forked from 0ad/0ad
janwas
c817566222
replaced all (*) CStr / CStrW by-value params with const reference. hoo boy. please always perform this optimization (actually standard idiom) when writing the code - it takes little work, tells the next guy that the string won't be modified, and makes a large performance difference. (* where possible.. a few require other changes and will follow later) This was SVN commit r4151.
381 lines
8.2 KiB
C++
381 lines
8.2 KiB
C++
/*
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GUI utilities
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by Gustav Larsson
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gee@pyro.nu
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*/
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#include "precompiled.h"
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#include "GUI.h"
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#include "ps/Parser.h"
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#include "ps/i18n.h"
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extern int g_yres;
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using namespace std;
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template <>
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bool __ParseString<bool>(const CStr& Value, bool &Output)
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{
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if (Value == "true")
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Output = true;
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else
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if (Value == "false")
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Output = false;
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else
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return false;
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return true;
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}
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template <>
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bool __ParseString<int>(const CStr& Value, int &Output)
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{
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Output = Value.ToInt();
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return true;
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}
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template <>
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bool __ParseString<float>(const CStr& Value, float &Output)
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{
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Output = Value.ToFloat();
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return true;
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}
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template <>
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bool __ParseString<CRect>(const CStr& Value, CRect &Output)
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{
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// Use the parser to parse the values
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CParser& parser (CParserCache::Get("_$value_$value_$value_$value_"));
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string str = Value;
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CParserLine line;
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line.ParseString(parser, str);
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if (!line.m_ParseOK)
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{
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// Parsing failed
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return false;
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}
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float values[4];
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for (int i=0; i<4; ++i)
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{
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if (!line.GetArgFloat(i, values[i]))
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{
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// Parsing failed
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return false;
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}
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}
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// Finally the rectangle values
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Output = CRect(values[0], values[1], values[2], values[3]);
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return true;
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}
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template <>
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bool __ParseString<CClientArea>(const CStr& Value, CClientArea &Output)
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{
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return Output.SetClientArea(Value);
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}
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template <>
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bool GUI<int>::ParseColor(const CStr& Value, CColor &Output, float DefaultAlpha)
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{
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// First, check our database in g_GUI for pre-defined colors
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// If we find anything, we'll ignore DefaultAlpha
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#ifdef g_GUI
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// If it fails, it won't do anything with Output
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if (g_GUI.GetPreDefinedColor(Value, Output))
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return true;
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#endif // g_GUI
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return Output.ParseString(Value, DefaultAlpha);
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}
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template <>
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bool __ParseString<CColor>(const CStr& Value, CColor &Output)
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{
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// First, check our database in g_GUI for pre-defined colors
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#ifdef g_GUI
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// If it fails, it won't do anything with Output
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if (g_GUI.GetPreDefinedColor(Value, Output))
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return true;
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#endif // g_GUI
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return Output.ParseString(Value, 255.f);
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}
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template <>
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bool __ParseString<CSize>(const CStr& Value, CSize &Output)
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{
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// Use the parser to parse the values
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CParser& parser (CParserCache::Get("_$value_$value_"));
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string str = Value;
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CParserLine line;
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line.ParseString(parser, str);
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if (!line.m_ParseOK)
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{
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// Parsing failed
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return false;
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}
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float x, y;
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// x
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if (!line.GetArgFloat(0, x))
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{
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// TODO Gee: Parsing failed
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return false;
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}
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// y
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if (!line.GetArgFloat(1, y))
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{
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// TODO Gee: Parsing failed
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return false;
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}
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Output.cx = x;
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Output.cy = y;
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return true;
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}
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template <>
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bool __ParseString<CPos>(const CStr& Value, CPos &Output)
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{
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CSize temp;
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if (__ParseString<CSize>(Value, temp))
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{
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Output = CPos(temp);
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return true;
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}
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else
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return false;
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}
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template <>
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bool __ParseString<EAlign>(const CStr& Value, EAlign &Output)
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{
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if (Value == "left")
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Output = EAlign_Left;
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else
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if (Value == "center")
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Output = EAlign_Center;
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else
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if (Value == "right")
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Output = EAlign_Right;
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else
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return false;
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return true;
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}
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template <>
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bool __ParseString<EVAlign>(const CStr& Value, EVAlign &Output)
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{
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if (Value == "top")
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Output = EVAlign_Top;
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else
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if (Value == "center")
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Output = EVAlign_Center;
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else
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if (Value == "bottom")
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Output = EVAlign_Bottom;
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else
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return false;
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return true;
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}
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template <>
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bool __ParseString<CGUIString>(const CStr& Value, CGUIString &Output)
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{
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// Translate the Value and retrieve the localised string in
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// Unicode.
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Output.SetValue(I18n::translate((CStrW)Value));
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return true;
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}
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template <>
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bool __ParseString<CStr>(const CStr& Value, CStr&Output)
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{
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// Do very little.
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Output = Value;
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return true;
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}
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template <>
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bool __ParseString<CStrW>(const CStr& Value, CStrW& Output)
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{
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// Translate the Value and retrieve the localised string in
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// Unicode.
