0ad/source/gui/CGUI.cpp

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/*
CGUI
by Gustav Larsson
gee@pyro.nu
*/
#include "precompiled.h"
#include <string>
#include <stdarg.h>
#include "lib/res/graphics/unifont.h"
#include "GUI.h"
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// Types - when including them into the engine.
#include "CButton.h"
#include "CImage.h"
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#include "CText.h"
#include "CCheckBox.h"
#include "CRadioButton.h"
#include "CInput.h"
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#include "CList.h"
#include "CDropDown.h"
#include "CProgressBar.h"
#include "CTooltip.h"
#include "MiniMap.h"
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#include "ps/XML/Xeromyces.h"
#include "ps/Font.h"
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#include "Pyrogenesis.h"
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#include "input.h"
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#include "OverlayText.h"
// TODO Gee: Whatever include CRect/CPos/CSize
#include "Overlay.h"
#include "scripting/ScriptingHost.h"
#include "Hotkey.h"
#include "ps/Globals.h"
// namespaces used
using namespace std;
#include "ps/CLogger.h"
#define LOG_CATEGORY "gui"
// Class for global JavaScript object
JSClass GUIClass = {
"GUIClass", 0,
JS_PropertyStub, JS_PropertyStub, JS_PropertyStub, JS_PropertyStub,
JS_EnumerateStub, JS_ResolveStub, JS_ConvertStub, JS_FinalizeStub,
};
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//-------------------------------------------------------------------
// called from main loop when (input) events are received.
// event is passed to other handlers if false is returned.
// trampoline: we don't want to make the implementation (in CGUI) static
//-------------------------------------------------------------------
InEventReaction gui_handler(const SDL_Event* ev)
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{
return g_GUI.HandleEvent(ev);
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}
InEventReaction CGUI::HandleEvent(const SDL_Event* ev)
{
InEventReaction ret = IN_PASS;
if (ev->type == SDL_GUIHOTKEYPRESS)
{
const CStr& objectName = *(CStr*) ev->user.data1;
IGUIObject* object = FindObjectByName(objectName);
if (! object)
{
LOG(ERROR, LOG_CATEGORY, "Cannot find hotkeyed object '%s'", objectName.c_str());
}
else
{
object->HandleMessage( SGUIMessage( GUIM_PRESSED ) );
object->ScriptEvent("press");
}
}
else if (ev->type == SDL_MOUSEMOTION)
{
// Yes the mouse position is stored as float to avoid
// constant conversions when operating in a
// float-based environment.
m_MousePos = CPos((float)ev->motion.x, (float)ev->motion.y);
GUI<SGUIMessage>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject,
&IGUIObject::HandleMessage,
SGUIMessage(GUIM_MOUSE_MOTION));
}
// Update m_MouseButtons. (BUTTONUP is handled later.)
else if (ev->type == SDL_MOUSEBUTTONDOWN)
{
// (0,1,2) = (LMB,RMB,MMB)
if (ev->button.button < 3)
m_MouseButtons |= (1 << ev->button.button);
}
// JW: (pre|post)process omitted; what're they for? why would we need any special button_released handling?
// Only one object can be hovered
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IGUIObject *pNearest = NULL;
// TODO Gee: (2004-09-08) Big TODO, don't do the below if the SDL_Event is something like a keypress!
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try
{
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// TODO Gee: Optimizations needed!
// these two recursive function are quite overhead heavy.
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// pNearest will after this point at the hovered object, possibly NULL
GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject,
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&IGUIObject::ChooseMouseOverAndClosest,
pNearest);
// Is placed in the UpdateMouseOver function
//if (ev->type == SDL_MOUSEMOTION && pNearest)
// pNearest->ScriptEvent("mousemove");
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// Now we'll call UpdateMouseOver on *all* objects,
// we'll input the one hovered, and they will each
// update their own data and send messages accordingly
GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject,
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&IGUIObject::UpdateMouseOver,
pNearest);
if (ev->type == SDL_MOUSEBUTTONDOWN)
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{
switch (ev->button.button)
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{
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case SDL_BUTTON_LEFT:
if (pNearest)
{
if (pNearest != m_FocusedObject)
{
// Update focused object
if (m_FocusedObject)
m_FocusedObject->HandleMessage(SGUIMessage(GUIM_LOST_FOCUS));
m_FocusedObject = pNearest;
m_FocusedObject->HandleMessage(SGUIMessage(GUIM_GOT_FOCUS));
}
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pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_PRESS_LEFT));
pNearest->ScriptEvent("mouseleftpress");
// Block event, so things on the map (behind the GUI) won't be pressed
ret = IN_HANDLED;
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}
else if (m_FocusedObject)
{
m_FocusedObject->HandleMessage(SGUIMessage(GUIM_LOST_FOCUS));
//if (m_FocusedObject-> TODO SelfishFocus?
m_FocusedObject = 0;
}
break;
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case SDL_BUTTON_WHEELDOWN: // wheel down
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if (pNearest)
{
pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_DOWN));
pNearest->ScriptEvent("mousewheeldown");
ret = IN_HANDLED;
}
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break;
case SDL_BUTTON_WHEELUP: // wheel up
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if (pNearest)
{
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pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_WHEEL_UP));
pNearest->ScriptEvent("mousewheelup");
ret = IN_HANDLED;
}
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break;
default:
break;
}
}
else
if (ev->type == SDL_MOUSEBUTTONUP)
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{
switch (ev->button.button)
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{
case SDL_BUTTON_LEFT:
if (pNearest)
{
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pNearest->HandleMessage(SGUIMessage(GUIM_MOUSE_RELEASE_LEFT));
pNearest->ScriptEvent("mouseleftrelease");
ret = IN_HANDLED;
}
break;
}
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// Reset all states on all visible objects
GUI<>::RecurseObject(GUIRR_HIDDEN, m_BaseObject,
&IGUIObject::ResetStates);
// It will have reset the mouse over of the current hovered, so we'll
// have to restore that
if (pNearest)
pNearest->m_MouseHovering = true;
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}
}
catch (PS_RESULT e)
{
UNUSED2(e);
debug_warn("CGUI::HandleEvent error");
// TODO Gee: Handle
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}
// JW: what's the difference between mPress and mDown? what's the code below responsible for?
