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forked from 0ad/0ad
0ad/source/gui/GUIutil.cpp
Ykkrosh 1c7e33b528 Remove a load of implicit CStr type conversions, since they're error-prone and can cause silent data loss.
Handle most CStr8/CStrW conversions via UTF-8 instead of effectively
assuming Latin-1.
Return UTF-8 strings from Xeromyces API.

This was SVN commit r8929.
2011-02-17 20:08:20 +00:00

417 lines
9.6 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
GUI utilities
*/
#include "precompiled.h"
#include "GUI.h"
#include "GUIManager.h"
#include "ps/Parser.h"
extern int g_yres;
#include "ps/CLogger.h"
template <>
bool __ParseString<bool>(const CStrW& Value, bool &Output)
{
if (Value == L"true")
Output = true;
else
if (Value == L"false")
Output = false;
else
return false;
return true;
}
template <>
bool __ParseString<int>(const CStrW& Value, int &Output)
{
Output = Value.ToInt();
return true;
}
template <>
bool __ParseString<float>(const CStrW& Value, float &Output)
{
Output = Value.ToFloat();
return true;
}
template <>
bool __ParseString<CRect>(const CStrW& Value, CRect &Output)
{
// Use the parser to parse the values
CParser& parser (CParserCache::Get("_$value_$value_$value_$value_"));
CParserLine line;
line.ParseString(parser, Value.ToUTF8());
if (!line.m_ParseOK)
{
// Parsing failed
return false;
}
float values[4];
for (int i=0; i<4; ++i)
{
if (!line.GetArgFloat(i, values[i]))
{
// Parsing failed
return false;
}
}
// Finally the rectangle values
Output = CRect(values[0], values[1], values[2], values[3]);
return true;
}
template <>
bool __ParseString<CClientArea>(const CStrW& Value, CClientArea &Output)
{
return Output.SetClientArea(Value.ToUTF8());
}
template <>
bool GUI<int>::ParseColor(const CStrW& Value, CColor &Output, float DefaultAlpha)
{
// First, check our database in g_GUI for pre-defined colors
// If we find anything, we'll ignore DefaultAlpha
// If it fails, it won't do anything with Output
if (g_GUI->GetPreDefinedColor(Value.ToUTF8(), Output))
return true;
return Output.ParseString(Value.ToUTF8(), DefaultAlpha);
}
template <>
bool __ParseString<CColor>(const CStrW& Value, CColor &Output)
{
// First, check our database in g_GUI for pre-defined colors
// If it fails, it won't do anything with Output
if (g_GUI->GetPreDefinedColor(Value.ToUTF8(), Output))
return true;
return Output.ParseString(Value.ToUTF8(), 255.f);
}
template <>
bool __ParseString<CSize>(const CStrW& Value, CSize &Output)
{
// Use the parser to parse the values
CParser& parser (CParserCache::Get("_$value_$value_"));
CParserLine line;
line.ParseString(parser, Value.ToUTF8());
if (!line.m_ParseOK)
{
// Parsing failed
return false;
}
float x, y;
// x
if (!line.GetArgFloat(0, x))
{
// TODO Gee: Parsing failed
return false;
}
// y
if (!line.GetArgFloat(1, y))
{
// TODO Gee: Parsing failed
return false;
}
Output.cx = x;
Output.cy = y;
return true;
}
template <>
bool __ParseString<CPos>(const CStrW& Value, CPos &Output)
{
CParser& parser (CParserCache::Get("_[-$arg(_minus)]$value_[-$arg(_minus)]$value_"));
CParserLine line;
line.ParseString(parser, Value.ToUTF8());
if (!line.m_ParseOK)
return false;
float x, y;
if (!line.GetArgFloat(0, x))
return false;
if (!line.GetArgFloat(1, y))
return false;
Output.x = x;
Output.y = y;
return true;
}
template <>
bool __ParseString<EAlign>(const CStrW& Value, EAlign &Output)
{
if (Value == L"left")
Output = EAlign_Left;
else
if (Value == L"center")
Output = EAlign_Center;
else
if (Value == L"right")
Output = EAlign_Right;
else
return false;
return true;
}
template <>
bool __ParseString<EVAlign>(const CStrW& Value, EVAlign &Output)
{
if (Value == L"top")
Output = EVAlign_Top;
else
if (Value == L"center")
Output = EVAlign_Center;
else
if (Value == L"bottom")
Output = EVAlign_Bottom;
else
return false;
return true;
}
template <>
bool __ParseString<CGUIString>(const CStrW& Value, CGUIString &Output)
{
// TODO: i18n: Might want to translate the Value perhaps
Output.SetValue(Value);
return true;
}
template <>
bool __ParseString<CStr>(const CStrW& Value, CStr& Output)
{
// Do very little.
