forked from 0ad/0ad
janwas
32cfc6d807
textureentry: add performance note list, text: fix mousewheel direction input: was going to add a deque to allow registering handlers in back and front. obviated by minimap fix, though. cleaned up a bit and renamed stuff (again, sigh). loaderthunks: fixed weird alignment/padding warning This was SVN commit r2979.
554 lines
15 KiB
C++
Executable File
554 lines
15 KiB
C++
Executable File
/*
|
|
The base class of an object
|
|
by Gustav Larsson
|
|
gee@pyro.nu
|
|
|
|
--Overview--
|
|
|
|
All objects are derived from this class, it's an ADT
|
|
so it can't be used per se
|
|
|
|
Also contains a Dummy object which is used for
|
|
completely blank objects.
|
|
|
|
--Usage--
|
|
|
|
Write about how to use it here
|
|
|
|
--Examples--
|
|
|
|
Provide examples of how to use this code, if necessary
|
|
|
|
--More info--
|
|
|
|
Check GUI.h
|
|
|
|
*/
|
|
|
|
#ifndef IGUIObject_H
|
|
#define IGUIObject_H
|
|
|
|
//--------------------------------------------------------
|
|
// Includes / Compiler directives
|
|
//--------------------------------------------------------
|
|
#include "GUIbase.h"
|
|
#include "GUItext.h"
|
|
#include <string>
|
|
#include <vector>
|
|
#include "lib/input.h" // just for IN_PASS
|
|
|
|
#include "ps/XML/Xeromyces.h"
|
|
|
|
#include "gui/scripting/JSInterface_IGUIObject.h"
|
|
|
|
struct SGUISetting;
|
|
struct SGUIStyle;
|
|
class CGUI;
|
|
|
|
//--------------------------------------------------------
|
|
// Macros
|
|
//--------------------------------------------------------
|
|
|
|
//--------------------------------------------------------
|
|
// Types
|
|
//--------------------------------------------------------
|
|
|
|
// Map with pointers
|
|
typedef std::map<CStr, SGUISetting> map_Settings;
|
|
|
|
struct JSObject;
|
|
|
|
//--------------------------------------------------------
|
|
// Error declarations
|
|
//--------------------------------------------------------
|
|
|
|
//--------------------------------------------------------
|
|
// Declarations
|
|
//--------------------------------------------------------
|
|
|
|
/**
|
|
* Setting Type
|
|
* @see SGUISetting
|
|
*
|
|
* For use of later macros, all names should be GUIST_ followed
|
|
* by the code name (case sensitive!).
|
|
*/
|
|
#define TYPE(T) GUIST_##T,
|
|
enum EGUISettingType
|
|
{
|
|
#include "GUItypes.h"
|
|
};
|
|
#undef TYPE
|
|
|
|
/**
|
|
* @author Gustav Larsson
|
|
*
|
|
* A GUI Setting is anything that can be inputted from XML as
|
|
* <object>-attributes (with exceptions). For instance:
|
|
* <object style="null">
|
|
*
|
|
* "style" will be a SGUISetting.
|
|
*/
|
|
struct SGUISetting
|
|
{
|
|
SGUISetting() : m_pSetting(NULL) {}
|
|
|
|
void *m_pSetting;
|
|
EGUISettingType m_Type;
|
|
};
|
|
|
|
/**
|
|
* @author Gustav Larsson
|
|
*
|
|
* Base settings, all objects possess these settings
|
|
* in their m_BaseSettings
|
|
* Instructions can be found in the documentations.
|
|
*/
|
|
/*struct SGUIBaseSettings
|
|
{
|
|
//int banan;
|
|
bool m_Absolute;
|
|
CStr m_Caption; // Is usually set within an XML element and not in the attributes
|
|
bool m_Enabled;
|
|
bool m_Ghost;
|
|
bool m_Hidden;
|
|
CClientArea m_Size;
|
|
CStr m_Style;
|
|
float m_Z;
|
|
};*/
|
|
|
|
//////////////////////////////////////////////////////////
|
|
|
|
/**
|
|
* @author Gustav Larsson
|
|
*
|
|
* GUI object such as a button or an input-box.