/*
// Generally if just mouse is clicked
if (m_pInput->mDown(NEMM_BUTTON1) && pNearest)
{
pNearest->HandleMessage(GUIM_MOUSE_DOWN_LEFT);
}
*/
// BUTTONUP's effect on m_MouseButtons is handled after
// everything else, so that e.g. 'press' handlers (activated
// on button up) see which mouse button had been pressed.
if (ev->type == SDL_MOUSEBUTTONUP)
{
// (0,1,2) = (LMB,RMB,MMB)
if (ev->button.button < 3)
m_MouseButtons &= ~(1 << ev->button.button);
}
// Handle keys for input boxes
if (GetFocusedObject())
{
if (
(ev->type == SDL_KEYDOWN &&
ev->key.keysym.sym != SDLK_ESCAPE &&
!g_keys[SDLK_LCTRL] && !g_keys[SDLK_RCTRL] &&
!g_keys[SDLK_LALT] && !g_keys[SDLK_RALT])
|| ev->type == SDL_HOTKEYDOWN
)
{
ret = GetFocusedObject()->ManuallyHandleEvent(ev);
}
// else will return IN_PASS because we never used the button.
}
return ret;
}
void CGUI::TickObjects()
{
CStr action = "tick";
GUI<CStr>::RecurseObject(0, m_BaseObject,
&IGUIObject::ScriptEvent, action);
// Also update tooltips:
// TODO: Efficiency
IGUIObject* pNearest = NULL;
GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject,
&IGUIObject::ChooseMouseOverAndClosest,
pNearest);
m_Tooltip.Update(pNearest, m_MousePos, this);
}
void CGUI::SendEventToAll(CStr EventName)
{
GUI<CStr>::RecurseObject(0, m_BaseObject,
&IGUIObject::ScriptEvent, EventName);
}
//-------------------------------------------------------------------
// Constructor / Destructor
//-------------------------------------------------------------------
CGUI::CGUI() : m_InternalNameNumber(0), m_MouseButtons(0), m_FocusedObject(NULL)
{
m_BaseObject = new CGUIDummyObject;
m_BaseObject->SetGUI(this);
// Construct the parent object for all GUI JavaScript things
m_ScriptObject = JS_NewObject(g_ScriptingHost.getContext(), &GUIClass, NULL, NULL);
debug_assert(m_ScriptObject != NULL); // How should it handle errors?
JS_AddRoot(g_ScriptingHost.getContext(), &m_ScriptObject);
// This will make this invisible, not add
//m_BaseObject->SetName(BASE_OBJECT_NAME);
}
CGUI::~CGUI()
{
if (m_BaseObject)
delete m_BaseObject;
if (m_ScriptObject)
// Let it be garbage-collected
JS_RemoveRoot(g_ScriptingHost.getContext(), &m_ScriptObject);
}
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//-------------------------------------------------------------------
// Functions
//-------------------------------------------------------------------
IGUIObject *CGUI::ConstructObject(const CStr& str)
{
if (m_ObjectTypes.count(str) > 0)
return (*m_ObjectTypes[str])();
else
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{
// Error reporting will be handled with the NULL return.
return NULL;
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}
}
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void CGUI::Initialize()
{
// Add base types!
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// You can also add types outside the GUI to extend the flexibility of the GUI.
// Pyrogenesis though will have all the object types inserted from here.
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AddObjectType("empty", &CGUIDummyObject::ConstructObject);
AddObjectType("button", &CButton::ConstructObject);
AddObjectType("image", &CImage::ConstructObject);
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AddObjectType("text", &CText::ConstructObject);
AddObjectType("checkbox", &CCheckBox::ConstructObject);
AddObjectType("radiobutton", &CRadioButton::ConstructObject);
AddObjectType("progressbar", &CProgressBar::ConstructObject);
AddObjectType("minimap", &CMiniMap::ConstructObject);
AddObjectType("input", &CInput::ConstructObject);
// The following line was commented out, I don't know if that's me or not, or
// for what reason, but I'm gonna uncomment, if anything breaks, just let me
// know, or if it wasn't I that commented it out, do let me know why.
// -- Gee 20-07-2005
AddObjectType("list", &CList::ConstructObject);
//
AddObjectType("dropdown", &CDropDown::ConstructObject);
}
void CGUI::Process()
{
/*
// TODO Gee: check if m_pInput is valid, otherwise return
/// debug_assert(m_pInput);
// Pre-process all objects
try
{
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GUI<EGUIMessage>::RecurseObject(0, m_BaseObject, &IGUIObject::HandleMessage, GUIM_PREPROCESS);
}
catch (PS_RESULT e)
{
return;
}
// Check mouse over
try
{
// Only one object can be hovered
// check which one it is, if any !
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IGUIObject *pNearest = NULL;
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GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN, m_BaseObject, &IGUIObject::ChooseMouseOverAndClosest, pNearest);
// Now we'll call UpdateMouseOver on *all* objects,
// we'll input the one hovered, and they will each
// update their own data and send messages accordingly
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GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN, m_BaseObject, &IGUIObject::UpdateMouseOver, pNearest);
// If pressed
if (m_pInput->mPress(NEMM_BUTTON1) && pNearest)
{
pNearest->HandleMessage(GUIM_MOUSE_PRESS_LEFT);
}
else
// If released
if (m_pInput->mRelease(NEMM_BUTTON1) && pNearest)
{
pNearest->HandleMessage(GUIM_MOUSE_RELEASE_LEFT);
}
// Generally if just mouse is clicked
if (m_pInput->mDown(NEMM_BUTTON1) && pNearest)
{
pNearest->HandleMessage(GUIM_MOUSE_DOWN_LEFT);
}
}
catch (PS_RESULT e)
{
return;
}
// Post-process all objects
try
{
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GUI<EGUIMessage>::RecurseObject(0, m_BaseObject, &IGUIObject::HandleMessage, GUIM_POSTPROCESS);
}
catch (PS_RESULT e)
{
return;
}
*/
}
void CGUI::Draw()
{
// Clear the depth buffer, so the GUI is
// drawn on top of everything else
glClear(GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
guiLoadIdentity();
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try
{
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// Recurse IGUIObject::Draw() with restriction: hidden
// meaning all hidden objects won't call Draw (nor will it recurse its children)
GUI<>::RecurseObject(GUIRR_HIDDEN, m_BaseObject, &IGUIObject::Draw);
}
catch (PS_RESULT e)
{
UNUSED2(e);
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glPopMatrix();
// TODO Gee: Report error.
debug_warn("CGUI::Draw error");
return;
}
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glPopMatrix();
}
void CGUI::DrawSprite(CGUISpriteInstance& Sprite,
int CellID,
const float& Z,
const CRect& Rect,
const CRect& UNUSED(Clipping))
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{
// If the sprite doesn't exist (name == ""), don't bother drawing anything
if (Sprite.IsEmpty())
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return;
// TODO: Clipping?
