0ad/source/gui/GUIutil.h
2004-05-06 17:14:30 +00:00

576 lines
14 KiB
C++
Executable File

/*
GUI util
by Gustav Larsson
gee@pyro.nu
--Overview--
Contains help class GUI<>, which gives us templated
parameter to all functions within GUI.
--More info--
Check GUI.h
*/
#ifndef GUIutil_H
#define GUIutil_H
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "GUI.h"
#include "Parser.h"
//--------------------------------------------------------
// Help Classes/Structs for the GUI
//--------------------------------------------------------
// TEMP
struct CRect
{
CRect() {}
CRect(int _l, int _t, int _r, int _b) :
left(_l),
top(_t),
right(_r),
bottom(_b) {}
int bottom, top, left, right;
bool operator ==(const CRect &rect) const
{
return (bottom==rect.bottom) &&
(top==rect.top) &&
(left==rect.left) &&
(right==rect.right);
}
bool operator !=(const CRect &rect) const
{
return !(*this==rect);
}
};
// TEMP
struct CColor
{
float r, g, b, a;
};
/**
* @author Gustav Larsson
*
* Client Area is a rectangle relative to a parent rectangle
*
* You can input the whole value of the Client Area by
* string. Like used in the GUI.
*/
struct CClientArea
{
public:
CClientArea();
CClientArea(const CStr &Value);
/// Pixel modifiers
CRect pixel;
/// Percent modifiers (I'll let this be integers, I don't think a greater precision is needed)
CRect percent;
/**
* Get client area rectangle when the parent is given
*/
CRect GetClientArea(const CRect &parent) const;
/**
* The ClientArea can be set from a string looking like:
*
* @code
* "0 0 100% 100%"
* "50%-10 50%-10 50%+10 50%+10" @endcode
*
* i.e. First percent modifier, then + or - and the pixel modifier.
* Although you can use just the percent or the pixel modifier. Notice
* though that the percent modifier must always be the first when
* both modifiers are inputted.
*
* @return true if success, false if failure. If false then the client area
* will be unchanged.
*/
bool SetClientArea(const CStr &Value);
};
//--------------------------------------------------------
// Forward declarations
//--------------------------------------------------------
class CGUI;
class IGUIObject;
/**
* @author Gustav Larsson
*
* Base class to only the class GUI. This superclass is
* kind of a templateless extention of the class GUI.
* Used for other functions to friend with, because it
* it can't friend with GUI since it's templated (at least
* not on all compilers we're using).
*/
class CInternalCGUIAccessorBase
{
protected:
/// Get object pointer
static IGUIObject * GetObjectPointer(CGUI &GUIinstance, const CStr &Object);
/// const version
static const IGUIObject * GetObjectPointer(const CGUI &GUIinstance, const CStr &Object);
/// Wrapper for ResetStates
static void QueryResetting(IGUIObject *pObject);
static void * GetStructPointer(IGUIObject *pObject, const EGUISettingsStruct &SettingsStruct);
static void HandleMessage(IGUIObject *pObject, const SGUIMessage &message);
};
/**
* @author Gustav Larsson
*
* Includes static functions that needs one template
* argument.
*
* int is only to please functions that doesn't even use T
* and are only within this class because it's convenient
*/
template <typename T=int>
class GUI : public CInternalCGUIAccessorBase
{
// Private functions further ahead
friend class CGUI;
friend class IGUIObject;
friend class CInternalCGUIAccessorBase;
public:
/**
* Retrieves a setting by name from object pointer
*
* @param pObject Object pointer
* @param Setting Setting by name
* @param Value Stores value here, note type T!
*/
static PS_RESULT GetSetting(const IGUIObject *pObject, const CStr &Setting, T &Value)
{
if (pObject == NULL)
return PS_OBJECT_FAIL;
if (!pObject->SettingExists(Setting))
return PS_SETTING_FAIL;
// Set value
Value =
// *(T*)((size_t)pObject->GetStructPointer(pObject->GetSettingsInfo()[Setting].m_SettingsStruct) +
// pObject->GetSettingsInfo()[Setting].m_Offset);
*(T*)((size_t)GetStructPointer(pObject, pObject->GetSettingsInfo()[Setting].m_SettingsStruct) +
pObject->GetSettingsInfo()[Setting].m_Offset);
return PS_OK;
}
/**
* Sets a value by name using a real datatype as input.
*
* This is the official way of setting a setting, no other
* way should only causiously be used!
*
* @param pObject Object pointer
* @param Setting Setting by name
* @param Value Sets value to this, note type T!
