0ad/source/gui/GUIutil.h

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/* 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/>.
*/
/*
Contains help class GUI<>, which gives us templated
parameter to all functions within GUI.
*/
#ifndef INCLUDED_GUIUTIL
#define INCLUDED_GUIUTIL
#include "gui/IGUIObject.h"
#include <functional>
class CGUI;
template<typename T> class GUI;
class IGUISetting
{
public:
NONCOPYABLE(IGUISetting);
IGUISetting() = default;
virtual ~IGUISetting() = default;
/**
* Parses the given string and assigns to the setting value. Used for parsing XML attributes.
*/
virtual bool FromString(const CStrW& Value, const bool& SkipMessage) = 0;
/**
* Parses the given JS::Value using ScriptInterface::FromJSVal and assigns it to the setting data.
*/
virtual bool FromJSVal(JSContext* cx, JS::HandleValue Value) = 0;
/**
* Converts the setting data to a JS::Value using ScriptInterface::ToJSVal.
*/
virtual void ToJSVal(JSContext* cx, JS::MutableHandleValue Value) = 0;
};
template<typename T>
class CGUISetting : public IGUISetting
{
friend class GUI<T>;
public:
NONCOPYABLE(CGUISetting);
CGUISetting(IGUIObject& pObject, const CStr& Name);
/**
* Parses the given string and assigns to the setting value. Used for parsing XML attributes.
*/
bool FromString(const CStrW& Value, const bool& SkipMessage) override;
/**
* Parses the given JS::Value using ScriptInterface::FromJSVal and assigns it to the setting data.
*/
bool FromJSVal(JSContext* cx, JS::HandleValue Value) override;
/**
* Converts the setting data to a JS::Value using ScriptInterface::ToJSVal.
*/
void ToJSVal(JSContext* cx, JS::MutableHandleValue Value) override;
private:
/**
* The object that stores this setting.
*/
IGUIObject& m_pObject;
/**
* Property name identifying the setting.
*/
const CStr m_Name;
/**
* Holds the value of the setting..
*/
T m_pSetting;
};
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/**
* Includes static functions that needs one template
* argument.
*/
template <typename T>
class GUI
{
public:
NONCOPYABLE(GUI);
/**
* Get a mutable reference to the setting.
* If no such setting exists, an exception of type std::out_of_range is thrown.
* Use SettingExists if a safeguard is needed.
*
* If the value is modified, there is no GUIM_SETTINGS_UPDATED message sent.
* SetSetting should be used to modify the value if there is a use for the message.
*/
static T& GetSetting(const IGUIObject* pObject, const CStr& Setting);
/**
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* Sets a value by name using a real datatype as input.
* 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);
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/**
* Sets a value by setting and object name using a real
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* datatype as input.
*
* @param Value The value in string form, like "0 0 100% 100%"
* @param tOutput Parsed value of type T
* @return True at success.
*/
static bool ParseString(const CGUI* pGUI, const CStrW& Value, T& tOutput);
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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 bool& SkipMessage, const std::function<void()>& valueSet);
};
#endif // INCLUDED_GUIUTIL