0ad/source/gui/GUIutil.cpp
Ykkrosh f0d9806b3f # Restructured GUI implementation
CGUI now represents a single 'page'. CGUIManager maintains multiple
pages and switches between them.
Split the XML files into pregame, loading, session and messagebox pages.
Added hotloading of GUI pages.
Minor GUI cleanups.
(Merge from hg 81862d33780c)

This was SVN commit r7214.
2009-12-03 20:17:22 +00:00

402 lines
9.3 KiB
C++

/* Copyright (C) 2009 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 utilities
*/
#include "precompiled.h"
#include "GUI.h"
#include "GUIManager.h"
#include "ps/Parser.h"
#include "ps/i18n.h"
extern int g_yres;
#include "ps/CLogger.h"
#define LOG_CATEGORY L"gui"
template <>
bool __ParseString<bool>(const CStr& Value, bool &Output)
{
if (Value == "true")
Output = true;
else
if (Value == "false")
Output = false;
else
return false;
return true;
}
template <>
bool __ParseString<int>(const CStr& Value, int &Output)
{
Output = Value.ToInt();
return true;
}
template <>
bool __ParseString<float>(const CStr& Value, float &Output)
{
Output = Value.ToFloat();
return true;
}
template <>
bool __ParseString<CRect>(const CStr& Value, CRect &Output)
{
// Use the parser to parse the values
CParser& parser (CParserCache::Get("_$value_$value_$value_$value_"));
std::string str = Value;
CParserLine line;
line.ParseString(parser, str);
if (!line.m_ParseOK)
{
// Parsing failed
return false;
}
float values[4];
for (int i=0; i<4; ++i)
{
if (!line.GetArgFloat(i, values[i]))
{
// Parsing failed
return false;
}
}
// Finally the rectangle values
Output = CRect(values[0], values[1], values[2], values[3]);
return true;
}
template <>
bool __ParseString<CClientArea>(const CStr& Value, CClientArea &Output)
{
return Output.SetClientArea(Value);
}
template <>
bool GUI<int>::ParseColor(const CStr& Value, CColor &Output, float DefaultAlpha)
{
// First, check our database in g_GUI for pre-defined colors
// If we find anything, we'll ignore DefaultAlpha
// If it fails, it won't do anything with Output
if (g_GUI->GetPreDefinedColor(Value, Output))
return true;
return Output.ParseString(Value, DefaultAlpha);
}
template <>
bool __ParseString<CColor>(const CStr& Value, CColor &Output)
{
// First, check our database in g_GUI for pre-defined colors
// If it fails, it won't do anything with Output
if (g_GUI->GetPreDefinedColor(Value, Output))
return true;
return Output.ParseString(Value, 255.f);
}
template <>
bool __ParseString<CSize>(const CStr& Value, CSize &Output)
{
// Use the parser to parse the values
CParser& parser (CParserCache::Get("_$value_$value_"));
std::string str = Value;
CParserLine line;
line.ParseString(parser, str);
if (!line.m_ParseOK)
{
// Parsing failed
return false;
}
float x, y;
// x
if (!line.GetArgFloat(0, x))
{
// TODO Gee: Parsing failed
return false;
}
// y
if (!line.GetArgFloat(1, y))
{
// TODO Gee: Parsing failed
return false;
}
Output.cx = x;
Output.cy = y;
return true;
}
template <>
bool __ParseString<CPos>(const CStr& Value, CPos &Output)
{
CSize temp;
if (__ParseString<CSize>(Value, temp))
{
Output = CPos(temp);
return true;
}
else
return false;
}
template <>
bool __ParseString<EAlign>(const CStr& Value, EAlign &Output)
{
if (Value == "left")
Output = EAlign_Left;
else
if (Value == "center")
Output = EAlign_Center;
else
if (Value == "right")
Output = EAlign_Right;
else
return false;
return true;
}
template <>
bool __ParseString<EVAlign>(const CStr& Value, EVAlign &Output)
{
if (Value == "top")
Output = EVAlign_Top;
else
if (Value == "center")
Output = EVAlign_Center;
else
if (Value == "bottom")
Output = EVAlign_Bottom;
else
return false;
return true;
}
template <>
bool __ParseString<CGUIString>(const CStr& Value, CGUIString &Output)
{
// Translate the Value and retrieve the localised string in
// Unicode.
Output.SetValue(I18n::translate((CStrW)Value));
return true;
}
template <>
bool __ParseString<CStr>(const CStr& Value, CStr&Output)
{
// Do very little.
Output = Value;
return true;
}
template <>
bool __ParseString<CStrW>(const CStr& Value, CStrW& Output)
{
// Translate the Value and retrieve the localised string in
// Unicode.
Output = I18n::translate((CStrW)Value);
return true;
}
template <>
bool __ParseString<CGUISpriteInstance>(const CStr& Value, CGUISpriteInstance &Output)
{
Output = Value;
return true;
}
template <>
bool __ParseString<CGUIList>(const CStr& UNUSED(Value), CGUIList& UNUSED(Output))
{
return false;
}
