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forked from 0ad/0ad
0ad/source/gui/GUIutil.h
elexis 0a7d0ecdde CGUISpriteInstance non-copyable and FromJSVal / ToJSVal.
Make CGUISpriteInstance non-copyable to further harden Philips
protection from 8f4f8e240f against unintentional copies of its DrawCall
cache such as in c19f3608a5.
Remove its copy constructor from 849f50a500, make it movable, and until
it becomes otherwise necessary, force move assignment when sprites are
assigned.
Improves the fixes of the compiler warnings about deprecated implicit
copy constructors in 8a32b0b3d4 by avoiding the copies instead of
copying explicitly.
Add ToJSVal, FromJSVal for CGUISprinteInstance to make
JSI_IGUIObject::getProperty and setProperty more consistent.
Rename Sprite operator= to SetName to reduce ambiguity.
Pass CRect by reference in CGUISpriteInstance::Draw.

Differential Revision: https://code.wildfiregames.com/D2133
Comments By: wraitii
This was SVN commit r22570.
2019-07-28 22:40:58 +00:00

305 lines
8.5 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
GUI util
--Overview--
Contains help class GUI<>, which gives us templated
parameter to all functions within GUI.
--More info--
Check GUI.h
*/
#ifndef INCLUDED_GUIUTIL
#define INCLUDED_GUIUTIL
#include "gui/CGUI.h"
#include "gui/CGUISprite.h"
#include "gui/GUIbase.h"
#include "gui/IGUIObject.h"
#include <functional>
class CClientArea;
class CGUIString;
class CMatrix3D;
template <typename T>
bool __ParseString(const CStrW& Value, T& tOutput);
// Model-view-projection matrix with (0,0) in top-left of screen
CMatrix3D GetDefaultGuiMatrix();
struct SGUIMessage;
#ifndef NDEBUG
// Used to ensure type-safety, sort of
template<typename T> void CheckType(const IGUIObject* obj, const CStr& setting);
#endif
/**
* Includes static functions that needs one template
* argument.
*
* int is only to please functions that doesn't even use T
* and are only within this class because it's convenient
*/
template <typename T=int>
class GUI
{
// Private functions further ahead
friend class CGUI;
friend class IGUIObject;
public:
// Like GetSetting (below), but doesn't make a copy of the value
// (so it can be modified later)
static PSRETURN GetSettingPointer(const IGUIObject* pObject, const CStr& Setting, T*& Value);
/**
* Retrieves a setting by name from object pointer
*
* @param pObject Object pointer
* @param Setting Setting by name
* @param Value Stores value here, note type T!
*/
static PSRETURN GetSetting(const IGUIObject* pObject, const CStr& Setting, T& Value);
/**
* Sets a value by name using a real datatype as input.
*
* This is the official way of setting a setting, no other
* way should only cautiously be used!
*
* This variant will use the move-assignment.
*
* @param pObject Object pointer
* @param Setting Setting by name
* @param Value Sets value to this, note type T!
* @param SkipMessage Does not send a GUIM_SETTINGS_UPDATED if true
*/
static PSRETURN SetSetting(IGUIObject* pObject, const CStr& Setting, T& Value, const bool& SkipMessage = false);
/**
* This variant will copy the value.
*/
static PSRETURN SetSetting(IGUIObject* pObject, const CStr& Setting, const T& Value, const bool& SkipMessage = false);
/**
* This will return the value of the first sprite if it's not null,
* if it is null, it will return the value of the second sprite, if
* that one is null, then null it is.
*
* @param prim Primary sprite that should be used
* @param sec Secondary sprite if Primary should fail
* @return Resulting string
*/
static const CGUISpriteInstance& FallBackSprite(const CGUISpriteInstance& prim, const CGUISpriteInstance& sec)
{
return (prim.IsEmpty() ? sec : prim);
}
/**
* Same principle as FallBackSprite
*
* @param prim Primary color that should be used
* @param sec Secondary color if Primary should fail
* @return Resulting color
* @see FallBackSprite
*/
static CGUIColor FallBackColor(const CGUIColor& prim, const CGUIColor& sec)
{
// CGUIColor() == null.
return ((prim!=CGUIColor())?(prim):(sec));
}
/**
* Sets a value by setting and object name using a real
* datatype as input.
*
* This is just a wrapper for __ParseString() which really
* works the magic.
*
* @param Value The value in string form, like "0 0 100% 100%"
* @param tOutput Parsed value of type T
* @return True at success.
