0ad/source/gui/CGUIObject.cpp
janwas 5cc814759f Initial revision
This was SVN commit r9.
2003-11-03 16:22:45 +00:00

407 lines
11 KiB
C++
Executable File

/*
CGUIObject
by Gustav Larsson
gee@pyro.nu
*/
//#include "stdafx."
#include "GUI.h"
///#include "Parser/parser.h"
#include <assert.h>
using namespace std;
// Offsets
map_Settings CGUIObject::m_SettingsInfo;
//-------------------------------------------------------------------
// Implementation Macros
//-------------------------------------------------------------------
#define _GUI_ADD_OFFSET(type, str, var) \
SettingsInfo[str].m_Offset = offsetof(CGUIObject, m_BaseSettings) + offsetof(SGUIBaseSettings,var); \
SettingsInfo[str].m_Type = type;
//-------------------------------------------------------------------
// Constructor / Destructor
//-------------------------------------------------------------------
CGUIObject::CGUIObject() :
m_pGUI(NULL),
m_pParent(NULL),
m_MouseHovering(false)
{
// Default values of base settings !
m_BaseSettings.m_Enabled = true;
m_BaseSettings.m_Hidden = false;
m_BaseSettings.m_Style = "null";
m_BaseSettings.m_Z = 0.f;
// Static! Only done once
if (m_SettingsInfo.empty())
{
SetupBaseSettingsInfo(m_SettingsInfo);
}
}
CGUIObject::~CGUIObject()
{
}
//-------------------------------------------------------------------
// Change the base settings
// Input:
// Set Setting struct
//-------------------------------------------------------------------
void CGUIObject::SetBaseSettings(const SGUIBaseSettings &Set)
{
m_BaseSettings = Set;
CheckSettingsValidity();
}
//-------------------------------------------------------------------
// Adds a child
// Notice nothing will be returned or thrown if the child hasn't
// been inputted into the GUI yet. This is because that's were
// all is checked. Now we're just linking two objects, but
// it's when we're inputting them into the GUI we'll check
// validity! Notice also when adding it to the GUI this function
// will inevitably have been called by CGUI::AddObject which
// will catch the throw and return the error code.
// i.e. The user will never put in the situation wherein a throw
// must be caught, the GUI's internal error handling will be
// completely transparent to the interfacially sequential model.
// Input:
// pChild Child to add
//-------------------------------------------------------------------
void CGUIObject::AddChild(CGUIObject *pChild)
{
//
// assert(pChild);
pChild->SetParent(this);
m_Children.push_back(pChild);
// If this (not the child) object is already attached
// to a CGUI, it pGUI pointer will be non-null.
// This will mean we'll have to check if we're using
// names already used.
if (pChild->GetGUI())
{
try
{
// Atomic function, if it fails it won't
// have changed anything
//UpdateObjects();
pChild->GetGUI()->UpdateObjects();
}
catch (PS_RESULT e)
{
// If anything went wrong, reverse what we did and throw
// an exception telling it never added a child
m_Children.erase( m_Children.end()-1 );
// We'll throw the same exception for easier
// error handling
throw e;
}
}
// else do nothing
}
//-------------------------------------------------------------------
// Adds object and its children to the map, it's name being the
// first part, and the second being itself.
// Input:
// ObjectMap Checks to see if the name's already taken
// Output:
// ObjectMap Fills it with more
// Throws:
// PS_NAME_AMBIGUITY
//-------------------------------------------------------------------
void CGUIObject::AddToPointersMap(map_pObjects &ObjectMap)
{
// Just don't do anything about the top node
if (m_pParent == NULL)
return;
// Now actually add this one
// notice we won't add it if it's doesn't have any parent
// (i.e. being the base object)
if (m_Name == string())
{
throw PS_NEEDS_NAME;
}
if (ObjectMap.count(m_Name) > 0)
{
throw PS_NAME_AMBIGUITY;
}
else
{
ObjectMap[m_Name] = this;
}
}
//-------------------------------------------------------------------
// Destroys all children and the current object too
//-------------------------------------------------------------------
void CGUIObject::Destroy()
{
// Is there anything besides the children to destroy?
}
//-------------------------------------------------------------------
// Sets up a map_size_t to include the variables in m_BaseSettings
// Input:
// p Pointers that should be filled with base
// variables
//-------------------------------------------------------------------
void CGUIObject::SetupBaseSettingsInfo(map_Settings &SettingsInfo)
{
_GUI_ADD_OFFSET("bool", "enabled", m_Enabled)
_GUI_ADD_OFFSET("bool", "hidden", m_Hidden)
_GUI_ADD_OFFSET("rect", "size1024", m_Size)
_GUI_ADD_OFFSET("string", "style", m_Style)
_GUI_ADD_OFFSET("float", "z", m_Z)
_GUI_ADD_OFFSET("string", "caption", m_Caption)
}
extern int gui_mouse_x, gui_mouse_y; // declared in cgui.cpp
// JW: how about MouseOver(mouse_x, mouse_y) instead of accessing the global mouse pos?
//-------------------------------------------------------------------
// Checks if mouse is over and returns result
// Input:
// x, y Absolute mouse position
//-------------------------------------------------------------------
bool CGUIObject::MouseOver()
{
if (!GetGUI())
throw PS_NEEDS_PGUI;
return (gui_mouse_x >= m_BaseSettings.m_Size.left &&
gui_mouse_x <= m_BaseSettings.m_Size.right &&
gui_mouse_y >= m_BaseSettings.m_Size.bottom &&
gui_mouse_y <= m_BaseSettings.m_Size.top);
}
//-------------------------------------------------------------------
// Inputes the object that is currently hovered, this function
// updates this object accordingly (i.e. if it's the object
// being inputted one thing happens, and not, another).
