0ad/source/gui/CGUI.h

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/*
CGUI
by Gustav Larsson
gee@pyro.nu
--Overview--
This is the top class of the whole GUI, all objects
and settings are stored within this class.
--More info--
Check GUI.h
*/
#ifndef CGUI_H
#define CGUI_H
#include "ps/Errors.h"
ERROR_GROUP(GUI);
ERROR_TYPE(GUI, JSOpenFailed);
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
// NOTE: GUI.h included at the bottom of this file (has to be after CGUI class
// definition)
#include "GUITooltip.h"
#include "GUIbase.h"
#include "ps/Overlay.h" // CPos and CRect
#include "ps/Singleton.h"
#include "lib/input.h"
#include "ps/XML/Xeromyces.h"
extern InReaction gui_handler(const SDL_Event_* ev);
//--------------------------------------------------------
// Macros
//--------------------------------------------------------
//--------------------------------------------------------
// Types
//--------------------------------------------------------
//--------------------------------------------------------
// Error declarations
//--------------------------------------------------------
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
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/**
* @author Gustav Larsson
*
* Contains a list of values for new defaults to objects.
*/
struct SGUIStyle
{
// A list of defaults for
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std::map<CStr, CStr> m_SettingsDefaults;
};
struct JSObject; // The GUI stores a JSObject*, so needs to know that JSObject exists
class IGUIObject;
class CGUISpriteInstance;
struct SGUIText;
struct CColor;
struct SGUIText;
struct SGUIIcon;
class CGUIString;
class CGUISprite;
struct SGUIImageEffects;
struct SGUIScrollBarStyle;
class GUITooltip;
/**
* @author Gustav Larsson
*
* The main object that includes the whole GUI. Is singleton
* and accessed by g_GUI.
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*
* No interfacial functions throws.
*/
class CGUI : public Singleton<CGUI>
{
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friend class IGUIObject;
friend class IGUIScrollBarOwner;
friend class CInternalCGUIAccessorBase;
private:
// Private typedefs
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typedef IGUIObject *(*ConstructObjectFunction)();
public:
CGUI();
~CGUI();
/**
* Initializes the GUI, needs to be called before the GUI is used
*/
void Initialize();
/**
* @deprecated Will be removed
*/
void Process();
/**
* Performs processing that should happen every frame (including the "Tick" event)
*/
void TickObjects();
/**
* Sends a specified event to every object
*/
void SendEventToAll(const CStr& EventName);
/**
* Displays the whole GUI
*/
void Draw();
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/**
* Draw GUI Sprite
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*
* @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")
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* @param Z Drawing order, depth value
* @param Rect Position and Size
* @param Clipping The sprite shouldn't be drawn outside this rectangle
*/
void DrawSprite(CGUISpriteInstance& Sprite, int CellID, const float &Z,
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const CRect &Rect, const CRect &Clipping=CRect());
/**
* Draw a SGUIText object
*
* @param Text Text object.
* @param DefaultColor Color used if no tag applied.
* @param pos position
* @param z z value.
*/
void DrawText(SGUIText &Text, const CColor &DefaultColor,
const CPos &pos, const float &z, const CRect &clipping);
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/**
* 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);
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/**
* Load a GUI XML file into the GUI.
*
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* <b>VERY IMPORTANT!</b> All \<styles\>-files must be read before
* everything else!
*
* @param Filename Name of file
*/
void LoadXMLFile(const std::string &Filename);
/**
* 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;
/**
* 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; }
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/**
* Update Resolution, should be called every time the resolution
* of the OpenGL screen has been changed, this is because it needs
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* to re-cache all its actual sizes
*
* Needs no input since screen resolution is global.
*
* @see IGUIObject#UpdateCachedSize()
*/
void UpdateResolution();
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/**
* Generate a SGUIText object from the inputted string.
* The function will break down the string and its
* tags to calculate exactly which rendering queries
* will be sent to the Renderer.
*
* Done through the CGUI since it can communicate with
*
* @param Text Text to generate SGUIText object from
* @param Font Default font, notice both Default color and default font
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* can be changed by tags.
* @param Width Width, 0 if no word-wrapping.
* @param BufferZone space between text and edge, and space between text and images.
*
* pObject is *only* if error parsing fails, and we need to be able to output
* which object the error occured in to aid the user. The parameter is completely
* optional.
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*/
SGUIText GenerateText(const CGUIString &Text, const CStr& Font,
const float &Width, const float &BufferZone,
const IGUIObject *pObject=NULL);
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/**
* Returns the JSObject* associated with the GUI
*
* @return The relevant JS object
*/
JSObject* GetScriptObject() { return m_ScriptObject; }
/**
* Check if an icon exists
*/
bool IconExists(const CStr& str) const { return (m_Icons.count(str) != 0); }
/**
* Get Icon (a copy, can never be changed)
*/
SGUIIcon GetIcon(const CStr& str) const { return m_Icons.find(str)->second; }
/**
* Get pre-defined color (if it exists)
* Returns false if it fails.
