
name = attr_value;
else
style.m_SettingsDefaults[attr_name] = attr_value;
}
//
// Add to CGUI
//
m_Styles[name] = style;
}
void CGUI::Xerces_ReadScrollBarStyle(DOMElement *pElement)
{
assert(pElement);
// style object we're adding
SGUIScrollBarStyle scrollbar;
CStr name;
//
// Read Attributes
//
// Now we can iterate all attributes and store
DOMNamedNodeMap *attributes = pElement->getAttributes();
for (u16 i=0; i<attributes->getLength(); ++i)
{
DOMAttr *attr = (DOMAttr*)attributes->item(i);
CStr attr_name = XMLString::transcode( attr->getName() );
CStr attr_value = XMLString::transcode( attr->getValue() );
if (attr_value == CStr("null"))
continue;
if (attr_name == CStr("name"))
name = attr_value;
else
if (attr_name == CStr("width"))
{
int i;
if (!GUI<int>::ParseString(attr_value, i))
{
// TODO Gee: Report in log file
}
scrollbar.m_Width = i;
}
else
if (attr_name == CStr("minimum-bar-size"))
{
int i;
if (!GUI<int>::ParseString(attr_value, i))
{
// TODO Gee: Report in log file
}
scrollbar.m_MinimumBarSize = i;
}
else
if (attr_name == CStr("sprite-button-top"))
scrollbar.m_SpriteButtonTop = attr_value;
else
if (attr_name == CStr("sprite-button-top-pressed"))
scrollbar.m_SpriteButtonTopPressed = attr_value;
else
if (attr_name == CStr("sprite-button-top-disabled"))
scrollbar.m_SpriteButtonTopDisabled = attr_value;
else
if (attr_name == CStr("sprite-button-top-over"))
scrollbar.m_SpriteButtonTopOver = attr_value;
else
if (attr_name == CStr("sprite-button-bottom"))
scrollbar.m_SpriteButtonBottom = attr_value;
else
if (attr_name == CStr("sprite-button-bottom-pressed"))
scrollbar.m_SpriteButtonBottomPressed = attr_value;
else
if (attr_name == CStr("sprite-button-bottom-disabled"))
scrollbar.m_SpriteButtonBottomDisabled = attr_value;
else
if (attr_name == CStr("sprite-button-bottom-over"))
scrollbar.m_SpriteButtonBottomOver = attr_value;
else
if (attr_name == CStr("sprite-back-vertical"))
scrollbar.m_SpriteBackVertical = attr_value;
else
if (attr_name == CStr("sprite-bar-vertical"))
scrollbar.m_SpriteBarVertical = attr_value;
else
if (attr_name == CStr("sprite-bar-vertical-over"))
scrollbar.m_SpriteBarVerticalOver = attr_value;
else
if (attr_name == CStr("sprite-bar-vertical-pressed"))
scrollbar.m_SpriteBarVerticalPressed = attr_value;
/*
CStr m_SpriteButtonTop;
CStr m_SpriteButtonTopPressed;
CStr m_SpriteButtonTopDisabled;
CStr m_SpriteButtonBottom;
CStr m_SpriteButtonBottomPressed;
CStr m_SpriteButtonBottomDisabled;
CStr m_SpriteScrollBackHorizontal;
CStr m_SpriteScrollBarHorizontal;
CStr m_SpriteButtonLeft;
CStr m_SpriteButtonLeftPressed;
CStr m_SpriteButtonLeftDisabled;
CStr m_SpriteButtonRight;
CStr m_SpriteButtonRightPressed;
CStr m_SpriteButtonRightDisabled;
CStr m_SpriteScrollBackVertical;
CStr m_SpriteScrollBarVertical;
*/
}
//
// Add to CGUI
//
m_ScrollBarStyles[name] = scrollbar;
}