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glPushMatrix();
glTranslatef(0.0f, 0.0f, Z);
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Sprite.Draw(Rect, CellID, m_Sprites);
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glPopMatrix();
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}
void CGUI::Destroy()
{
// We can use the map to delete all
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// now we don't want to cancel all if one Destroy fails
map_pObjects::iterator it;
for (it = m_pAllObjects.begin(); it != m_pAllObjects.end(); ++it)
{
try
{
it->second->Destroy();
}
catch (PS_RESULT e)
{
UNUSED2(e);
debug_warn("CGUI::Destroy error");
// TODO Gee: Handle
}
delete it->second;
}
for (std::map<CStr, CGUISprite>::iterator it2 = m_Sprites.begin(); it2 != m_Sprites.end(); ++it2)
for (std::vector<SGUIImage>::iterator it3 = it2->second.m_Images.begin(); it3 != it2->second.m_Images.end(); ++it3)
delete it3->m_Effects;
// Clear all
m_pAllObjects.clear();
m_Sprites.clear();
m_Icons.clear();
}
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void CGUI::UpdateResolution()
{
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// Update ALL cached
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GUI<>::RecurseObject(0, m_BaseObject, &IGUIObject::UpdateCachedSize );
}
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void CGUI::AddObject(IGUIObject* pObject)
{
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try
{
// Add CGUI pointer
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GUI<CGUI*>::RecurseObject(0, pObject, &IGUIObject::SetGUI, this);
// Add child to base object
m_BaseObject->AddChild(pObject); // can throw
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// Cache tree
GUI<>::RecurseObject(0, pObject, &IGUIObject::UpdateCachedSize);
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// Loaded
GUI<SGUIMessage>::RecurseObject(0, pObject, &IGUIObject::HandleMessage, SGUIMessage(GUIM_LOAD));
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}
catch (PS_RESULT e)
{
throw e;
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}
}
void CGUI::UpdateObjects()
{
// We'll fill a temporary map until we know everything
// succeeded
map_pObjects AllObjects;
try
{
// Fill freshly
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GUI< map_pObjects >::RecurseObject(0, m_BaseObject, &IGUIObject::AddToPointersMap, AllObjects );
}
catch (PS_RESULT e)
{
// Throw the same error
throw e;
}
// Else actually update the real one
m_pAllObjects.swap(AllObjects);
}
bool CGUI::ObjectExists(const CStr& Name) const
{
return m_pAllObjects.count(Name) != 0;
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}
IGUIObject* CGUI::FindObjectByName(const CStr& Name) const
{
map_pObjects::const_iterator it = m_pAllObjects.find(Name);
if (it == m_pAllObjects.end())
return NULL;
else
return it->second;
}
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// private struct used only in GenerateText(...)
struct SGenerateTextImage
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{
float m_YFrom, // The image's starting location in Y
m_YTo, // The image's end location in Y
m_Indentation; // The image width in other words
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// Some help functions
// TODO Gee: CRect => CPoint ?
void SetupSpriteCall(const bool Left, SGUIText::SSpriteCall &SpriteCall,
const float width, const float y,
const CSize &Size, const CStr &TextureName,
const float BufferZone, const int CellID)
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{
// TODO Gee: Temp hardcoded values
SpriteCall.m_Area.top = y+BufferZone;
SpriteCall.m_Area.bottom = y+BufferZone + Size.cy;
if (Left)
{
SpriteCall.m_Area.left = BufferZone;
SpriteCall.m_Area.right = Size.cx+BufferZone;
}
else
{
SpriteCall.m_Area.left = width-BufferZone - Size.cx;
SpriteCall.m_Area.right = width-BufferZone;
}
SpriteCall.m_CellID = CellID;
SpriteCall.m_Sprite = TextureName;
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m_YFrom = SpriteCall.m_Area.top-BufferZone;
m_YTo = SpriteCall.m_Area.bottom+BufferZone;
m_Indentation = Size.cx+BufferZone*2;
}
};
SGUIText CGUI::GenerateText(const CGUIString &string,
const CStr& Font, const float &Width, const float &BufferZone,
const IGUIObject *pObject)
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{
SGUIText Text; // object we're generating
if (string.m_Words.size() == 0)
return Text;
float x=BufferZone, y=BufferZone; // drawing pointer
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int from=0;
bool done=false;
bool FirstLine = true; // Necessary because text in the first line is shorter
// (it doesn't count the line spacing)
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// Images on the left or the right side.
vector<SGenerateTextImage> Images[2];
int pos_last_img=-1; // Position in the string where last img (either left or right) were encountered.
// in order to avoid duplicate processing.
// Easier to read.
bool WordWrapping = (Width != 0);
// Go through string word by word
for (int i=0; i<(int)string.m_Words.size()-1 && !done; ++i)
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{
// Pre-process each line one time, so we know which floating images
// will be added for that line.
// Generated stuff is stored in Feedback.
CGUIString::SFeedback Feedback;
// Preliminary line_height, used for word-wrapping with floating images.
float prelim_line_height=0.f;
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// Width and height of all text calls generated.
string.GenerateTextCall(Feedback, Font,
string.m_Words[i], string.m_Words[i+1],
FirstLine);
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// Loop through our images queues, to see if images has been added.
// Check if this has already been processed.
// Also, floating images are only applicable if Word-Wrapping is on
if (WordWrapping && i > pos_last_img)
{
// Loop left/right
for (int j=0; j<2; ++j)
{
for (vector<CStr>::const_iterator it = Feedback.m_Images[j].begin();
it != Feedback.m_Images[j].end();
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++it)
{
SGUIText::SSpriteCall SpriteCall;
SGenerateTextImage Image;
// Y is if no other floating images is above, y. Else it is placed
// after the last image, like a stack downwards.
float _y;
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if (Images[j].size() > 0)
_y = MAX(y, Images[j].back().m_YTo);
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else
_y = y;
// Get Size from Icon database
SGUIIcon icon = GetIcon(*it);
CSize size = icon.m_Size;
Image.SetupSpriteCall((j==CGUIString::SFeedback::Left), SpriteCall, Width, _y, size, icon.m_SpriteName, BufferZone, icon.m_CellID);
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// Check if image is the lowest thing.