|
|
* Abstract data type !
|
|
*/
|
|
class IGUIObject
|
|
{
|
|
friend class CGUI;
|
|
friend class CInternalCGUIAccessorBase;
|
|
friend class IGUIScrollBar;
|
|
|
|
// Allow ShowTooltip/HideTooltip (GUITooltip.cpp) to access HandleMessage
|
|
friend void ShowTooltip(IGUIObject*, CPos, CStr&, CGUI*);
|
|
friend void HideTooltip(CStr&, CGUI*);
|
|
|
|
// Allow getProperty to access things like GetParent()
|
|
friend JSBool JSI_IGUIObject::getProperty(JSContext* cx, JSObject* obj, jsval id, jsval* vp);
|
|
friend JSBool JSI_IGUIObject::setProperty(JSContext* cx, JSObject* obj, jsval id, jsval* vp);
|
|
|
|
public:
|
|
IGUIObject();
|
|
virtual ~IGUIObject();
|
|
|
|
/**
|
|
* Checks if mouse is hovering this object.
|
|
* The mouse position is cached in CGUI.
|
|
*
|
|
* This function checks if the mouse is hovering the
|
|
* rectangle that the base setting "size" makes.
|
|
* Although it is virtual, so one could derive
|
|
* an object from CButton, which changes only this
|
|
* to checking the circle that "size" makes.
|
|
*
|
|
* @return true if mouse is hovering
|
|
*/
|
|
virtual bool MouseOver();
|
|
|
|
//--------------------------------------------------------
|
|
/** @name Leaf Functions */
|
|
//--------------------------------------------------------
|
|
//@{
|
|
|
|
/// Get object name, name is unique
|
|
CStr GetName() const { return m_Name; }
|
|
|
|
/// Get object name
|
|
void SetName(const CStr& Name) { m_Name = Name; }
|
|
|
|
// Get Presentable name.
|
|
// Will change all internally set names to something like "<unnamed object>"
|
|
CStr GetPresentableName() const;
|
|
|
|
/**
|
|
* Adds object and its children to the map, it's name being the
|
|
* first part, and the second being itself.
|
|
*
|
|
* @param ObjectMap Adds this to the map_pObjects.
|
|
*
|
|
* @throws PS_NEEDS_NAME Name is missing
|
|
* @throws PS_NAME_AMBIGUITY Name is already taken
|
|
*/
|
|
void AddToPointersMap(map_pObjects &ObjectMap);
|
|
|
|
/**
|
|
* Notice nothing will be returned or thrown if the child hasn't
|
|
* been inputted into the GUI yet. This is because that's were
|
|
* all is checked. Now we're just linking two objects, but
|
|
* it's when we're inputting them into the GUI we'll check
|
|
* validity! Notice also when adding it to the GUI this function
|
|
* will inevitably have been called by CGUI::AddObject which
|
|
* will catch the throw and return the error code.
|
|
* i.e. The user will never put in the situation wherein a throw
|
|
* must be caught, the GUI's internal error handling will be
|
|
* completely transparent to the interfacially sequential model.
|
|
*
|
|
* @param pChild Child to add
|
|
*
|
|
* @throws PS_RESULT from CGUI::UpdateObjects().
|
|
*/
|
|
void AddChild(IGUIObject *pChild);
|
|
|
|
//@}
|
|
//--------------------------------------------------------
|
|
/** @name Iterate */
|
|
//--------------------------------------------------------
|
|
//@{
|
|
|
|
vector_pObjects::iterator ChildrenItBegin() { return m_Children.begin(); }
|
|
vector_pObjects::iterator ChildrenItEnd() { return m_Children.end(); }
|
|
|
|
//@}
|
|
//--------------------------------------------------------
|
|
/** @name Settings Management */
|
|
//--------------------------------------------------------
|
|
//@{
|
|
|
|
/**
|
|
* Checks if settings exists, only available for derived
|
|
* classes that has this set up, that's why the base
|
|
* class just returns false
|
|
*
|
|
* @param Setting setting name
|
|
* @return True if settings exist.
