0ad/source/gui/CDropDown.h
elexis e1014aad3b Use CGUI& instead of CGUI* so that the 50+ users stop wondering whether or not that is null and can't even be mistaken to add redundant null checks preemptively.
Remove the remaining of such checks after d3e56f0f57 removed 21 of them
already.
2c47fbd66a initialized the pointer at construction time rather than at
random conditional events later.

Differential Revision: https://code.wildfiregames.com/D2205
Comments By: Vladislav, wraitii
Tested on: gcc 9.1.0, clang 8.0.1

This was SVN commit r22741.
2019-08-21 10:12:33 +00:00

131 lines
3.3 KiB
C++

/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
GUI Object - Drop Down (list)
--Overview--
Works just like a list-box, but it hides
all the elements that aren't selected. They
can be brought up by pressing the control.
--More info--
Check GUI.h
*/
#ifndef INCLUDED_CDROPDOWN
#define INCLUDED_CDROPDOWN
#include "GUI.h"
#include "CList.h"
/**
* Drop Down
*
* The control can be pressed, but we will not inherent
* this behavior from IGUIButtonBehavior, because when
* you press this control, the list with elements will
* immediately appear, and not first after release
* (which is the whole gist of the IGUIButtonBehavior).
*/
class CDropDown : public CList
{
GUI_OBJECT(CDropDown)
public:
CDropDown(CGUI& pGUI);
virtual ~CDropDown();
// virtual void ResetStates() { IGUIButtonBehavior::ResetStates(); }
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage& Message);
/**
* Handle events manually to catch keyboard inputting.
*/
virtual InReaction ManuallyHandleEvent(const SDL_Event_* ev);
/**
* Draws the Button
*/
virtual void Draw();
// This is one of the few classes we actually need to redefine this function
// this is because the size of the control changes whether it is open
// or closed.
virtual bool MouseOver();
virtual float GetBufferedZ() const;
protected:
/**
* If the size changed, the texts have to be updated as
* the word wrapping depends on the size.
*/
virtual void UpdateCachedSize();
/**
* Sets up text, should be called every time changes has been
* made that can change the visual.
*/
void SetupText();
// Sets up the cached GetListRect. Decided whether it should
// have a scrollbar, and so on.
virtual void SetupListRect();
// Specify a new List rectangle.
virtual CRect GetListRect() const;
/**
* Placement of text.
*/
CPos m_TextPos;
// Is the dropdown opened?
bool m_Open;
// I didn't cache this at first, but it's just as easy as caching
// m_CachedActualSize, so I thought, what the heck it's used a lot.
CRect m_CachedListRect;
// Hide scrollbar when it's not needed
bool m_HideScrollBar;
// Not necessarily the element that is selected, this is just
// which element should be highlighted. When opening the dropdown
// it is set to "selected", but then when moving the mouse it will
// change.
int m_ElementHighlight;
// Stores any text entered by the user for quick access to an element
// (ie if you type "acro" it will take you to acropolis).
std::string m_InputBuffer;
// used to know if we want to restart anew or add to m_inputbuffer.
double m_TimeOfLastInput;
};
#endif // INCLUDED_CDROPDOWN