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forked from 0ad/0ad
0ad/source/gui/GUIbase.h
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

211 lines
5.1 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 Core, stuff that the whole GUI uses
--Overview--
Contains defines, includes, types etc that the whole
GUI should have included.
--More info--
Check GUI.h
*/
#ifndef INCLUDED_GUIBASE
#define INCLUDED_GUIBASE
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include <map>
#include <vector>
// I would like to just forward declare CSize, but it doesn't
// seem to be defined anywhere in the predefined header.
#include "ps/Overlay.h"
#include "ps/CStr.h"
#include "ps/Errors.h"
//--------------------------------------------------------
// Forward declarations
//--------------------------------------------------------
class IGUIObject;
//--------------------------------------------------------
// Macros
//--------------------------------------------------------
// Object settings setups
// Setup an object's ConstructObject function
#define GUI_OBJECT(obj) \
public: \
static IGUIObject *ConstructObject() { return new obj(); }
//--------------------------------------------------------
// Types
//--------------------------------------------------------
/**
* @enum EGUIMessage
* Message types
*
* @see SGUIMessage
*/
enum EGUIMessageType
{
GUIM_MOUSE_OVER,
GUIM_MOUSE_ENTER,
GUIM_MOUSE_LEAVE,
GUIM_MOUSE_PRESS_LEFT,
GUIM_MOUSE_PRESS_RIGHT,
GUIM_MOUSE_DOWN_LEFT,
GUIM_MOUSE_DOWN_RIGHT,
GUIM_MOUSE_DBLCLICK_LEFT,
GUIM_MOUSE_DBLCLICK_RIGHT,
GUIM_MOUSE_RELEASE_LEFT,
GUIM_MOUSE_RELEASE_RIGHT,
GUIM_MOUSE_WHEEL_UP,
GUIM_MOUSE_WHEEL_DOWN,
GUIM_SETTINGS_UPDATED, // SGUIMessage.m_Value = name of setting
GUIM_PRESSED,
GUIM_MOUSE_MOTION,
GUIM_LOAD, // Called when an object is added to the GUI.
GUIM_GOT_FOCUS,
GUIM_LOST_FOCUS
};
/**
* Message send to IGUIObject::HandleMessage() in order
* to give life to Objects manually with
* a derived HandleMessage().
*/
struct SGUIMessage
{
SGUIMessage(EGUIMessageType _type) : type(_type) {}
SGUIMessage(EGUIMessageType _type, const CStr& _value) : type(_type), value(_value) {}
/**
* Describes what the message regards
*/
EGUIMessageType type;
/**
* Optional data
*/
CStr value;
};
/**
* Recurse restrictions, when we recurse, if an object
* is hidden for instance, you might want it to skip
* the children also
* Notice these are flags! and we don't really need one
* for no restrictions, because then you'll just enter 0
*/
enum
{
GUIRR_HIDDEN = 0x00000001,
GUIRR_DISABLED = 0x00000010,
GUIRR_GHOST = 0x00000100
};
// Text alignments
enum EAlign { EAlign_Left, EAlign_Right, EAlign_Center };
enum EVAlign { EVAlign_Top, EVAlign_Bottom, EVAlign_Center };
// Typedefs
typedef std::map<CStr, IGUIObject*> map_pObjects;
typedef std::vector<IGUIObject*> vector_pObjects;
// Icon, you create them in the XML file with root element <setup>
// you use them in text owned by different objects... Such as CText.
struct SGUIIcon
{
SGUIIcon() : m_CellID(0) {}
// Sprite name of icon
CStr m_SpriteName;
// Size
CSize m_Size;
// Cell of texture to use; ignored unless the texture has specified cell-size
int m_CellID;
};
/**
* 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.
*/
class CClientArea
{
public:
CClientArea();
CClientArea(const CStr& Value);
CClientArea(const CRect& pixel, const CRect& percent);
/// Pixel modifiers
CRect pixel;
/// Percent modifiers
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:
*
* "0 0 100% 100%"
* "50%-10 50%-10 50%+10 50%+10"
*
* 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);
};
//--------------------------------------------------------
// Error declarations
//--------------------------------------------------------
ERROR_GROUP(GUI);
ERROR_TYPE(GUI, NullObjectProvided);
ERROR_TYPE(GUI, InvalidSetting);
ERROR_TYPE(GUI, OperationNeedsGUIObject);
ERROR_TYPE(GUI, NameAmbiguity);
ERROR_TYPE(GUI, ObjectNeedsName);
#endif