/* Copyright (C) 2019 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 .
*/
/*
* This is the top class of the whole GUI, all objects
* and settings are stored within this class.
*/
#ifndef INCLUDED_CGUI
#define INCLUDED_CGUI
#include "GUITooltip.h"
#include "GUIbase.h"
#include "lib/input.h"
#include "ps/Shapes.h"
#include "ps/XML/Xeromyces.h"
#include "scriptinterface/ScriptInterface.h"
#include
ERROR_TYPE(GUI, JSOpenFailed);
extern const double SELECT_DBLCLICK_RATE;
/**
* Contains a list of values for new defaults to objects.
*/
struct SGUIStyle
{
// Take advantage of moving the entire map instead and avoiding unintended copies.
NONCOPYABLE(SGUIStyle);
MOVABLE(SGUIStyle);
SGUIStyle() = default;
std::map m_SettingsDefaults;
};
class JSObject; // The GUI stores a JSObject*, so needs to know that JSObject exists
class IGUIObject;
class CGUISpriteInstance;
struct CGUIColor;
class CGUIText;
struct SGUIIcon;
class CGUIString;
class CGUISprite;
struct SGUIImageEffects;
struct SGUIScrollBarStyle;
class GUITooltip;
/**
* The main object that represents a whole GUI page.
*
* No interfacial functions throws.
*/
class CGUI
{
NONCOPYABLE(CGUI);
private:
// Private typedefs
using ConstructObjectFunction = IGUIObject* (*)(CGUI*);
public:
CGUI(const shared_ptr& runtime);
~CGUI();
/**
* Initializes the GUI, needs to be called before the GUI is used
*/
void Initialize();
/**
* Performs processing that should happen every frame
* (including sending the "Tick" event to scripts)
*/
void TickObjects();
/**
* Sends a specified script event to every object
*
* @param EventName String representation of event name
*/
void SendEventToAll(const CStr& EventName);
/**
* Sends a specified script event to every object
*
* @param EventName String representation of event name
* @param paramData JS::HandleValueArray storing the arguments passed to the event handler.
*/
void SendEventToAll(const CStr& EventName, JS::HandleValueArray paramData);
/**
* Displays the whole GUI
*/
void Draw();
/**
* Draw GUI Sprite
*
* @param Sprite Object referring to the sprite (which also caches
* calculations for faster rendering)
* @param CellID Number of the icon cell to use. (Ignored if this sprite doesn't
* have any images with "cell-size")
* @param Z Drawing order, depth value
* @param Rect Position and Size
* @param Clipping The sprite shouldn't be drawn outside this rectangle
*/
void DrawSprite(const CGUISpriteInstance& Sprite, int CellID, const float& Z, const CRect& Rect, const CRect& Clipping = CRect());
/**
* Clean up, call this to clean up all memory allocated
* within the GUI.
*/
void Destroy();
/**
* The replacement of Process(), handles an SDL_Event_
*
* @param ev SDL Event, like mouse/keyboard input
*/
InReaction HandleEvent(const SDL_Event_* ev);
/**
* Load a GUI XML file into the GUI.
*
* VERY IMPORTANT! All \-files must be read before
* everything else!
*
* @param Filename Name of file
* @param Paths Set of paths; all XML and JS files loaded will be added to this
*/
void LoadXmlFile(const VfsPath& Filename, boost::unordered_set& Paths);
/**
* Return the object which is an ancestor of every other GUI object.
*/
IGUIObject* GetBaseObject() const { return m_BaseObject; };
/**
* Checks if object exists and return true or false accordingly
*
* @param Name String name of object
* @return true if object exists
*/
bool ObjectExists(const CStr& Name) const;
/**
* Returns the GUI object with the desired name, or NULL
* if no match is found,
*
* @param Name String name of object
* @return Matching object, or NULL
*/
IGUIObject* FindObjectByName(const CStr& Name) const;
/**
* Returns the GUI object under the mouse, or NULL if none.
