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0ad/source/gui/GUIutil.cpp

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/*
GUI utilities
*/
#include "precompiled.h"
#include "GUI.h"
#include "ps/Parser.h"
#include "ps/i18n.h"
extern int g_yres;
using namespace std;
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template <>
bool __ParseString<bool>(const CStr& Value, bool &Output)
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{
if (Value == "true")
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Output = true;
else
if (Value == "false")
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Output = false;
else
return false;
return true;
}
template <>
bool __ParseString<int>(const CStr& Value, int &Output)
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{
Output = Value.ToInt();
return true;
}
template <>
bool __ParseString<float>(const CStr& Value, float &Output)
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{
Output = Value.ToFloat();
return true;
}
template <>
bool __ParseString<CRect>(const CStr& Value, CRect &Output)
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{
// Use the parser to parse the values
CParser& parser (CParserCache::Get("_$value_$value_$value_$value_"));
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string str = Value;
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CParserLine line;
line.ParseString(parser, str);
if (!line.m_ParseOK)
{
// Parsing failed
return false;
}
float values[4];
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for (int i=0; i<4; ++i)
{
if (!line.GetArgFloat(i, values[i]))
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{
// 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 CStr& Value, CClientArea &Output)
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{
return Output.SetClientArea(Value);
}
template <>
bool GUI<int>::ParseColor(const CStr& Value, CColor &Output, float DefaultAlpha)
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{
// First, check our database in g_GUI for pre-defined colors
// If we find anything, we'll ignore DefaultAlpha
#ifdef g_GUI
// If it fails, it won't do anything with Output
if (g_GUI.GetPreDefinedColor(Value, Output))
return true;
#endif // g_GUI
return Output.ParseString(Value, DefaultAlpha);
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}
template <>
bool __ParseString<CColor>(const CStr& Value, CColor &Output)
{
// First, check our database in g_GUI for pre-defined colors
#ifdef g_GUI
// If it fails, it won't do anything with Output
if (g_GUI.GetPreDefinedColor(Value, Output))
return true;
#endif // g_GUI
return Output.ParseString(Value, 255.f);
}
template <>
bool __ParseString<CSize>(const CStr& Value, CSize &Output)
{
// Use the parser to parse the values
CParser& parser (CParserCache::Get("_$value_$value_"));
string str = Value;
CParserLine line;
line.ParseString(parser, str);
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 CStr& Value, CPos &Output)
{
CSize temp;
if (__ParseString<CSize>(Value, temp))
{
Output = CPos(temp);
return true;
}
else
return false;
}
template <>
bool __ParseString<EAlign>(const CStr& Value, EAlign &Output)
{
if (Value == "left")
Output = EAlign_Left;
else
if (Value == "center")
Output = EAlign_Center;
else
if (Value == "right")
Output = EAlign_Right;
else
return false;
return true;
}
template <>
bool __ParseString<EVAlign>(const CStr& Value, EVAlign &Output)
{
if (Value == "top")
Output = EVAlign_Top;
else
if (Value == "center")
Output = EVAlign_Center;
else
if (Value == "bottom")
Output = EVAlign_Bottom;
else
return false;
return true;
}
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template <>
bool __ParseString<CGUIString>(const CStr& Value, CGUIString &Output)
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{
// Translate the Value and retrieve the localised string in
// Unicode.
Output.SetValue(I18n::translate((CStrW)Value));
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return true;
}
template <>
bool __ParseString<CStr>(const CStr& Value, CStr&Output)
{
// Do very little.
Output = Value;
return true;
}
template <>
bool __ParseString<CStrW>(const CStr& Value, CStrW& Output)
{
// Translate the Value and retrieve the localised string in
// Unicode.
Output = I18n::translate((CStrW)Value);
return true;
}
template <>
bool __ParseString<CGUISpriteInstance>(const CStr& Value, CGUISpriteInstance &Output)
{
Output = Value;
return true;
}
template <>
bool __ParseString<CGUIList>(const CStr& 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;
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}
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void CInternalCGUIAccessorBase::QueryResetting(IGUIObject *pObject)
{
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GUI<>::RecurseObject(0, pObject, &IGUIObject::ResetStates);
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}
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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) { \
if (((IGUIObject*)obj)->m_Settings[setting].m_Type != GUIST_##T) \
{ \
/* Abort now, to avoid corrupting everything by invalidly \
casting pointers */ \
DISPLAY_ERROR(L"FATAL ERROR: Inconsistent types in GUI"); \
} \
}
#include "GUItypes.h"
#undef TYPE
#endif
//--------------------------------------------------------------------
template <typename T>
PS_RESULT GUI<T>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value)
{
if (pObject == NULL)
return PS_OBJECT_FAIL;
std::map<CStr, SGUISetting>::const_iterator it = pObject->m_Settings.find(Setting);
if (it == pObject->m_Settings.end())
return PS_SETTING_FAIL;
if (it->second.m_pSetting == NULL)
return PS_FAIL;
#ifndef NDEBUG
CheckType<T>(pObject, Setting);
#endif
// Get value
Value = (T*)(it->second.m_pSetting);
return PS_OK;
}
template <typename T>
PS_RESULT GUI<T>::GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value)
{
T* v;
PS_RESULT ret = GetSettingPointer(pObject, Setting, v);
if (ret == PS_OK)
Value = *v;
return ret;
}
template <typename T>
PS_RESULT GUI<T>::SetSetting(IGUIObject *pObject, const CStr& Setting,
const T &Value, const bool& SkipMessage)
{
if (pObject == NULL)
return PS_OBJECT_FAIL;
if (!pObject->SettingExists(Setting))
return PS_SETTING_FAIL;
#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
QueryResetting(pObject);
//RecurseObject(0, pObject, IGUIObject::ResetStates);
}
if (!SkipMessage)
HandleMessage(pObject, SGUIMessage(GUIM_SETTINGS_UPDATED, Setting));
return PS_OK;
}
// Instantiate templated functions:
#define TYPE(T) \
template PS_RESULT GUI<T>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value); \
template PS_RESULT GUI<T>::GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value); \
template PS_RESULT GUI<T>::SetSetting(IGUIObject *pObject, const CStr& Setting, const T &Value, const bool& SkipMessage);
#define GUITYPE_IGNORE_CGUISpriteInstance
#include "GUItypes.h"
// 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 PS_RESULT GUI<CGUISpriteInstance>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, CGUISpriteInstance* &Value);
template PS_RESULT GUI<CGUISpriteInstance>::SetSetting(IGUIObject *pObject, const CStr& Setting, const CGUISpriteInstance &Value, const bool& SkipMessage);