*/
bool GetPreDefinedColor(const CStr& name, CColor &Output);
private:
/**
* Updates the object pointers, needs to be called each
* time an object has been added or removed.
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*
* This function is atomic, meaning if it throws anything, it will
* have seen it through that nothing was ultimately changed.
*
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* @throws PS_RESULT that is thrown from IGUIObject::AddToPointersMap().
*/
void UpdateObjects();
/**
* 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.
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*
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* @throws Rethrows PS_RESULT from IGUIObject::SetGUI() and
* IGUIObject::AddChild().
*/
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void AddObject(IGUIObject* pObject);
/**
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* Report XML Reading Error, should be called from within the
* Xerces_* functions.
*
* @param str Error message
*/
void ReportParseError(const char *str, ...);
/**
* 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
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* @return Newly constructed IGUIObject (but constructed as a subclass)
*/
IGUIObject *ConstructObject(const CStr& str);
/**
* Get Focused Object.
*/
IGUIObject *GetFocusedObject() { return m_FocusedObject; }
//--------------------------------------------------------
/** @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
*/
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//--------------------------------------------------------
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/**
Xeromyces_* functions tree
<objects> (ReadRootObjects)
|
+-<script> (ReadScript)
|
+-<object> (ReadObject)
|
+-<action>
|
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+-Optional Type Extensions (IGUIObject::ReadExtendedElement) TODO
|
+-�object� *recursive*
<styles> (ReadRootStyles)
|
+-<style> (ReadStyle)
<sprites> (ReadRootSprites)
|
+-<sprite> (ReadSprite)
|
+-<image> (ReadImage)
<setup> (ReadRootSetup)
|
+-<tooltip> (ReadToolTip)
|
+-<scrollbar> (ReadScrollBar)
|
+-<icon> (ReadIcon)
|
+-<color> (ReadColor)
*/
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//@{
// Read Roots
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/**
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* Reads in the root element \<objects\> (the DOMElement).
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*
* @param Element The Xeromyces object that represents
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* the objects-tag.
* @param pFile The Xeromyces object for the file being read
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*
* @see LoadXMLFile()
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*/
void Xeromyces_ReadRootObjects(XMBElement Element, CXeromyces* pFile);
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/**
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* Reads in the root element \<sprites\> (the DOMElement).
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*
* @param Element The Xeromyces object that represents
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* the sprites-tag.
* @param pFile The Xeromyces object for the file being read
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*
* @see LoadXMLFile()
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*/
void Xeromyces_ReadRootSprites(XMBElement Element, CXeromyces* pFile);
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/**
* Reads in the root element <styles> (the DOMElement).
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*
* @param Element The Xeromyces object that represents
* the styles-tag.
* @param pFile The Xeromyces object for the file being read
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*
* @see LoadXMLFile()
*/
void Xeromyces_ReadRootStyles(XMBElement Element, CXeromyces* pFile);
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/**
* Reads in the root element \<setup\> (the DOMElement).
*
* @param Element The Xeromyces object that represents
* the setup-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXMLFile()
*/
void Xeromyces_ReadRootSetup(XMBElement Element, CXeromyces* pFile);
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// Read Subs
/**
* Notice! Recursive function!
*
* Read in an <object> (the XMBElement) and stores it
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* as a child in the pParent.
*
* It will also check the object's children and call this function
* on them too. Also it will call all other functions that reads
* in other stuff that can be found within an object. Check the
* tree in the beginning of this class' Xeromyces_* section.
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*
* Reads in the root element <sprites> (the DOMElement).
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*
* @param Element The Xeromyces object that represents
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* the object-tag.
* @param pFile The Xeromyces object for the file being read
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* @param pParent Parent to add this object as child in.
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*
* @see LoadXMLFile()
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*/
void Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObject *pParent);
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/**
* Reads in the element <script> (the XMBElement) and executes
* the script's code.
*
* @param Element The Xeromyces object that represents
* the sprite-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXMLFile()
*/
void Xeromyces_ReadScript(XMBElement Element, CXeromyces* pFile);
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/**
* Reads in the element <sprite> (the XMBElement) and stores the
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* result in a new CGUISprite.
*
* @param Element The Xeromyces object that represents
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* the sprite-tag.
* @param pFile The Xeromyces object for the file being read
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*
* @see LoadXMLFile()
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*/
void Xeromyces_ReadSprite(XMBElement Element, CXeromyces* pFile);
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/**
* Reads in the element <image> (the XMBElement) and stores the
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* result within the CGUISprite.