//--------------------------------------------------------
void guiLoadIdentity()
{
glLoadIdentity();
glTranslatef(0.0f, (GLfloat)g_yres, -1000.0f);
glScalef(1.0f, -1.f, 1.0f);
}
//--------------------------------------------------------
// Utilities implementation
//--------------------------------------------------------
IGUIObject * CInternalCGUIAccessorBase::GetObjectPointer(CGUI &GUIinstance, const CStr& Object)
{
// if (!GUIinstance.ObjectExists(Object))
// return NULL;
return GUIinstance.m_pAllObjects.find(Object)->second;
}
const IGUIObject * CInternalCGUIAccessorBase::GetObjectPointer(const CGUI &GUIinstance, const CStr& Object)
{
// if (!GUIinstance.ObjectExists(Object))
// return NULL;
return GUIinstance.m_pAllObjects.find(Object)->second;
}
void CInternalCGUIAccessorBase::QueryResetting(IGUIObject *pObject)
{
GUI<>::RecurseObject(0, pObject, &IGUIObject::ResetStates);
}
void CInternalCGUIAccessorBase::HandleMessage(IGUIObject *pObject, const SGUIMessage &message)
{
pObject->HandleMessage(message);
}
#ifndef NDEBUG
#define TYPE(T) \
template<> void CheckType<T>(const IGUIObject* obj, const CStr& setting) { \
std::map<CStr, SGUISetting>::const_iterator it = obj->m_Settings.find(setting); \
if (it == obj->m_Settings.end() || it->second.m_Type != GUIST_##T) \
{ \
/* Abort now, to avoid corrupting everything by invalidly \
casting pointers */ \
DEBUG_DISPLAY_ERROR(L"FATAL ERROR: Inconsistent types in GUI"); \
} \
}
#include "GUItypes.h"
#undef TYPE
#endif
//--------------------------------------------------------------------
template <typename T>
PSRETURN GUI<T>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value)
{
debug_assert(pObject != NULL);
std::map<CStr, SGUISetting>::const_iterator it = pObject->m_Settings.find(Setting);
if (it == pObject->m_Settings.end())
{
LOG(CLogger::Warning, LOG_CATEGORY, L"setting %hs was not found on object %hs",
Setting.c_str(),
pObject->GetPresentableName().c_str());
return PSRETURN_GUI_InvalidSetting;
}
if (it->second.m_pSetting == NULL)
return PSRETURN_GUI_InvalidSetting;
#ifndef NDEBUG
CheckType<T>(pObject, Setting);
#endif
// Get value
Value = (T*)(it->second.m_pSetting);
return PSRETURN_OK;
}
template <typename T>
PSRETURN GUI<T>::GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value)
{
T* v;
PSRETURN ret = GetSettingPointer(pObject, Setting, v);
if (ret == PSRETURN_OK)
Value = *v;
return ret;
}
template <typename T>
PSRETURN GUI<T>::SetSetting(IGUIObject *pObject, const CStr& Setting,
const T &Value, const bool& SkipMessage)
{
debug_assert(pObject != NULL);
if (!pObject->SettingExists(Setting))
{
LOG(CLogger::Warning, LOG_CATEGORY, L"setting %hs was not found on object %hs",
Setting.c_str(),
pObject->GetPresentableName().c_str());
return PSRETURN_GUI_InvalidSetting;
}
#ifndef NDEBUG
CheckType<T>(pObject, Setting);
#endif
// Set value
*(T*)pObject->m_Settings[Setting].m_pSetting = Value;
//
// Some settings needs special attention at change
//
// If setting was "size", we need to re-cache itself and all children
if (Setting == "size")
{
RecurseObject(0, pObject, &IGUIObject::UpdateCachedSize);
}
else
if (Setting == "hidden")
{
// Hiding an object requires us to reset it and all children
QueryResetting(pObject);
//RecurseObject(0, pObject, IGUIObject::ResetStates);
}
if (!SkipMessage)
HandleMessage(pObject, SGUIMessage(GUIM_SETTINGS_UPDATED, Setting));
return PSRETURN_OK;
}
// Instantiate templated functions:
#define TYPE(T) \
template PSRETURN GUI<T>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value); \
template PSRETURN GUI<T>::GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value); \
template PSRETURN GUI<T>::SetSetting(IGUIObject *pObject, const CStr& Setting, const T &Value, const bool& SkipMessage);
#define GUITYPE_IGNORE_CGUISpriteInstance
#include "GUItypes.h"
// Don't instantiate GetSetting<CGUISpriteInstance> - this will cause linker errors if
// you attempt to retrieve a sprite using GetSetting, since that copies the sprite
// and will mess up the caching performed by DrawSprite. You have to use GetSettingPointer
// instead. (This is mainly useful to stop me accidentally using the wrong function.)
template PSRETURN GUI<CGUISpriteInstance>::GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, CGUISpriteInstance* &Value);
template PSRETURN GUI<CGUISpriteInstance>::SetSetting(IGUIObject *pObject, const CStr& Setting, const CGUISpriteInstance &Value, const bool& SkipMessage);