Text.m_Size.cy = MAX(Text.m_Size.cy, Image.m_YTo);
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Images[j].push_back(Image);
Text.m_SpriteCalls.push_back(SpriteCall);
}
}
}
pos_last_img = MAX(pos_last_img, i);
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x += Feedback.m_Size.cx;
prelim_line_height = MAX(prelim_line_height, Feedback.m_Size.cy);
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// If Width is 0, then there's no word-wrapping, disable NewLine.
if ((WordWrapping && (x > Width-BufferZone || Feedback.m_NewLine)) || i == (int)string.m_Words.size()-2)
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{
// Change 'from' to 'i', but first keep a copy of its value.
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int temp_from = from;
from = i;
static const int From=0, To=1;
//int width_from=0, width_to=width;
float width_range[2];
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width_range[From] = BufferZone;
width_range[To] = Width - BufferZone;
// Floating images are only applicable if word-wrapping is enabled.
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if (WordWrapping)
{
// Decide width of the line. We need to iterate our floating images.
// this won't be exact because we're assuming the line_height
// will be as our preliminary calculation said. But that may change,
// although we'd have to add a couple of more loops to try straightening
// this problem out, and it is very unlikely to happen noticeably if one
// structures his text in a stylistically pure fashion. Even if not, it
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// is still quite unlikely it will happen.
// Loop through left and right side, from and to.
for (int j=0; j<2; ++j)
{
for (vector<SGenerateTextImage>::const_iterator it = Images[j].begin();
it != Images[j].end();
++it)
{
// We're working with two intervals here, the image's and the line height's.
// let's find the union of these two.
float union_from, union_to;
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union_from = MAX(y, it->m_YFrom);
union_to = MIN(y+prelim_line_height, it->m_YTo);
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// The union is not empty
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if (union_to > union_from)
{
if (j == From)
width_range[From] = MAX(width_range[From], it->m_Indentation);
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else
width_range[To] = MIN(width_range[To], Width - it->m_Indentation);
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}
}
}
}
// Reset X for the next loop
x = width_range[From];
// Now we'll do another loop to figure out the height of
// the line (the height of the largest character). This
// couldn't be determined in the first loop (main loop)
// because it didn't regard images, so we don't know
// if all characters processed, will actually be involved
// in that line.
float line_height=0.f;
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for (int j=temp_from; j<=i; ++j)
{
// We don't want to use Feedback now, so we'll have to use
// another.
CGUIString::SFeedback Feedback2;
// Don't attach object, it'll suppress the errors
// we want them to be reported in the final GenerateTextCall()
// so that we don't get duplicates.
string.GenerateTextCall(Feedback2, Font,
string.m_Words[j], string.m_Words[j+1],
FirstLine);
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// Append X value.
x += Feedback2.m_Size.cx;
if (WordWrapping && x > width_range[To] && j!=temp_from && !Feedback2.m_NewLine)
break;
// Let line_height be the maximum m_Height we encounter.
line_height = MAX(line_height, Feedback2.m_Size.cy);
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if (WordWrapping && Feedback2.m_NewLine)
break;
}
// Reset x once more
x = width_range[From];
// Move down, because font drawing starts from the baseline
y += line_height;
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// Do the real processing now
for (int j=temp_from; j<=i; ++j)
{
// We don't want to use Feedback now, so we'll have to use
// another one.
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CGUIString::SFeedback Feedback2;
// Defaults
string.GenerateTextCall(Feedback2, Font,
string.m_Words[j], string.m_Words[j+1],
FirstLine, pObject);
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// Iterate all and set X/Y values
// Since X values are not set, we need to make an internal
// iteration with an increment that will append the internal
// x, that is what x_pointer is for.
float x_pointer=0.f;
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vector<SGUIText::STextCall>::iterator it;
for (it = Feedback2.m_TextCalls.begin(); it != Feedback2.m_TextCalls.end(); ++it)
{
it->m_Pos = CPos(x + x_pointer, y);
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x_pointer += it->m_Size.cx;
if (it->m_pSpriteCall)
{
it->m_pSpriteCall->m_Area += it->m_Pos - CSize(0,it->m_pSpriteCall->m_Area.GetHeight());
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}
}
// Append X value.
x += Feedback2.m_Size.cx;
Text.m_Size.cx = MAX(Text.m_Size.cx, x+BufferZone);
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// The first word overrides the width limit, what we
// do, in those cases, are just drawing that word even
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// though it'll extend the object.
if (WordWrapping) // only if word-wrapping is applicable
{
if (Feedback2.m_NewLine)
{
from = j+1;
// Sprite call can exist within only a newline segment,
// therefore we need this.
Text.m_SpriteCalls.insert(Text.m_SpriteCalls.end(), Feedback2.m_SpriteCalls.begin(), Feedback2.m_SpriteCalls.end());
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break;
}
else
if (x > width_range[To] && j==temp_from)
{
from = j+1;
// do not break, since we want it to be added to m_TextCalls
}
else
if (x > width_range[To])
{
from = j;
break;
}
}
// Add the whole Feedback2.m_TextCalls to our m_TextCalls.
Text.m_TextCalls.insert(Text.m_TextCalls.end(), Feedback2.m_TextCalls.begin(), Feedback2.m_TextCalls.end());
Text.m_SpriteCalls.insert(Text.m_SpriteCalls.end(), Feedback2.m_SpriteCalls.begin(), Feedback2.m_SpriteCalls.end());
if (j == (int)string.m_Words.size()-2)
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done = true;
}
// Reset X
x = 0.f;
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// Update height of all
Text.m_Size.cy = MAX(Text.m_Size.cy, y+BufferZone);
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FirstLine = false;
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// Now if we entered as from = i, then we want
// i being one minus that, so that it will become
// the same i in the next loop. The difference is that
// we're on a new line now.
i = from-1;
}
}
return Text;
}
void CGUI::DrawText(SGUIText &Text, const CColor &DefaultColor,
const CPos &pos, const float &z, const CRect &clipping)
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{
// TODO Gee: All these really necessary? Some
// are defaults and if you changed them
// the opposite value at the end of the functions,
// some things won't be drawn correctly.