*/
static PS_RESULT SetSetting(IGUIObject *pObject, const CStr &Setting, const T &Value)
{
if (pObject == NULL)
return PS_OBJECT_FAIL;
if (!pObject->SettingExists(Setting))
return PS_SETTING_FAIL;
// Set value
//*(T*)((size_t)pObject->GetStructPointer(pObject->GetSettingsInfo()[Setting].m_SettingsStruct) +
// pObject->GetSettingsInfo()[Setting].m_Offset) = Value;
*(T*)((size_t)GetStructPointer(pObject, pObject->GetSettingsInfo()[Setting].m_SettingsStruct) +
pObject->GetSettingsInfo()[Setting].m_Offset) = Value;
//
// Some settings needs special attention at change
//
// If setting was "size", we need to re-cache itself and all children
if (Setting == CStr("size"))
{
RecurseObject(0, pObject, &IGUIObject::UpdateCachedSize);
}
else
if (Setting == CStr("hidden"))
{
// Hiding an object requires us to reset it and all children
QueryResetting(pObject);
//RecurseObject(0, pObject, IGUIObject::ResetStates);
}
//pObject->HandleMessage(SGUIMessage(GUIM_SETTINGS_UPDATED, Setting));
HandleMessage(pObject, SGUIMessage(GUIM_SETTINGS_UPDATED, Setting));
return PS_OK;
}
/**
* Retrieves a setting by settings name and object name
*
* @param GUI GUI Object const ref
* @param Object Object name
* @param Setting Setting by name
* @param Value Stores value here, note type T!
*/
static PS_RESULT GetSetting(
const CGUI &GUIinstance, const CStr &Object,
const CStr &Setting, T &Value)
{
if (!GUIinstance.ObjectExists(Object))
return PS_OBJECT_FAIL;
// Retrieve pointer and call sibling function
const IGUIObject *pObject = GetObjectPointer(GUIinstance, Object);
return GetSetting(pObject, Setting, Value);
}
/**
* Sets a value by setting and object name using a real
* datatype as input
*
* This is just a wrapper so that we can type the object name
* and not input the actual pointer.
*
* @param GUI GUI Object, reference since we'll be changing values
* @param Object Object name
* @param Setting Setting by name
* @param Value Sets value to this, note type T!
*/
static PS_RESULT SetSetting(
CGUI &GUIinstance, const CStr &Object,
const CStr &Setting, const T &Value)
{
if (!GUIinstance.ObjectExists(Object))
return PS_OBJECT_FAIL;
// Retrieve pointer and call sibling function
// Important, we don't want to use this T, we want
// to use the standard T, since that will be the
// one with the friend relationship
IGUIObject *pObject = GetObjectPointer(GUIinstance, Object);
return SetSetting(pObject, Setting, Value);
}
/**
* Sets a value by setting and object name using a real
* datatype as input.
*
* This is just a wrapper for _mem_ParseString() which really
* works the magic.
*
* @param Type type in string, like "float" or "client area"
* @param Value The value in string form, like "0 0 100% 100%"
* @param tOutput Parsed value of type T
* @return True at success.
*
* @see _mem_ParseString()
*/
static bool ParseString(const CStr &Value, T &tOutput)
{
void *mem = NULL;
if (!_mem_ParseString(Value, mem))
return false;
// Copy from memory
tOutput = *(T*)mem;
free(mem);
// TODO Gee: Undefined type - maybe report in log
return true;
}
private:
/**
* Input a value in string form, and it will output the result in
* Memory with type T.
*
* @param Type type in string, like "float" or "client area"
* @param Value The value in string form, like "0 0 100% 100%"
* @param Memory Should be NULL, will be constructed within the function.
* @return True at success.
*/
static bool _mem_ParseString(const CStr &Value, void *&Memory)
{
/* if (typeid(T) == typeid(CStr))
{
tOutput = Value;
return true;
}
else
*/ if (typeid(T) == typeid(bool))
{
bool _Value;
if (Value == CStr(_T("true")))
_Value = true;
else
if (Value == CStr(_T("false")))
_Value = false;
else
return false;
Memory = malloc(sizeof(bool));
memcpy(Memory, (const void*)&_Value, sizeof(bool));
return true;
}
else
if (typeid(T) == typeid(float))
{
float _Value = Value.ToFloat();
// TODO Gee: Okay float value!?
Memory = malloc(sizeof(float));
memcpy(Memory, (const void*)&_Value, sizeof(float));
return true;
}
else
if (typeid(T) == typeid(int))
{
int _Value = Value.ToInt();
// TODO Gee: Okay float value!?