Output = Value.ToUTF8();
return true;
}
template <>
bool __ParseString<CStrW>(const CStrW& Value, CStrW& Output)
{
// TODO: i18n: Might want to translate the Value perhaps
Output = Value;
return true;
}
template <>
bool __ParseString<CGUISpriteInstance>(const CStrW& Value, CGUISpriteInstance &Output)
{
Output = CGUISpriteInstance(Value.ToUTF8());
return true;
}
template <>
bool __ParseString<CGUIList>(const CStrW& UNUSED(Value), CGUIList& UNUSED(Output))
{
return false;
}
//--------------------------------------------------------
void guiLoadIdentity()
{
glLoadIdentity();
glTranslatef(0.0f, (GLfloat)g_yres, -1000.0f);
glScalef(1.0f, -1.f, 1.0f);
}
//--------------------------------------------------------
// Utilities implementation
//--------------------------------------------------------
IGUIObject * CInternalCGUIAccessorBase::GetObjectPointer(CGUI &GUIinstance, const CStr& Object)
{
// if (!GUIinstance.ObjectExists(Object))
// return NULL;
return GUIinstance.m_pAllObjects.find(Object)->second;
}
const IGUIObject * CInternalCGUIAccessorBase::GetObjectPointer(const CGUI &GUIinstance, const CStr& Object)
{
// if (!GUIinstance.ObjectExists(Object))
// return NULL;
return GUIinstance.m_pAllObjects.find(Object)->second;
}
void CInternalCGUIAccessorBase::QueryResetting(IGUIObject *pObject)
{
GUI<>::RecurseObject(0, pObject, &IGUIObject::ResetStates);
}
void CInternalCGUIAccessorBase::HandleMessage(IGUIObject *pObject, const SGUIMessage &message)
{
pObject->HandleMessage(message);
}
#ifndef NDEBUG
#define TYPE(T) \
template<> void CheckType<T>(const IGUIObject* obj, const CStr& setting) { \
std::map<CStr, SGUISetting>::const_iterator it = obj->m_Settings.find(setting); \
if (it == obj->m_Settings.end() || it->second.m_Type != GUIST_##T) \
{ \
/* Abort now, to avoid corrupting everything by invalidly \
casting pointers */ \
DEBUG_DISPLAY_ERROR(L"FATAL ERROR: Inconsistent types in GUI"); \
} \
}
#include "GUItypes.h"
#undef TYPE
#endif
//--------------------------------------------------------------------
template <typename T>
PSRETURN GUI<T>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value)
{
debug_assert(pObject != NULL);
std::map<CStr, SGUISetting>::const_iterator it = pObject->m_Settings.find(Setting);
if (it == pObject->m_Settings.end())
{
LOGWARNING(L"setting %hs was not found on object %hs",
Setting.c_str(),
pObject->GetPresentableName().c_str());
return PSRETURN_GUI_InvalidSetting;
}
if (it->second.m_pSetting == NULL)
return PSRETURN_GUI_InvalidSetting;
#ifndef NDEBUG
CheckType<T>(pObject, Setting);
#endif
// Get value
Value = (T*)(it->second.m_pSetting);
return PSRETURN_OK;
}
template <typename T>
PSRETURN GUI<T>::GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value)
{
T* v = NULL;
PSRETURN ret = GetSettingPointer(pObject, Setting, v);
if (ret == PSRETURN_OK)
Value = *v;
return ret;
}
// Helper function for SetSetting
template <typename T>
bool IsBoolTrue(const T&)
{
return false;
}
template <>
bool IsBoolTrue<bool>(const bool& v)
{
return v;
}
template <typename T>
PSRETURN GUI<T>::SetSetting(IGUIObject *pObject, const CStr& Setting,
const T &Value, const bool& SkipMessage)
{
debug_assert(pObject != NULL);
if (!pObject->SettingExists(Setting))
{
LOGWARNING(L"setting %hs was not found on object %hs",
Setting.c_str(),
pObject->GetPresentableName().c_str());
return PSRETURN_GUI_InvalidSetting;
}
#ifndef NDEBUG
CheckType<T>(pObject, Setting);
#endif
// Set value
*(T*)pObject->m_Settings[Setting].m_pSetting = Value;
//
// Some settings needs special attention at change
//
// If setting was "size", we need to re-cache itself and all children
if (Setting == "size")
{
RecurseObject(0, pObject, &IGUIObject::UpdateCachedSize);
}
else
if (Setting == "hidden")
{
// Hiding an object requires us to reset it and all children
if (IsBoolTrue(Value))
QueryResetting(pObject);
}
if (!SkipMessage)
HandleMessage(pObject, SGUIMessage(GUIM_SETTINGS_UPDATED, Setting));
return PSRETURN_OK;
}
// Instantiate templated functions:
#define TYPE(T) \
template PSRETURN GUI<T>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value); \
template PSRETURN GUI<T>::GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value); \
template PSRETURN GUI<T>::SetSetting(IGUIObject *pObject, const CStr& Setting, const T &Value, const bool& SkipMessage);
#define GUITYPE_IGNORE_CGUISpriteInstance
#include "GUItypes.h"
#undef GUITYPE_IGNORE_CGUISpriteInstance
#undef TYPE
// Don't instantiate GetSetting<CGUISpriteInstance> - this will cause linker errors if
// you attempt to retrieve a sprite using GetSetting, since that copies the sprite
// and will mess up the caching performed by DrawSprite. You have to use GetSettingPointer
// instead. (This is mainly useful to stop me accidentally using the wrong function.)
template PSRETURN GUI<CGUISpriteInstance>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, CGUISpriteInstance* &Value);
template PSRETURN GUI<CGUISpriteInstance>::SetSetting(IGUIObject *pObject, const CStr& Setting, const CGUISpriteInstance &Value, const bool& SkipMessage);