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (clipping != CRect())
{
double eq[4][4] =
{
{ 0.0, 1.0, 0.0, -clipping.top },
{ 1.0, 0.0, 0.0, -clipping.left },
{ 0.0, -1.0, 0.0, clipping.bottom },
{ -1.0, 0.0, 0.0, clipping.right }
};
for (int i=0; i<4; ++i)
{
glClipPlane(GL_CLIP_PLANE0+i, eq[i]);
glEnable(GL_CLIP_PLANE0+i);
}
}
CFont* font = NULL;
CStr LastFontName;
for (vector<SGUIText::STextCall>::const_iterator it = Text.m_TextCalls.begin();
it != Text.m_TextCalls.end();
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++it)
{
// If this is just a placeholder for a sprite call, continue
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if (it->m_pSpriteCall)
continue;
// Switch fonts when necessary, but remember the last one used
if (it->m_Font != LastFontName)
{
delete font;
font = new CFont(it->m_Font);
font->Bind();
LastFontName = it->m_Font;
}
CColor color = it->m_UseCustomColor ? it->m_Color : DefaultColor;
glPushMatrix();
// TODO Gee: (2004-09-04) Why are font corrupted if inputted float value?
2004-09-06 05:05:36 +02:00
glTranslatef((GLfloat)int(pos.x+it->m_Pos.x), (GLfloat)int(pos.y+it->m_Pos.y), z);
glColor4fv(color.FloatArray());
glwprintf(L"%ls", it->m_String.c_str()); // "%ls" is necessary in case m_String contains % symbols
glPopMatrix();
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}
if (font)
delete font;
for (list<SGUIText::SSpriteCall>::iterator it=Text.m_SpriteCalls.begin();
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it!=Text.m_SpriteCalls.end();
++it)
{
DrawSprite(it->m_Sprite, it->m_CellID, z, it->m_Area + pos);
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}
// TODO To whom it may concern: Thing were not reset, so
// I added this line, modify if incorrect --
if (clipping != CRect())
{
for (int i=0; i<4; ++i)
glDisable(GL_CLIP_PLANE0+i);
}
glDisable(GL_TEXTURE_2D);
// -- GL
}
bool CGUI::GetPreDefinedColor(const CStr &name, CColor &Output)
{
if (m_PreDefinedColors.count(name) == 0)
{
return false;
}
else
{
Output = m_PreDefinedColors[name];
return true;
}
}
void CGUI::ReportParseError(const char *str, ...)
{
va_list argp;
char buffer[512];
memset(buffer,0,sizeof(buffer));
va_start(argp, str);
vsnprintf2(buffer, sizeof(buffer), str, argp);
va_end(argp);
// Print header
if (m_Errors==0)
{
LOG(ERROR, LOG_CATEGORY, "*** GUI Tree Creation Errors:");
}
// Important, set ParseError to true
++m_Errors;
LOG(ERROR, LOG_CATEGORY, buffer);
}
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/**
* @callgraph
*/
void CGUI::LoadXMLFile(const string &Filename)
{
// Reset parse error
// we can later check if this has increased
m_Errors = 0;
CXeromyces XeroFile;
if (XeroFile.Load(Filename.c_str()) != PSRETURN_OK)
// Fail silently
return;
XMBElement node = XeroFile.getRoot();
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// Check root element's (node) name so we know what kind of
// data we'll be expecting
CStr root_name (XeroFile.getElementString(node.getNodeName()));
try
{
if (root_name == "objects")
{
Xeromyces_ReadRootObjects(node, &XeroFile);
// Re-cache all values so these gets cached too.
//UpdateResolution();
}
else
if (root_name == "sprites")
{
Xeromyces_ReadRootSprites(node, &XeroFile);
}
else
if (root_name == "styles")
{
Xeromyces_ReadRootStyles(node, &XeroFile);
}
else
if (root_name == "setup")
{
Xeromyces_ReadRootSetup(node, &XeroFile);
}
else
{
debug_warn("CGUI::LoadXMLFile error");
// TODO Gee: Output in log
}
}
catch (PSERROR_GUI& e)
{
LOG(ERROR, LOG_CATEGORY, "Errors loading GUI file %s (%s)", Filename.c_str(), e.getCode());
return;
}
// Now report if any other errors occured
if (m_Errors > 0)
{
/// g_console.submit("echo GUI Tree Creation Reports %d errors", m_Errors);
}
}
//===================================================================
// XML Reading Xeromyces Specific Sub-Routines
//===================================================================
void CGUI::Xeromyces_ReadRootObjects(XMBElement Element, CXeromyces* pFile)
{
int el_script = pFile->getElementID("script");
// Iterate main children
// they should all be <object> or <script> elements
XMBElementList children = Element.getChildNodes();
for (int i=0; i<children.Count; ++i)
{
//debug_printf("Object %d\n", i);
XMBElement child = children.item(i);
if (child.getNodeName() == el_script)
// Execute the inline script
Xeromyces_ReadScript(child, pFile);
else
// Read in this whole object into the GUI
Xeromyces_ReadObject(child, pFile, m_BaseObject);
}
}
void CGUI::Xeromyces_ReadRootSprites(XMBElement Element, CXeromyces* pFile)
{
// Iterate main children
// they should all be <sprite> elements
XMBElementList children = Element.getChildNodes();
for (int i=0; i<children.Count; ++i)
{
XMBElement child = children.item(i);
// Read in this whole object into the GUI
Xeromyces_ReadSprite(child, pFile);
}
}
void CGUI::Xeromyces_ReadRootStyles(XMBElement Element, CXeromyces* pFile)
2003-12-01 08:06:55 +01:00
{
// Iterate main children
// they should all be <styles> elements
XMBElementList children = Element.getChildNodes();
for (int i=0; i<children.Count; ++i)
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{
XMBElement child = children.item(i);
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// Read in this whole object into the GUI
Xeromyces_ReadStyle(child, pFile);
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}
}
void CGUI::Xeromyces_ReadRootSetup(XMBElement Element, CXeromyces* pFile)
{
// Iterate main children
// they should all be <icon>, <scrollbar> or <tooltip>.