|
|
*/
|
|
bool SettingExists(const CStr& Setting) const;
|
|
|
|
/**
|
|
* All sizes are relative to resolution, and the calculation
|
|
* is not wanted in real time, therefore it is cached, update
|
|
* the cached size with this function.
|
|
*/
|
|
void UpdateCachedSize();
|
|
|
|
/**
|
|
* Should be called every time the settings has been updated
|
|
* will also send a message GUIM_SETTINGS_UPDATED, so that
|
|
* if a derived object wants to add things to be updated,
|
|
* they add it in that message part, this is a better solution
|
|
* than making this virtual, since the updates that the base
|
|
* class does, are the most essential.
|
|
* This is not private since there should be no harm in
|
|
* checking validity.
|
|
*
|
|
* @throws TODO not quite settled yet.
|
|
*/
|
|
void CheckSettingsValidity();
|
|
|
|
/**
|
|
* Sets up a map_size_t to include the variables in m_BaseSettings
|
|
*
|
|
* @param SettingsInfo Pointers that should be filled with base variables
|
|
*/
|
|
//void SetupBaseSettingsInfo(map_Settings &SettingsInfo);
|
|
|
|
/**
|
|
* Set a setting by string, regardless of what type it is.
|
|
*
|
|
* example a CRect(10,10,20,20) would be "10 10 20 20"
|
|
*
|
|
* @param Setting Setting by name
|
|
* @param Value Value to set to
|
|
*
|
|
* @return PS_RESULT (PS_OK if successful)
|
|
*/
|
|
PS_RESULT SetSetting(const CStr& Setting, const CStr& Value, const bool& SkipMessage=false);
|
|
|
|
/**
|
|
* Retrieves the type of a named setting.
|
|
*
|
|
* @param Setting Setting by name
|
|
* @param Type Stores an EGUISettingType
|
|
* @return PS_RESULT (PS_OK if successful)
|
|
*/
|
|
PS_RESULT GetSettingType(const CStr& Setting, EGUISettingType &Type) const;
|
|
|
|
/**
|
|
* Set the script handler for a particular object-specific action
|
|
*
|
|
* @param Action Name of action
|
|
* @param Code Javascript code to execute when the action occurs
|
|
* @param pGUI GUI instance to associate the script with
|
|
*/
|
|
void RegisterScriptHandler(const CStr& Action, const CStr& Code, CGUI* pGUI);
|
|
|
|
//@}
|
|
protected:
|
|
//--------------------------------------------------------
|
|
/** @name Called by CGUI and friends
|
|
*
|
|
* Methods that the CGUI will call using
|
|
* its friendship, these should not
|
|
* be called by user.
|
|
* These functions' security are a lot
|
|
* what constitutes the GUI's
|
|
*/
|
|
//--------------------------------------------------------
|
|
//@{
|
|
|
|
/**
|
|
* Add a setting to m_Settings
|
|
*
|
|
* @param Type Setting type
|
|
* @param Name Setting reference name
|
|
*/
|
|
void AddSetting(const EGUISettingType &Type, const CStr& Name);
|
|
|
|
/**
|
|
* Calls Destroy on all children, and deallocates all memory.
|
|
* MEGA TODO Should it destroy it's children?
|
|
*/
|
|
virtual void Destroy();
|
|
|
|
/**
|
|
* This function is called with different messages
|
|
* for instance when the mouse enters the object.
|
|
*
|
|
* @param Message GUI Message
|
|
*/
|
|
virtual void HandleMessage(const SGUIMessage& UNUSED(Message)) {}
|
|
|
|
/**
|
|
* Draws the object.
|
|
*
|
|
* @throws PS_RESULT if any. But this will mostlikely be
|
|
* very rare since if an object is drawn unsuccessfully
|
|
* it'll probably only output in the Error log, and not
|
|
* disrupt the whole GUI drawing.
