0ad/source/gui/CList.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

122 lines
3.4 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/>.
*/
#ifndef INCLUDED_CLIST
#define INCLUDED_CLIST
#include "IGUIScrollBar.h"
/**
* Create a list of elements, where one can be selected
* by the user. The control will use a pre-processed
* text-object for each element, which will be managed
* by the IGUITextOwner structure.
*
* A scroll-bar will appear when needed. This will be
* achieved with the IGUIScrollBarOwner structure.
*/
class CList : public IGUIScrollBarOwner, public IGUITextOwner
{
GUI_OBJECT(CList)
public:
CList(CGUI& pGUI);
virtual ~CList();
/**
* @see IGUIObject#ResetStates()
*/
virtual void ResetStates() { IGUIScrollBarOwner::ResetStates(); }
/**
* Adds an item last to the list.
*/
virtual void AddItem(const CStrW& str, const CStrW& data);
protected:
/**
* Sets up text, should be called every time changes has been
* made that can change the visual.
*/
virtual void SetupText();
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage& Message);
/**
* Handle events manually to catch keyboard inputting.
*/
virtual InReaction ManuallyHandleEvent(const SDL_Event_* ev);
/**
* Draws the List box
*/
virtual void Draw();
/**
* Easy select elements functions
*/
virtual void SelectNextElement();
virtual void SelectPrevElement();
virtual void SelectFirstElement();
virtual void SelectLastElement();
/**
* Handle the \<item\> tag.
*/
virtual bool HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile);
// Called every time the auto-scrolling should be checked.
void UpdateAutoScroll();
// Extended drawing interface, this is so that classes built on the this one
// can use other sprite names.
virtual void DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor);
// Get the area of the list. This is so that it can easily be changed, like in CDropDown
// where the area is not equal to m_CachedActualSize.
virtual CRect GetListRect() const { return m_CachedActualSize; }
// Returns whether SetupText() has run since the last message was received
// (and thus whether list items have possibly changed).
virtual bool GetModified() const { return m_Modified; }
/**
* List of each element's relative y position. Will be
* one larger than m_Items, because it will end with the
* bottom of the last element. First element will always
* be zero, but still stored for easy handling.
*/
std::vector<float> m_ItemsYPositions;
virtual int GetHoveredItem();
private:
// Whether the list's items have been modified since last handling a message.
bool m_Modified;
// Used for doubleclick registration
int m_PrevSelectedItem;
// Last time a click on an item was issued
double m_LastItemClickTime;
};
#endif // INCLUDED_CLIST