XMBElementList children = Element.getChildNodes();
for (int i=0; i<children.Count; ++i)
{
XMBElement child = children.item(i);
// Read in this whole object into the GUI
CStr name (pFile->getElementString(child.getNodeName()));
if (name == "scrollbar")
{
Xeromyces_ReadScrollBarStyle(child, pFile);
}
else
if (name == "icon")
{
Xeromyces_ReadIcon(child, pFile);
}
else
if (name == "tooltip")
{
Xeromyces_ReadTooltip(child, pFile);
}
else
if (name == "color")
{
Xeromyces_ReadColor(child, pFile);
}
else
{
debug_warn("Invalid data - DTD shouldn't allow this");
}
}
}
void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObject *pParent)
{
debug_assert(pParent);
int i;
// Our object we are going to create
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IGUIObject *object = NULL;
XMBAttributeList attributes = Element.getAttributes();
// Well first of all we need to determine the type
CStr type (attributes.getNamedItem(pFile->getAttributeID("type")));
// Construct object from specified type
// henceforth, we need to do a rollback before aborting.
// i.e. releasing this object
object = ConstructObject(type);
if (!object)
{
// Report error that object was unsuccessfully loaded
ReportParseError("Unrecognized type \"%s\"", type.c_str());
return;
}
// Cache some IDs for element attribute names, to avoid string comparisons
#define ELMT(x) int elmt_##x = pFile->getElementID(#x)
#define ATTR(x) int attr_##x = pFile->getAttributeID(#x)
ELMT(object);
ELMT(action);
ATTR(style);
ATTR(type);
ATTR(name);
ATTR(hotkey);
ATTR(z);
ATTR(on);
ATTR(file);
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//
// Read Style and set defaults
//
// If the setting "style" is set, try loading that setting.
//
// Always load default (if it's available) first!
//
CStr argStyle (attributes.getNamedItem(attr_style));
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if (m_Styles.count("default") == 1)
object->LoadStyle(*this, "default");
if (argStyle.Length())
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{
// additional check
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if (m_Styles.count(argStyle) == 0)
{
ReportParseError("Trying to use style '%s' that doesn't exist.", argStyle.c_str());
2003-12-01 08:06:55 +01:00
}
else object->LoadStyle(*this, argStyle);
2003-12-01 08:06:55 +01:00
}
//
// Read Attributes
//
bool NameSet = false;
bool ManuallySetZ = false; // if z has been manually set, this turn true
CStr hotkeyTag;
// Now we can iterate all attributes and store
for (i=0; i<attributes.Count; ++i)
{
XMBAttribute attr = attributes.item(i);
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// If value is "null", then it is equivalent as never being entered
if ((CStr)attr.Value == "null")
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continue;
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// Ignore "type" and "style", we've already checked it
if (attr.Name == attr_type || attr.Name == attr_style)
continue;
// Also the name needs some special attention
if (attr.Name == attr_name)
{
object->SetName((CStr)attr.Value);
NameSet = true;
continue;
}
// Wire up the hotkey tag, if it has one
if (attr.Name == attr_hotkey)
hotkeyTag = attr.Value;
if (attr.Name == attr_z)
ManuallySetZ = true;
// Try setting the value
if (object->SetSetting(pFile->getAttributeString(attr.Name), (CStr)attr.Value, true) != PS_OK)
{
ReportParseError("(object: %s) Can't set \"%s\" to \"%s\"", object->GetPresentableName().c_str(), pFile->getAttributeString(attr.Name).c_str(), CStr(attr.Value).c_str());
// This is not a fatal error
}
}
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// Check if name isn't set, generate an internal name in that case.
if (!NameSet)
{
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object->SetName(CStr("__internal(") + CStr(m_InternalNameNumber) + CStr(")"));
++m_InternalNameNumber;
}
// Attempt to register the hotkey tag, if one was provided
if (hotkeyTag.Length())
hotkeyRegisterGUIObject(object->GetName(), hotkeyTag);
CStrW caption (Element.getText());
if (caption.Length())
{
// Set the setting caption to this
object->SetSetting("caption", caption, true);
// There is no harm if the object didn't have a "caption"
}
//
// Read Children
//
// Iterate children
XMBElementList children = Element.getChildNodes();
for (i=0; i<children.Count; ++i)
{
// Get node
XMBElement child = children.item(i);
// Check what name the elements got
int element_name = child.getNodeName();
if (element_name == elmt_object)
{
// Call this function on the child
Xeromyces_ReadObject(child, pFile, object);
}
else if (element_name == elmt_action)
{
// Scripted <action> element
// Check for a 'file' parameter
CStr file (child.getAttributes().getNamedItem(attr_file));
CStr code;
// If there is a file, open it and use it as the code
if (file.Length())
{
CVFSFile scriptfile;
if (scriptfile.Load(file) != PSRETURN_OK)
{
LOG(ERROR, LOG_CATEGORY, "Error opening action file '%s'", file.c_str());
throw PSERROR_GUI_JSOpenFailed();
}
code = scriptfile.GetAsString();
}
// Read the inline code (concatenating to the file code, if both are specified)
code += (CStr)child.getText();
CStr action = (CStr)child.getAttributes().getNamedItem(attr_on);
object->RegisterScriptHandler(action.LowerCase(), code, this);
}
2005-04-07 11:13:10 +02:00
else
{
// Try making the object read the tag.
if (!object->HandleAdditionalChildren(child, pFile))
{
LOG(ERROR, LOG_CATEGORY, "(object: %s) Reading unknown children for its type");
}
}
2003-12-01 08:06:55 +01:00
}
//
// Check if Z wasn't manually set
//
if (!ManuallySetZ)
{
// Set it automatically to 10 plus its parents
if (pParent==NULL)
{
debug_warn("CGUI::Xeromyces_ReadObject error");
// TODO Gee: Report error
}
else
{
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bool absolute;
GUI<bool>::GetSetting(object, "absolute", absolute);
// If the object is absolute, we'll have to get the parent's Z buffered,
// and add to that!