|
|
*/
|
|
virtual void Draw()=0;
|
|
|
|
/**
|
|
* Some objects need to handle the SDL_Event manually.
|
|
* For instance the input box.
|
|
*
|
|
* Only the object with focus will have this function called.
|
|
*
|
|
* Returns either IN_PASS or IN_HANDLED. If IN_HANDLED, then
|
|
* the key won't be passed on and processed by other handlers.
|
|
* This is used for keys that the GUI uses.
|
|
*/
|
|
virtual InReaction ManuallyHandleEvent(const SDL_Event* UNUSED(ev)) { return IN_PASS; }
|
|
|
|
/**
|
|
* Loads a style.
|
|
*
|
|
* @param GUIinstance Reference to the GUI
|
|
* @param StyleName Style by name
|
|
*/
|
|
void LoadStyle(CGUI &GUIinstance, const CStr& StyleName);
|
|
|
|
/**
|
|
* Loads a style.
|
|
*
|
|
* @param Style The style object.
|
|
*/
|
|
void LoadStyle(const SGUIStyle &Style);
|
|
|
|
/**
|
|
* Returns not the Z value, but the actual buffered Z value, i.e. if it's
|
|
* defined relative, then it will check its parent's Z value and add
|
|
* the relativity.
|
|
*
|
|
* @return Actual Z value on the screen.
|
|
*/
|
|
virtual float GetBufferedZ() const;
|
|
|
|
// This is done internally
|
|
CGUI *GetGUI() { return m_pGUI; }
|
|
const CGUI *GetGUI() const { return m_pGUI; }
|
|
void SetGUI(CGUI * const &pGUI) { m_pGUI = pGUI; }
|
|
|
|
// Set parent
|
|
void SetParent(IGUIObject *pParent) { m_pParent = pParent; }
|
|
|
|
virtual void ResetStates()
|
|
{
|
|
m_MouseHovering = false;
|
|
}
|
|
|
|
/**
|
|
* Take focus!
|
|
*/
|
|
void SetFocus();
|
|
|
|
/**
|
|
* Check if object is focused.
|
|
*/
|
|
bool IsFocused() const;
|
|
|
|
/**
|
|
* <b>NOTE!</b> This will not just return m_pParent, when that is
|
|
* need use it! There is one exception to it, when the parent is
|
|
* the top-node (the object that isn't a real object), this
|
|
* will return NULL, so that the top-node's children are
|
|
* seemingly parentless.
|
|
*
|
|
* @return Pointer to parent
|
|
*/
|
|
IGUIObject *GetParent() const;
|
|
|
|
/**
|
|
* Same as reference, but returns a const
|
|
*/
|
|
// IGUIObject const *GetParent() const;
|
|
|
|
/**
|
|
* You input the setting struct you want, and it will return a pointer to
|
|
* the struct.
|
|
*
|
|
* @param SettingsStruct tells us which pointer ot return
|
|
*/
|
|
//virtual void *GetStructPointer(const EGUISettingsStruct &SettingsStruct) const;
|
|
|
|
/**
|
|
* Get Mouse from CGUI.
|
|
*/
|
|
CPos GetMousePos() const;
|
|
|
|
/**
|
|
* Handle additional children to the <object>-tag. In IGUIObject, this function does
|
|
* nothing. In CList and CDropDown, it handles the <item>, used to build the data.
|
|
*
|
|
* Returning false means the object doesn't recognize the child. Should be reported.
|
|
* Notice 'false' is default, because an object not using this function, should not
|
|
* have any additional children (and this function should never be called).
|
|
*/
|
|
virtual bool HandleAdditionalChildren(const XMBElement& UNUSED(child),
|
|
CXeromyces* UNUSED(pFile)) { return false; }
|
|
|
|
/**
|
|
* Cached size, real size m_Size is actually dependent on resolution
|
|
* and can have different *real* outcomes, this is the real outcome
|
|
* cached to avoid slow calculations in real time.
|
|
*/
|
|
CRect m_CachedActualSize;
|
|
|
|
/**
|
|
* Execute the script for a particular action.