*/
IGUIObject* FindObjectUnderMouse() const;
/**
* Returns the current screen coordinates of the cursor.
*/
const CPos& GetMousePos() const { return m_MousePos; };
/**
* Returns the currently pressed mouse buttons.
*/
const unsigned int& GetMouseButtons() { return m_MouseButtons; };
const SGUIScrollBarStyle* GetScrollBarStyle(const CStr& style) const;
/**
* The GUI needs to have all object types inputted and
* their constructors. Also it needs to associate a type
* by a string name of the type.
*
* To add a type:
* @code
* AddObjectType("button", &CButton::ConstructObject);
* @endcode
*
* @param str Reference name of object type
* @param pFunc Pointer of function ConstuctObject() in the object
*
* @see CGUI#ConstructObject()
*/
void AddObjectType(const CStr& str, ConstructObjectFunction pFunc) { m_ObjectTypes[str] = pFunc; }
/**
* Update Resolution, should be called every time the resolution
* of the OpenGL screen has been changed, this is because it needs
* to re-cache all its actual sizes
*
* Needs no input since screen resolution is global.
*
* @see IGUIObject#UpdateCachedSize()
*/
void UpdateResolution();
/**
* Check if an icon exists
*/
bool HasIcon(const CStr& name) const { return (m_Icons.count(name) != 0); }
/**
* Get Icon (a const reference, can never be changed)
*/
const SGUIIcon& GetIcon(const CStr& name) const { return m_Icons.at(name); }
/**
* Check if a style exists
*/
bool HasStyle(const CStr& name) const { return (m_Styles.count(name) != 0); }
/**
* Get Style if it exists, otherwise throws an exception.
*/
const SGUIStyle& GetStyle(const CStr& name) const { return m_Styles.at(name); }
/**
* Check if a predefined color of that name exists.
*/
bool HasPreDefinedColor(const CStr& name) const { return (m_PreDefinedColors.count(name) != 0); }
/**
* Resolve the predefined color if it exists, otherwise throws an exception.
*/
const CGUIColor& GetPreDefinedColor(const CStr& name) const { return m_PreDefinedColors.at(name); }
shared_ptr GetScriptInterface() { return m_ScriptInterface; };
JS::Value GetGlobalObject() { return m_ScriptInterface->GetGlobalObject(); };
/**
* Updates the object pointers, needs to be called each
* time an object has been added or removed.
*
* This function is atomic, meaning if it throws anything, it will
* have seen it through that nothing was ultimately changed.
*
* @throws PSERROR_GUI that is thrown from IGUIObject::AddToPointersMap().
*/
void UpdateObjects();
private:
/**
* Adds an object to the GUI's object database
* Private, since you can only add objects through
* XML files. Why? Because it enables the GUI to
* be much more encapsulated and safe.
*
* @throws Rethrows PSERROR_GUI from IGUIObject::AddChild().
*/
void AddObject(IGUIObject* pObject);
/**
* You input the name of the object type, and let's
* say you input "button", then it will construct a
* CGUIObjet* as a CButton.
*
* @param str Name of object type
* @return Newly constructed IGUIObject (but constructed as a subclass)
*/
IGUIObject* ConstructObject(const CStr& str);
public:
/**
* Get Focused Object.
*/
IGUIObject* GetFocusedObject() { return m_FocusedObject; }
/**
* Change focus to new object.
* Will send LOST_FOCUS/GOT_FOCUS messages as appropriate.
* pObject can be NULL to remove all focus.
*/
void SetFocusedObject(IGUIObject* pObject);
private:
//--------------------------------------------------------
/** @name XML Reading Xeromyces specific subroutines
*
* These does not throw!
* Because when reading in XML files, it won't be fatal
* if an error occurs, perhaps one particular object
* fails, but it'll still continue reading in the next.
* All Error are reported with ReportParseError
*/
//--------------------------------------------------------
/*
Xeromyces_* functions tree
(ReadRootObjects)
|
+-