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if (absolute)
{
GUI<float>::SetSetting(object, "z", pParent->GetBufferedZ() + 10.f, true);
}
else
// If the object is relative, then we'll just store Z as "10"
{
GUI<float>::SetSetting(object, "z", 10.f, true);
}
}
}
//
// Input Child
//
try
{
if (pParent == m_BaseObject)
AddObject(object);
else
pParent->AddChild(object);
}
catch (PS_RESULT e)
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{
ReportParseError(e);
}
}
void CGUI::Xeromyces_ReadScript(XMBElement Element, CXeromyces* pFile)
{
// Check for a 'file' parameter
CStr file (Element.getAttributes().getNamedItem( pFile->getAttributeID("file") ));
// If there is a file specified, open and execute it
if (file.Length())
g_ScriptingHost.RunScript(file, m_ScriptObject);
// Execute inline scripts
CStr code (Element.getText());
if (code.Length())
g_ScriptingHost.RunMemScript(code.c_str(), code.Length(), "Some XML file", Element.getLineNumber(), m_ScriptObject);
}
void CGUI::Xeromyces_ReadSprite(XMBElement Element, CXeromyces* pFile)
{
// Sprite object we're adding
CGUISprite sprite;
// and what will be its reference name
CStr name;
//
// Read Attributes
//
// Get name, we know it exists because of DTD requirements
name = Element.getAttributes().getNamedItem( pFile->getAttributeID("name") );
if (m_Sprites.find(name) != m_Sprites.end())
LOG(WARNING, LOG_CATEGORY, "Sprite name '%s' used more than once; first definition will be discarded", (const char*)name);
//
// Read Children (the images)
//
SGUIImageEffects* effects = NULL;
// Iterate children
XMBElementList children = Element.getChildNodes();
for (int i=0; i<children.Count; ++i)
{
// Get node
XMBElement child = children.item(i);
CStr ElementName (pFile->getElementString(child.getNodeName()));
if (ElementName == "image")
{
Xeromyces_ReadImage(child, pFile, sprite);
}
else if (ElementName == "effect")
{
debug_assert(! effects); // DTD should only allow one effect per sprite
effects = new SGUIImageEffects;
Xeromyces_ReadEffects(child, pFile, *effects);
}
else
{
debug_warn("Invalid data - DTD shouldn't allow this");
}
}
// Apply the effects to every image (unless the image overrides it with
// different effects)
if (effects)
for (std::vector<SGUIImage>::iterator it = sprite.m_Images.begin(); it != sprite.m_Images.end(); ++it)
if (! it->m_Effects)
it->m_Effects = new SGUIImageEffects(*effects); // do a copy just so it can be deleted correctly later
delete effects;
//
// Add Sprite
//
m_Sprites[name] = sprite;
}
void CGUI::Xeromyces_ReadImage(XMBElement Element, CXeromyces* pFile, CGUISprite &parent)
{
// Image object we're adding
SGUIImage image;
// Set defaults (or maybe do that in DTD?)
image.m_TextureSize = CClientArea("0 0 100% 100%");
image.m_Size = CClientArea("0 0 100% 100%");
// TODO Gee: Setup defaults here (or maybe they are in the SGUIImage ctor)
//
// Read Attributes
//
// Now we can iterate all attributes and store
XMBAttributeList attributes = Element.getAttributes();
for (int i=0; i<attributes.Count; ++i)
{
XMBAttribute attr = attributes.item(i);
CStr attr_name (pFile->getAttributeString(attr.Name));
CStr attr_value (attr.Value);
if (attr_name == "texture")
{
CStr TexFilename ("art/textures/ui/");
TexFilename += attr_value;
image.m_TextureName = TexFilename;
}
else
if (attr_name == "size")
{
2003-12-01 08:06:55 +01:00
CClientArea ca;
if (!GUI<CClientArea>::ParseString(attr_value, ca))
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
2003-12-01 08:06:55 +01:00
else image.m_Size = ca;
}
else
if (attr_name == "texture_size")
{
CClientArea ca;
if (!GUI<CClientArea>::ParseString(attr_value, ca))
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
else image.m_TextureSize = ca;
}
else
if (attr_name == "real_texture_placement")
{
CRect rect;
if (!GUI<CRect>::ParseString(attr_value, rect))
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
else image.m_TexturePlacementInFile = rect;
}
else
if (attr_name == "cell_size")
{
CSize size;
if (!GUI<CSize>::ParseString(attr_value, size))
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
else image.m_CellSize = size;
}
else
if (attr_name == "z_level")
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{
float z_level;
if (!GUI<float>::ParseString(attr_value, z_level))
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
else image.m_DeltaZ = z_level/100.f;
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}
else
if (attr_name == "backcolor")
2003-12-01 08:06:55 +01:00
{
CColor color;
if (!GUI<CColor>::ParseString(attr_value, color))
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
2003-12-01 08:06:55 +01:00
else image.m_BackColor = color;
}
else
if (attr_name == "bordercolor")
{
CColor color;
if (!GUI<CColor>::ParseString(attr_value, color))
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
else image.m_BorderColor = color;
}
else
if (attr_name == "border")
{
bool b;
if (!GUI<bool>::ParseString(attr_value, b))
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
else image.m_Border = b;
}
else
{
debug_warn("Invalid data - DTD shouldn't allow this");
}
}
// Look for effects
XMBElementList children = Element.getChildNodes();
for (int i=0; i<children.Count; ++i)
{
XMBElement child = children.item(i);
CStr ElementName (pFile->getElementString(child.getNodeName()));
if (ElementName == "effect")
{
debug_assert(! image.m_Effects); // DTD should only allow one effect per sprite
image.m_Effects = new SGUIImageEffects;
Xeromyces_ReadEffects(child, pFile, *image.m_Effects);
}
else
{
debug_warn("Invalid data - DTD shouldn't allow this");
}
}
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//
// Input
//
parent.AddImage(image);
}
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void CGUI::Xeromyces_ReadEffects(XMBElement Element, CXeromyces* pFile, SGUIImageEffects &effects)
{
XMBAttributeList attributes = Element.getAttributes();
for (int i=0; i<attributes.Count; ++i)
{
XMBAttribute attr = attributes.item(i);
CStr attr_name (pFile->getAttributeString(attr.Name));
CStr attr_value (attr.Value);
#define COLOR(xml, mem, alpha) \
if (attr_name == xml) \
{ \
CColor color; \
if (!GUI<int>::ParseColor(attr_value, color, alpha)) \
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str()); \
else effects.m_##mem = color; \
} \
else
#define BOOL(xml, mem) \
if (attr_name == xml) \
{ \
effects.m_##mem = true; \
} \
else
COLOR("add_color", AddColor, 0.f)
COLOR("multiply_color", MultiplyColor, 255.f)
BOOL("grayscale", Greyscale)
{
debug_warn("Invalid data - DTD shouldn't allow this");
}
}
}
void CGUI::Xeromyces_ReadStyle(XMBElement Element, CXeromyces* pFile)
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{
// style object we're adding
SGUIStyle style;
CStr name;
//
// Read Attributes
//
// Now we can iterate all attributes and store