|
|
* Does nothing if no script has been registered for that action.
|
|
*
|
|
* @param Action Name of action
|
|
*/
|
|
void ScriptEvent(const CStr& Action);
|
|
|
|
void SetScriptHandler(const CStr& Action, JSObject* Function);
|
|
|
|
//@}
|
|
private:
|
|
//--------------------------------------------------------
|
|
/** @name Internal functions */
|
|
//--------------------------------------------------------
|
|
//@{
|
|
|
|
/**
|
|
* Inputs a reference pointer, checks if the new inputted object
|
|
* if hovered, if so, then check if this's Z value is greater
|
|
* than the inputted object... If so then the object is closer
|
|
* and we'll replace the pointer with this.
|
|
* Also Notice input can be NULL, which means the Z value demand
|
|
* is out. NOTICE you can't input NULL as const so you'll have
|
|
* to set an object to NULL.
|
|
*
|
|
* @param pObject Object pointer, can be either the old one, or
|
|
* the new one.
|
|
*/
|
|
void ChooseMouseOverAndClosest(IGUIObject* &pObject);
|
|
|
|
/**
|
|
* Inputes the object that is currently hovered, this function
|
|
* updates this object accordingly (i.e. if it's the object
|
|
* being inputted one thing happens, and not, another).
|
|
*
|
|
* @param pMouseOver Object that is currently hovered,
|
|
* can OF COURSE be NULL too!
|
|
*/
|
|
void UpdateMouseOver(IGUIObject * const &pMouseOver);
|
|
|
|
// Is the object a Root object, in philosophy, this means it
|
|
// has got no parent, and technically, it's got the m_BaseObject
|
|
// as parent.
|
|
bool IsRootObject() const;
|
|
|
|
// Variables
|
|
|
|
protected:
|
|
// Name of object
|
|
CStr m_Name;
|
|
|
|
// Constructed on the heap, will be destroyed along with the the object
|
|
// TODO Gee: really the above?
|
|
vector_pObjects m_Children;
|
|
|
|
// Pointer to parent
|
|
IGUIObject *m_pParent;
|
|
|
|
/**
|
|
* This is an array of true or false, each element is associated with
|
|
* a string representing a setting. Number of elements is equal to
|
|
* number of settings.
|
|
*
|
|
* A true means the setting has been manually set in the file when
|
|
* read. This is important to know because I don't want to force
|
|
* the user to include its <styles>-XML-files first, so somehow
|
|
* the GUI needs to know which settings were set, and which is meant
|
|
* to
|
|
*/
|
|
|
|
// More variables
|
|
|
|
// Is mouse hovering the object? used with the function MouseOver()
|
|
bool m_MouseHovering;
|
|
|
|
/**
|
|
* Settings pool, all an object's settings are located here
|
|
* If a derived object has got more settings that the base
|
|
* settings, it's because they have a new version of the
|
|
* function SetupSettings().
|
|
*
|
|
* @see SetupSettings()
|
|
*/
|
|
public:
|
|
std::map<CStr, SGUISetting> m_Settings;
|
|
|
|
private:
|
|
// An object can't function stand alone
|
|
CGUI *m_pGUI;
|
|
|
|
// Internal storage for registered script handlers.
|
|
std::map<CStr, JSObject**> m_ScriptHandlers;
|
|
};
|
|
|
|
|
|
/**
|
|
* @author Gustav Larsson
|
|
*
|
|
* Dummy object used primarily for the root object
|
|
* or objects of type 'empty'
|
|
*/
|
|
class CGUIDummyObject : public IGUIObject
|
|
{
|
|
GUI_OBJECT(CGUIDummyObject)
|
|
|
|
public:
|
|
|
|
virtual void HandleMessage(const SGUIMessage& UNUSED(Message)) {}
|
|
virtual void Draw() {}
|
|
// Empty can never be hovered. It is only a category.
|
|
virtual bool MouseOver() { return false; }
|
|
};
|
|
|
|
#endif
|