leper
74c420f658
Lots of code style fixes: * type [*&]varname -> type[*&] varname * else if (...) -> else if (...) * Spaces around some ops. * i++ -> ++i. * switch-case style fixes. * Indentation fixes. * Removing some commented out code. * include header sorting * Changed multiple pointer var declarations to be one per line. * Removed strange spaces in some places. * Changed some include header guards to be consistent with the rest of the codebase. * Use UNUSED() instead of UNUSED2(). Some small code fixes: * Using .find() instead of .count() == 0. * !.empty() instead of .size() == 0. * Range-based for loops. * Making some member functions const by small changes. * Adds GetScrollBarPos(idx) const for this. * Using early returns/continues in some places. * Uses size_t for some loops in CList and COList. * Removes unused heading element (not attribute) from COList. * Use ENSURE in one case where some custom code did something similar. * Made some parameters const ptrs/refs. * Change removal loop in GUItext.cpp to erase-unique. * Made some static things const. * Allow iterating over children of IGUIObject with range-based for loops by exposing begin() and end() (rename from ChildrenIt{Begin,End}()) and use it. Comments: * Comment COList. * Update a few comments. * Remove useless or duplicated comments. This was SVN commit r16931.
114 lines
3.2 KiB
C++
114 lines
3.2 KiB
C++
/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_CLIST
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#define INCLUDED_CLIST
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#include "IGUIScrollBar.h"
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/**
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* Create a list of elements, where one can be selected
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* by the user. The control will use a pre-processed
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* text-object for each element, which will be managed
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* by the IGUITextOwner structure.
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*
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* A scroll-bar will appear when needed. This will be
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* achieved with the IGUIScrollBarOwner structure.
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*/
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class CList : public IGUIScrollBarOwner, public IGUITextOwner
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{
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GUI_OBJECT(CList)
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public:
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CList();
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virtual ~CList();
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/**
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* @see IGUIObject#ResetStates()
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*/
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virtual void ResetStates() { IGUIScrollBarOwner::ResetStates(); }
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/**
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* Adds an item last to the list.
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*/
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virtual void AddItem(const CStrW& str, const CStrW& data);
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protected:
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/**
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* Sets up text, should be called every time changes has been
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* made that can change the visual.
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*/
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virtual void SetupText();
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/**
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* @see IGUIObject#HandleMessage()
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*/
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virtual void HandleMessage(SGUIMessage& Message);
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/**
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* Handle events manually to catch keyboard inputting.
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*/
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virtual InReaction ManuallyHandleEvent(const SDL_Event_* ev);
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/**
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* Draws the List box
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*/
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virtual void Draw();
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/**
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* Easy select elements functions
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*/
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virtual void SelectNextElement();
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virtual void SelectPrevElement();
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virtual void SelectFirstElement();
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virtual void SelectLastElement();
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/**
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* Handle the \<item\> tag.
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*/
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virtual bool HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile);
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// Called every time the auto-scrolling should be checked.
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void UpdateAutoScroll();
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// Extended drawing interface, this is so that classes built on the this one
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// can use other sprite names.
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virtual void DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor);
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// Get the area of the list. This is so that it can easily be changed, like in CDropDown
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// where the area is not equal to m_CachedActualSize.
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virtual CRect GetListRect() const { return m_CachedActualSize; }
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// Returns whether SetupText() has run since the last message was received
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// (and thus whether list items have possibly changed).
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virtual bool GetModified() const { return m_Modified; }
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/**
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* List of each element's relative y position. Will be
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* one larger than m_Items, because it will end with the
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* bottom of the last element. First element will always
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* be zero, but still stored for easy handling.
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*/
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std::vector<float> m_ItemsYPositions;
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private:
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// Whether the list's items have been modified since last handling a message.
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bool m_Modified;
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};
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#endif // INCLUDED_CLIST
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