0ad/source/gui/CGUI.h
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This was SVN commit r92.
2003-11-25 02:47:12 +00:00

364 lines
8.6 KiB
C++
Executable File

/*
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
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "GUI.h"
#include <xercesc/dom/DOM.hpp>
#include <xercesc/util/XMLString.hpp>
#include <xercesc/util/PlatformUtils.hpp>
///// janwas: yeah I don't know how the including etiquette is really
#include "../ps/Singleton.h"
#include "input.h" // JW: grr, classes suck in this case :P
class XERCES_CPP_NAMESPACE::DOMElement;
extern bool gui_handler(const SDL_Event& ev);
//--------------------------------------------------------
// Macros
//--------------------------------------------------------
//--------------------------------------------------------
// Types
//--------------------------------------------------------
//--------------------------------------------------------
// Error declarations
//--------------------------------------------------------
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
/**
* @author Gustav Larsson
*
* The main object that includes the whole GUI. Is singleton
* and accessed by g_GUI.
*
* No interfacial functions throws.
*/
class CGUI : public Singleton<CGUI>
{
friend class IGUIObject;
friend class CInternalCGUIAccessorBase;
private:
// Private typedefs
typedef IGUIObject *(*ConstructObjectFunction)();
public:
CGUI();
~CGUI();
// TEMP TEMP GeeTODO
std::string TEMPmessage;
/**
* Initializes the GUI, needs to be called before the GUI is used
*/
void Initialize();
/**
* @deprecated Will be removed
*/
void Process();
/**
* Displays the whole GUI
*/
void Draw();
/**
* 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
*/
bool HandleEvent(const SDL_Event& ev);
/**
* Load a GUI XML file into the GUI.
*
* @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;
/**
* 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:\n
* AddObjectType("button", &CButton::ConstructObject);
*
* @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; }
/**
* Update Resolution, should be called every time the resolution
* of the opengl screen has been changed, this is becuase it needs
* to re-cache all its actual sizes
*
* Needs no input since screen resolution is global.
*
* @see IGUIObject#UpdateCachedSize()
*/
void UpdateResolution();
private:
/**
* Updates the object pointers, needs to be called each
* time an object has been added or removed.
*
* This function is atomic, meaning if it throws anything, it will
* have seen it through that nothing was ultimately changed.
*
* @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? Becasue it enables the GUI to
* be much more encapsulated and safe.
*
* @throws Rethrows PS_RESULT from IGUIObject::SetGUI() and
* IGUIObject::AddChild().
*/
void AddObject(IGUIObject* pObject);
/**
* Report XML Reading Error, should be called from within the
* Xerces_* functions.
*
* @param str Error message
*/
void ReportParseError(const CStr &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
* @return Newly constructed IGUIObject (but constructed as a subclass)
*/
IGUIObject *ConstructObject(const CStr &str);
//--------------------------------------------------------
/** @name XML Reading Xerces C++ 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
*/
//--------------------------------------------------------
/**
Xerces_* functions tree
<code>
\<objects\> (ReadRootObjects)
|
+-\<object\> (ReadObject)
|
+-\<action\>
|
+-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)
</code>
*/
//@{
// Read Roots
/**
* Reads in the root element \<objects\> (the DOMElement).
*
* @param pElement The Xerces C++ Parser object that represents
* the objects-tag.
*
* @see LoadXMLFile()
*/
void Xerces_ReadRootObjects(XERCES_CPP_NAMESPACE::DOMElement *pElement);
/**
* Reads in the root element \<sprites\> (the DOMElement).
*
* @param pElement The Xerces C++ Parser object that represents
* the sprites-tag.
*
* @see LoadXMLFile()
*/
void Xerces_ReadRootSprites(XERCES_CPP_NAMESPACE::DOMElement *pElement);
// Read Subs
/**
* Notice! Recursive function!
*
* Read in an \<object\> (the DOMElement) and stores it
* 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. Such as a
* \<action\> will call Xerces_ReadAction (TODO, real funcion?).
*
* Reads in the root element \<sprites\> (the DOMElement).
*
* @param pElement The Xerces C++ Parser object that represents
* the object-tag.
* @param pParent Parent to add this object as child in.
*
* @see LoadXMLFile()
*/
void Xerces_ReadObject(XERCES_CPP_NAMESPACE::DOMElement *, IGUIObject *pParent);
/**
* Reads in the element \<sprite\> (the DOMElement) and stores the
* result in a new CGUISprite.
*
* @param pElement The Xerces C++ Parser object that represents
* the sprite-tag.
*
* @see LoadXMLFile()
*/
void Xerces_ReadSprite(XERCES_CPP_NAMESPACE::DOMElement *pElement);
/**
* Reads in the element \<image\> (the DOMElement) and stores the
* result within the CGUISprite.
*
* @param pElement The Xerces C++ Parser object that represents
* the image-tag.
* @param parent Parent sprite.
*
* @see LoadXMLFile()
*/
void Xerces_ReadImage(XERCES_CPP_NAMESPACE::DOMElement *pElement, CGUISprite &parent);
//@}
private:
// Variables
//--------------------------------------------------------
/** @name Miscellaneous */
//--------------------------------------------------------
//@{
/**
* don't want to pass this around with the
* ChooseMouseOverAndClosest broadcast -
* we'd need to pack this and pNearest in a struct
*/
u16 m_MouseX, m_MouseY;
/// Used when reading in XML files
int16 m_Errors;
//@}
//--------------------------------------------------------
/** @name Objects */
//--------------------------------------------------------
//@{
/**
* Base Object, all its children are considered parentless
* because this is no real object per se.
*/
IGUIObject* m_BaseObject;
/**
* 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.
*/
map_pObjects m_pAllObjects;
/**
* Function pointers to functions that constructs
* IGUIObjects by name... For instance m_ObjectTypes["button"]
* is filled with a function that will "return new CButton();"
*/
std::map<CStr, ConstructObjectFunction> m_ObjectTypes;
//@}
//--------------------------------------------------------
/** @name Sprites */
//--------------------------------------------------------
//@{
std::map<CStr, CGUISprite> m_Sprites;
//@}
};
#endif