*
* @see __ParseString()
*/
static bool ParseString(const CStrW& Value, T& tOutput)
{
return __ParseString<T>(Value, tOutput);
}
static bool ParseColor(const CStrW& Value, CGUIColor& tOutput, int DefaultAlpha);
private:
/**
* Changes the value of the setting by calling the valueSet functon that performs either a copy or move assignment.
* Updates some internal data depending on the setting changed.
*/
static PSRETURN SetSettingWrap(IGUIObject* pObject, const CStr& Setting, const T& Value, const bool& SkipMessage, const std::function<void()>& valueSet);
// templated typedef of function pointer
typedef void (IGUIObject::*void_Object_pFunction_argT)(const T& arg);
typedef void (IGUIObject::*void_Object_pFunction_argRefT)(T& arg);
typedef void (IGUIObject::*void_Object_pFunction)();
typedef void (IGUIObject::*void_Object_pFunction_argTJS)(const T& arg, JS::HandleValueArray paramData);
/**
* If you want to call a IGUIObject-function
* on not just an object, but also on ALL of their children
* you want to use this recursion system.
* It recurses an object calling a function on itself
* and all children (and so forth).
*
* <b>Restrictions:</b>\n
* You can also set restrictions, so that if the recursion
* reaches an objects with certain setup, it just doesn't
* call the function on the object, nor it's children for
* that matter. i.e. it cuts that object off from the
* recursion tree. What setups that can cause restrictions
* are hardcoded and specific. Check out the defines
* GUIRR_* for all different setups.
*
* Error reports are either logged or thrown out of RecurseObject.
* Always use it with try/catch!
*
* @param RR Recurse Restrictions, set to 0 if no restrictions
* @param pObject Top object, this is where the iteration starts
* @param pFunc Function to recurse
* @param Argument Argument for pFunc of type T
* @throws PSERROR Depends on what pFunc might throw. PSERROR is standard.
* Itself doesn't throw anything.
*/
static void RecurseObject(int RR, IGUIObject* pObject, void_Object_pFunction_argT pFunc, const T& Argument)
{
// TODO Gee: Don't run this for the base object.
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)(Argument);
// Iterate children
for (IGUIObject* const& obj : *pObject)
RecurseObject(RR, obj, pFunc, Argument);
}
/**
* Argument is reference.
*
* @see RecurseObject()
*/
static void RecurseObject(int RR, IGUIObject* pObject, void_Object_pFunction_argRefT pFunc, T& Argument)
{
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)(Argument);
// Iterate children
for (IGUIObject* const& obj : *pObject)
RecurseObject(RR, obj, pFunc, Argument);
}
static void RecurseObject(int RR, IGUIObject* pObject, void_Object_pFunction_argTJS pFunc, const T& Argument, JS::HandleValueArray paramData)
{
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)(Argument, paramData);
// Iterate children
for (IGUIObject* const& obj : *pObject)
RecurseObject(RR, obj, pFunc, Argument, paramData);
}
/**
* With no argument.
*
* @see RecurseObject()
*/
static void RecurseObject(int RR, IGUIObject* pObject, void_Object_pFunction pFunc)
{
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)();
// Iterate children
for (IGUIObject* const& obj : *pObject)
RecurseObject(RR, obj, pFunc);
}
/**
* Checks restrictions for the iteration, for instance if
* you tell the recursor to avoid all hidden objects, it
* will, and this function checks a certain object's
* restriction values.
*
* @param RR What kind of restriction, for instance hidden or disabled
* @param pObject Object
* @return true if restricted
*/
static bool CheckIfRestricted(int RR, IGUIObject* pObject)
{
// Statically initialise some strings, so we don't have to do
// lots of allocation every time this function is called
static const CStr strHidden("hidden");
static const CStr strEnabled("enabled");
static const CStr strGhost("ghost");
if (RR & GUIRR_HIDDEN)
{
bool hidden = true;
GUI<bool>::GetSetting(pObject, strHidden, hidden);
if (hidden)
return true;
}
if (RR & GUIRR_DISABLED)
{
bool enabled = false;
GUI<bool>::GetSetting(pObject, strEnabled, enabled);
if (!enabled)
return true;
}
if (RR & GUIRR_GHOST)
{
bool ghost = true;
GUI<bool>::GetSetting(pObject, strGhost, ghost);
if (ghost)
return true;
}
// false means not restricted
return false;
}
};
#endif // INCLUDED_GUIUTIL