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Output = I18n::translate((CStrW)Value);
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return true;
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}
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template <>
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bool __ParseString<CGUISpriteInstance>(const CStr& Value, CGUISpriteInstance &Output)
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{
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Output = Value;
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return true;
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}
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template <>
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bool __ParseString<CGUIList>(const CStr& UNUSED(Value), CGUIList& UNUSED(Output))
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{
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//LOG(WARNING, LOG_CATEGORY, "Cannot set a 'list' from a string.");
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return false;
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}
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//--------------------------------------------------------
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void guiLoadIdentity()
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{
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glLoadIdentity();
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glTranslatef(0.0f, (GLfloat)g_yres, -1000.0f);
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glScalef(1.0f, -1.f, 1.0f);
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}
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//--------------------------------------------------------
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// Utilities implementation
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//--------------------------------------------------------
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IGUIObject * CInternalCGUIAccessorBase::GetObjectPointer(CGUI &GUIinstance, const CStr& Object)
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{
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// if (!GUIinstance.ObjectExists(Object))
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// return NULL;
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return GUIinstance.m_pAllObjects.find(Object)->second;
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}
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const IGUIObject * CInternalCGUIAccessorBase::GetObjectPointer(const CGUI &GUIinstance, const CStr& Object)
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{
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// if (!GUIinstance.ObjectExists(Object))
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// return NULL;
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return GUIinstance.m_pAllObjects.find(Object)->second;
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}
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void CInternalCGUIAccessorBase::QueryResetting(IGUIObject *pObject)
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{
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GUI<>::RecurseObject(0, pObject, &IGUIObject::ResetStates);
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}
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void CInternalCGUIAccessorBase::HandleMessage(IGUIObject *pObject, const SGUIMessage &message)
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{
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pObject->HandleMessage(message);
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}
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#ifndef NDEBUG
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#define TYPE(T) \
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template<> void CheckType<T>(const IGUIObject* obj, const CStr& setting) { \
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if (((IGUIObject*)obj)->m_Settings[setting].m_Type != GUIST_##T) \
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{ \
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/* Abort now, to avoid corrupting everything by invalidly \
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casting pointers */ \
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DISPLAY_ERROR(L"FATAL ERROR: Inconsistent types in GUI"); \
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} \
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}
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#include "GUItypes.h"
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#undef TYPE
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#endif
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//--------------------------------------------------------------------
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#include "ps/CLogger.h"
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template <typename T>
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PS_RESULT GUI<T>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value)
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{
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if (pObject == NULL)
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return PS_OBJECT_FAIL;
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if (!pObject->SettingExists(Setting))
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return PS_SETTING_FAIL;
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if (!pObject->m_Settings.find(Setting)->second.m_pSetting)
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return PS_FAIL;
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#ifndef NDEBUG
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CheckType<T>(pObject, Setting);
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#endif
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// Get value
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Value = (T*)pObject->m_Settings.find(Setting)->second.m_pSetting;
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return PS_OK;
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}
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template <typename T>
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PS_RESULT GUI<T>::GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value)
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{
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T* v;
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PS_RESULT ret = GetSettingPointer(pObject, Setting, v);
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if (ret == PS_OK)
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Value = *v;
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return ret;
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}
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template <typename T>
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PS_RESULT GUI<T>::SetSetting(IGUIObject *pObject, const CStr& Setting,
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const T &Value, const bool& SkipMessage)
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{
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if (pObject == NULL)
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return PS_OBJECT_FAIL;
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if (!pObject->SettingExists(Setting))
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return PS_SETTING_FAIL;
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#ifndef NDEBUG
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CheckType<T>(pObject, Setting);
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#endif
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// Set value
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*(T*)pObject->m_Settings[Setting].m_pSetting = Value;
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//
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// Some settings needs special attention at change
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//
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// If setting was "size", we need to re-cache itself and all children
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if (Setting == "size")
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{
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RecurseObject(0, pObject, &IGUIObject::UpdateCachedSize);
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}
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else
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if (Setting == "hidden")
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{
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// Hiding an object requires us to reset it and all children
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QueryResetting(pObject);
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//RecurseObject(0, pObject, IGUIObject::ResetStates);
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}
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if (!SkipMessage)
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HandleMessage(pObject, SGUIMessage(GUIM_SETTINGS_UPDATED, Setting));
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return PS_OK;
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}
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// Instantiate templated functions:
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#define TYPE(T) \
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template PS_RESULT GUI<T>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value); \
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template PS_RESULT GUI<T>::GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value); \
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template PS_RESULT GUI<T>::SetSetting(IGUIObject *pObject, const CStr& Setting, const T &Value, const bool& SkipMessage);
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#define GUITYPE_IGNORE_CGUISpriteInstance
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#include "GUItypes.h"
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// Don't instantiate GetSetting<CGUISpriteInstance> - this will cause linker errors if
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// you attempt to retrieve a sprite using GetSetting, since that copies the sprite
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// and will mess up the caching performed by DrawSprite. You have to use GetSettingPointer
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// instead. (This is mainly useful to stop me accidentally using the wrong function.)
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template PS_RESULT GUI<CGUISpriteInstance>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, CGUISpriteInstance* &Value);
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template PS_RESULT GUI<CGUISpriteInstance>::SetSetting(IGUIObject *pObject, const CStr& Setting, const CGUISpriteInstance &Value, const bool& SkipMessage);
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