*
* @param Element The Xeromyces object that represents
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* the image-tag.
* @param pFile The Xeromyces object for the file being read
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* @param parent Parent sprite.
*
* @see LoadXMLFile()
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*/
void Xeromyces_ReadImage(XMBElement Element, CXeromyces* pFile, CGUISprite &parent);
// TODO: Documentation. (I'm feeling lazy at the moment.)
void Xeromyces_ReadEffects(XMBElement Element, CXeromyces* pFile, SGUIImageEffects &effects);
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/**
* Reads in the element <style> (the XMBElement) and stores the
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* result in m_Styles.
*
* @param Element The Xeromyces object that represents
* the style-tag.
* @param pFile The Xeromyces object for the file being read
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*
* @see LoadXMLFile()
*/
void Xeromyces_ReadStyle(XMBElement Element, CXeromyces* pFile);
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/**
* Reads in the element <scrollbar> (the XMBElement) and stores the
* result in m_ScrollBarStyles.
*
* @param Element The Xeromyces object that represents
* the scrollbar-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXMLFile()
*/
void Xeromyces_ReadScrollBarStyle(XMBElement Element, CXeromyces* pFile);
/**
* Reads in the element <icon> (the XMBElement) and stores the
* result in m_Icons.
*
* @param Element The Xeromyces object that represents
* the scrollbar-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXMLFile()
*/
void Xeromyces_ReadIcon(XMBElement Element, CXeromyces* pFile);
/**
* Reads in the element <tooltip> (the XMBElement) and stores the
* result as an object with the name __tooltip_#.
*
* @param Element The Xeromyces object that represents
* the scrollbar-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXMLFile()
*/
void Xeromyces_ReadTooltip(XMBElement Element, CXeromyces* pFile);
/**
* Reads in the element <color> (the XMBElement) and stores the
* result in m_PreDefinedColors
*
* @param Element The Xeromyces object that represents
* the scrollbar-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXMLFile()
*/
void Xeromyces_ReadColor(XMBElement Element, CXeromyces* pFile);
//@}
private:
// Variables
//--------------------------------------------------------
/** @name Miscellaneous */
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//--------------------------------------------------------
//@{
/**
* An JSObject* under which all GUI JavaScript things will
* be created, so that they can be garbage-collected
* when the GUI shuts down.
*/
JSObject* m_ScriptObject;
/**
* don't want to pass this around with the
* ChooseMouseOverAndClosest broadcast -
* we'd need to pack this and pNearest in a struct
*/
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CPos m_MousePos;
/**
* Indicates which buttons are pressed (bit 0 = LMB,
* bit 1 = RMB, bit 2 = MMB)
*/
unsigned int m_MouseButtons;
/// Used when reading in XML files
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// TODO Gee: Used?
int16_t m_Errors;
// Tooltip
GUITooltip m_Tooltip;
/**
* This is a bank of custom colors, it is simply a look up table that
* will return a color object when someone inputs the name of that
* color. Of course the colors have to be declared in XML, there are
* no hard-coded values.
*/
std::map<CStr, CColor> m_PreDefinedColors;
//@}
//--------------------------------------------------------
/** @name Objects */
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//--------------------------------------------------------
//@{
/**
* Base Object, all its children are considered parentless
* because this is not a real object per se.
*/
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IGUIObject* m_BaseObject;
/**
* Focused object!
* Say an input box that is selected. That one is focused.
* There can only be one focused object.
*/
IGUIObject* m_FocusedObject;
/**
* Just pointers for fast name access, each object
* is really constructed within its parent for easy
* recursive management.
* Notice m_BaseObject won't belong here since it's
* not considered a real object.
*/
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map_pObjects m_pAllObjects;
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/**
* Number of object that has been given name automatically.
* the name given will be '__internal(#)', the number (#)
* being this variable. When an object's name has been set
* as followed, the value will increment.
*/
int m_InternalNameNumber;
/**
* Function pointers to functions that constructs
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* IGUIObjects by name... For instance m_ObjectTypes["button"]
* is filled with a function that will "return new CButton();"
*/
std::map<CStr, ConstructObjectFunction> m_ObjectTypes;
//--------------------------------------------------------
// Databases
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//--------------------------------------------------------
// Sprites
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std::map<CStr, CGUISprite> m_Sprites;
// Styles
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std::map<CStr, SGUIStyle> m_Styles;
// Scroll-bar styles
std::map<CStr, SGUIScrollBarStyle> m_ScrollBarStyles;
// Icons
std::map<CStr, SGUIIcon> m_Icons;
};
#include "GUI.h"
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#endif