// Input:
// pMouseOver Object that is currently hovered
// can OF COURSE be NULL too!
//-------------------------------------------------------------------
void CGUIObject::UpdateMouseOver(CGUIObject * const &pMouseOver)
{
// Check if this is the object being hovered.
if (pMouseOver == this)
{
if (!m_MouseHovering)
{
// It wasn't hovering, so that must mean it just entered
HandleMessage(GUIM_MOUSE_ENTER);
}
// Either way, set to true
m_MouseHovering = true;
// call mouse over
HandleMessage(GUIM_MOUSE_OVER);
}
else // Some other object (or none) is hovered
{
if (m_MouseHovering)
{
m_MouseHovering = false;
HandleMessage(GUIM_MOUSE_LEAVE);
}
}
}
//-------------------------------------------------------------------
// Check if setting exists by name
// Input:
// Setting Setting by name
//-------------------------------------------------------------------
bool CGUIObject::SettingExists(const CStr &Setting) const
{
// Because GetOffsets will direct dynamically defined
// classes with polymorifsm to respective m_SettingsInfo
// we need to make no further updates on this function
// in derived classes.
return (GetSettingsInfo().count(Setting) == 1)?true:false;
}
//-------------------------------------------------------------------
// Set a setting by string, regardless of what type it is...
// example a CRect(10,10,20,20) would be "10 10 20 20"
// Input:
// Setting Setting by name
// Value Value
//-------------------------------------------------------------------
void CGUIObject::SetSetting(const CStr &Setting, const CStr &Value)
{
if (!SettingExists(Setting))
{
throw PS_FAIL;
}
// Get setting
SGUISetting set = GetSettingsInfo()[Setting];
if (set.m_Type == "string")
{
GUI<string>::SetSetting(this, Setting, Value);
}
else
if (set.m_Type == "float")
{
// Use the parser to parse the values
/* CParser parser;
parser.InputTaskType("", "_$value_");
CParserLine line;
line.ParseString(parser, Value);
if (!line.m_ParseOK)
{
// ERROR!
throw PS_FAIL;
}
float value;
if (!line.GetArgFloat(0, value))
{
// ERROR!
throw PS_FAIL;
}
// Finally the rectangle values
GUI<float>::SetSetting(this, Setting, value);
*/
GUI<float>::SetSetting(this, Setting, (float)atof(Value.c_str()) );
}
else
if (set.m_Type == "rect")
{
// TEMP
GUI<CRect>::SetSetting(this, Setting, CRect(100,100,200,200));
// Use the parser to parse the values
/* CParser parser;
parser.InputTaskType("", "_$value_$value_$value_$value_");
CParserLine line;
line.ParseString(parser, Value);
if (!line.m_ParseOK)
{
// ERROR!
throw PS_FAIL;
}
int values[4];
for (int i=0; i<4; ++i)
{
if (!line.GetArgInt(i, values[i]))
{
// ERROR!
throw PS_FAIL;
}
}
// Finally the rectangle values
CRect rect(values[0], values[1], values[2], values[3]);
GUI<CRect>::SetSetting(this, Setting, rect);
*/ }
else
{
throw PS_FAIL;
}
}
//-------------------------------------------------------------------
// Inputs a reference pointer, checks if the new inputted object
// if hovered, if so, then check if (this)'s Z value is greater
// than the inputted object... If so then the object is closer
// and we'll replace the pointer with (this)
// Also Notice input can be NULL, which means the Z value demand
// is out. NOTICE you can't input NULL as const so you'll have
// to set an object to NULL.
// Input:
// pObject Object pointer
// Input:
// pObject Object pointer, either old or (this)
//-------------------------------------------------------------------
void CGUIObject::ChooseMouseOverAndClosest(CGUIObject* &pObject)
{
if (MouseOver())
{
// Check if we've got competition at all
if (pObject == NULL)
{
pObject = this;
return;
}
// Or if it's closer
if (GetBaseSettings().m_Z >= pObject->GetBaseSettings().m_Z)
{
pObject = this;
return;
}
}
}
//-------------------------------------------------------------------
// Get Object's parent, notice that if the parent is the top-node
// then, we'll return NULL, because we don't want the top-node
// taken into account.
// Return:
// The Parent
//-------------------------------------------------------------------
CGUIObject *CGUIObject::GetParent()
{
// Important, we're not using GetParent() for these
// checks, that could screw it up
if (m_pParent)
{
if (m_pParent->m_pParent == NULL)
return NULL;
}
return m_pParent;
}
//-------------------------------------------------------------------
// Called every time settings are change, this is where you check
// validity (not syntactical, that's already check) of your values.
// perhaps you can't have Z being below 0. Anyway this is where
// all is checked, and if you wanbt to add more in a derived object
// do that in GUIM_SETTINGS_UPDATED
//-------------------------------------------------------------------
void CGUIObject::CheckSettingsValidity()
{
// If we hide an object, reset many of its parts
if (GetBaseSettings().m_Hidden)
{
// Simulate that no object is hovered for this object and all its children
// why? because it's
try
{
GUI<CGUIObject*>::RecurseObject(0, this, &CGUIObject::UpdateMouseOver, NULL);
}
catch (...) {}
}
try
{
// Send message to myself
HandleMessage(GUIM_SETTINGS_UPDATED);
}
catch (...)
{
}
}