Memory = malloc(sizeof(int));
memcpy(Memory, (const void*)&_Value, sizeof(int));
return true;
}
else
if (typeid(T) == typeid(CRect))
{
// Use the parser to parse the values
CParser parser;
parser.InputTaskType("", "_$value_$value_$value_$value_");
string str = (const TCHAR*)Value;
CParserLine line;
line.ParseString(parser, str);
if (!line.m_ParseOK)
{
// Parsing failed
return false;
}
int values[4];
for (int i=0; i<4; ++i)
{
if (!line.GetArgInt(i, values[i]))
{
// Parsing failed
return false;
}
}
// Finally the rectangle values
CRect _Value(values[0], values[1], values[2], values[3]);
Memory = malloc(sizeof(CRect));
memcpy(Memory, (const void*)&_Value, sizeof(CRect));
return true;
}
else
if (typeid(T) == typeid(CClientArea))
{
// Get Client Area
CClientArea _Value;
// Check if valid!
if (!_Value.SetClientArea(Value))
{
return false;
}
Memory = malloc(sizeof(CClientArea));
memcpy(Memory, (const void*)&_Value, sizeof(CClientArea));
return true;
}
else
if (typeid(T) == typeid(CColor))
{
// Use the parser to parse the values
CParser parser;
parser.InputTaskType("", "_$value_$value_$value_[$value_]");
string str = (const TCHAR*)Value;
CParserLine line;
line.ParseString(parser, str);
if (!line.m_ParseOK)
{
// TODO Gee: Parsing failed
return false;
}
float values[4];
values[3] = 255.f; // default
for (int i=0; i<line.GetArgCount(); ++i)
{
if (!line.GetArgFloat(i, values[i]))
{
// TODO Gee: Parsing failed
return false;
}
}
// Finally the rectangle values
CColor _Value;
// TODO Gee: Done better when CColor is sweeter
_Value.r = values[0]/255.f;
_Value.g = values[1]/255.f;
_Value.b = values[2]/255.f;
_Value.a = values[3]/255.f;
Memory = malloc(sizeof(CColor));
memcpy(Memory, (const void*)&_Value, sizeof(CColor));
return true;
}
// TODO Gee: Undefined type - maybe report in log
return false;
}
// templated typedef of function pointer
typedef void (IGUIObject::*void_Object_pFunction_argT)(const T &arg);
typedef void (IGUIObject::*void_Object_pFunction_argRefT)(T &arg);
typedef void (IGUIObject::*void_Object_pFunction)();
/**
* If you want to call a IGUIObject-function
* on not just an object, but also on ALL of their children
* you want to use this recursion system.
* It recurses an object calling a function on itself
* and all children (and so forth).
*
* <b>Restrictions:</b>\n
* You can also set restrictions, so that if the recursion
* reaches an objects with certain setup, it just doesn't
* call the function on the object, nor it's children for
* that matter. i.e. it cuts that object off from the
* recursion tree. What setups that can cause restrictions
* are hardcoded and specific. Check out the defines
* GUIRR_* for all different setups.
*
* Error reports are either logged or thrown out of RecurseObject.
* Always use it with try/catch!
*
* @param RR Recurse Restrictions, set to 0 if no restrictions
* @param pObject Top object, this is where the iteration starts
* @param pFunc Function to recurse
* @param Argument Argument for pFunc of type T
* @throws PS_RESULT Depends on what pFunc might throw. PS_RESULT is standard.
* Itself doesn't throw anything.
*/
static void RecurseObject(const int &RR, IGUIObject *pObject, void_Object_pFunction_argT pFunc, const T &Argument)
{
// TODO Gee: Don't run this for the base object.
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)(Argument);
// Iterate children
vector_pObjects::iterator it;
for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
{
RecurseObject(RR, *it, pFunc, Argument);
}
}
/**
* Argument is reference.
*
* @see RecurseObject()
*/
static void RecurseObject(const int &RR, IGUIObject *pObject, void_Object_pFunction_argRefT pFunc, T &Argument)
{
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)(Argument);
// Iterate children
vector_pObjects::iterator it;
for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
{
RecurseObject(RR, *it, pFunc, Argument);
}
}
/**
* With no argument.
*
* @see RecurseObject()
*/
static void RecurseObject(const int &RR, IGUIObject *pObject, void_Object_pFunction pFunc)
{
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)();
// Iterate children
vector_pObjects::iterator it;
for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
{
RecurseObject(RR, *it, pFunc);
}
}
private:
/**
* Checks restrictions for the iteration, for instance if
* you tell the recursor to avoid all hidden objects, it
* will, and this function checks a certain object's
* restriction values.
*
* @param RR What kind of restriction, for instance hidden or disabled
* @param pObject Object
* @return true if restricted
*/
static bool CheckIfRestricted(const int &RR, IGUIObject *pObject)
{
if (RR & GUIRR_HIDDEN)
{
if (pObject->GetBaseSettings().m_Hidden)
return true;
}
if (RR & GUIRR_DISABLED)
{
if (pObject->GetBaseSettings().m_Enabled)
return true;
}
if (RR & GUIRR_GHOST)
{
if (pObject->GetBaseSettings().m_Ghost)
return true;
}
// false means not restricted
return false;
}
};
#endif