XMBAttributeList attributes = Element.getAttributes();
for (int i=0; i<attributes.Count; ++i)
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{
XMBAttribute attr = attributes.item(i);
CStr attr_name (pFile->getAttributeString(attr.Name));
CStr attr_value (attr.Value);
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// The "name" setting is actually the name of the style
// and not a new default
if (attr_name == "name")
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name = attr_value;
else
style.m_SettingsDefaults[attr_name] = attr_value;
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}
//
// Add to CGUI
//
m_Styles[name] = style;
}
void CGUI::Xeromyces_ReadScrollBarStyle(XMBElement Element, CXeromyces* pFile)
{
// style object we're adding
SGUIScrollBarStyle scrollbar;
CStr name;
//
// Read Attributes
//
// Now we can iterate all attributes and store
XMBAttributeList attributes = Element.getAttributes();
for (int i=0; i<attributes.Count; ++i)
{
XMBAttribute attr = attributes.item(i);
CStr attr_name = pFile->getAttributeString(attr.Name);
CStr attr_value (attr.Value);
if (attr_value == "null")
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continue;
if (attr_name == "name")
name = attr_value;
else
if (attr_name == "width")
{
float f;
if (!GUI<float>::ParseString(attr_value, f))
{
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
}
scrollbar.m_Width = f;
}
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else
if (attr_name == "minimum_bar_size")
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{
float f;
if (!GUI<float>::ParseString(attr_value, f))
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{
ReportParseError("Error parsing '%s' (\"%s\")", attr_name.c_str(), attr_value.c_str());
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}
scrollbar.m_MinimumBarSize = f;
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}
else
if (attr_name == "sprite_button_top")
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scrollbar.m_SpriteButtonTop = attr_value;
else
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if (attr_name == "sprite_button_top_pressed")
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scrollbar.m_SpriteButtonTopPressed = attr_value;
else
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if (attr_name == "sprite_button_top_disabled")
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scrollbar.m_SpriteButtonTopDisabled = attr_value;
else
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if (attr_name == "sprite_button_top_over")
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scrollbar.m_SpriteButtonTopOver = attr_value;
else
if (attr_name == "sprite_button_bottom")
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scrollbar.m_SpriteButtonBottom = attr_value;
else
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if (attr_name == "sprite_button_bottom_pressed")
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scrollbar.m_SpriteButtonBottomPressed = attr_value;
else
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if (attr_name == "sprite_button_bottom_disabled")
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scrollbar.m_SpriteButtonBottomDisabled = attr_value;
else
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if (attr_name == "sprite_button_bottom_over")
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scrollbar.m_SpriteButtonBottomOver = attr_value;
else
if (attr_name == "sprite_back_vertical")
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scrollbar.m_SpriteBackVertical = attr_value;
else
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if (attr_name == "sprite_bar_vertical")
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scrollbar.m_SpriteBarVertical = attr_value;
else
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if (attr_name == "sprite_bar_vertical_over")
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scrollbar.m_SpriteBarVerticalOver = attr_value;
else
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if (attr_name == "sprite_bar_vertical_pressed")
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scrollbar.m_SpriteBarVerticalPressed = attr_value;
}
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//
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// Add to CGUI
//
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m_ScrollBarStyles[name] = scrollbar;
}
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void CGUI::Xeromyces_ReadIcon(XMBElement Element, CXeromyces* pFile)
{
// Icon we're adding
SGUIIcon icon;
CStr name;
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XMBAttributeList attributes = Element.getAttributes();
for (int i=0; i<attributes.Count; ++i)
{
XMBAttribute attr = attributes.item(i);
CStr attr_name (pFile->getAttributeString(attr.Name));
CStr attr_value (attr.Value);
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if (attr_value == "null")
continue;
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if (attr_name == "name")
name = attr_value;
else
if (attr_name == "sprite")
icon.m_SpriteName = attr_value;
else
if (attr_name == "size")
{
CSize size;
if (!GUI<CSize>::ParseString(attr_value, size))
ReportParseError("Error parsing '%s' (\"%s\") inside <icon>.", attr_name.c_str(), attr_value.c_str());
icon.m_Size = size;
}
else
if (attr_name == "cell_id")
{
int cell_id;
if (!GUI<int>::ParseString(attr_value, cell_id))
ReportParseError("Error parsing '%s' (\"%s\") inside <icon>.", attr_name.c_str(), attr_value.c_str());
icon.m_CellID = cell_id;
}
else
{
debug_warn("Invalid data - DTD shouldn't allow this");
}
}
m_Icons[name] = icon;
}
void CGUI::Xeromyces_ReadTooltip(XMBElement Element, CXeromyces* pFile)
{
// Read the tooltip, and store it as a specially-named object
IGUIObject* object = new CTooltip;
XMBAttributeList attributes = Element.getAttributes();
for (int i=0; i<attributes.Count; ++i)
{
XMBAttribute attr = attributes.item(i);
CStr attr_name (pFile->getAttributeString(attr.Name));
CStr attr_value (attr.Value);
if (attr_name == "name")
{
object->SetName("__tooltip_" + attr_value);
}
else
{
object->SetSetting(attr_name, attr_value);
}
}
AddObject(object);
}
// Reads Custom Color
void CGUI::Xeromyces_ReadColor(XMBElement Element, CXeromyces* pFile)
{
// Read the color and stor in m_PreDefinedColors
XMBAttributeList attributes = Element.getAttributes();
//IGUIObject* object = new CTooltip;
CColor color;
CStr name = attributes.getNamedItem(pFile->getAttributeID("name"));
// Try parsing value
CStr value (Element.getText());
if (value.Length())
{
// Try setting color to value
if (!color.ParseString(value, 255.f))
{
ReportParseError("Unable to create custom color '%s'. Invalid color syntax.", name.c_str());
}
else
{
// input color
m_PreDefinedColors[name] = color;
}
}
}