forked from 0ad/0ad
232 lines
5.7 KiB
C++
232 lines
5.7 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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GUI Core, stuff that the whole GUI uses
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--Overview--
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Contains defines, includes, types etc that the whole
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GUI should have included.
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--More info--
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Check GUI.h
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*/
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#ifndef INCLUDED_GUIBASE
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#define INCLUDED_GUIBASE
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//--------------------------------------------------------
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// Includes / Compiler directives
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//--------------------------------------------------------
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#include <map>
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#include <vector>
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// I would like to just forward declare CSize, but it doesn't
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// seem to be defined anywhere in the predefined header.
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#include "ps/Overlay.h"
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#include "ps/CStr.h"
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#include "ps/Errors.h"
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//--------------------------------------------------------
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// Forward declarations
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//--------------------------------------------------------
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class IGUIObject;
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//--------------------------------------------------------
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// Macros
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//--------------------------------------------------------
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// Object settings setups
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// Setup an object's ConstructObject function
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#define GUI_OBJECT(obj) \
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public: \
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static IGUIObject *ConstructObject() { return new obj(); }
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//--------------------------------------------------------
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// Types
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//--------------------------------------------------------
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/**
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* Message types.
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* @see SGUIMessage
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*/
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enum EGUIMessageType
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{
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GUIM_MOUSE_OVER,
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GUIM_MOUSE_ENTER,
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GUIM_MOUSE_LEAVE,
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GUIM_MOUSE_PRESS_LEFT,
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GUIM_MOUSE_PRESS_RIGHT,
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GUIM_MOUSE_DOWN_LEFT,
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GUIM_MOUSE_DOWN_RIGHT,
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GUIM_MOUSE_DBLCLICK_LEFT,
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GUIM_MOUSE_DBLCLICK_RIGHT,
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GUIM_MOUSE_RELEASE_LEFT,
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GUIM_MOUSE_RELEASE_RIGHT,
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GUIM_MOUSE_WHEEL_UP,
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GUIM_MOUSE_WHEEL_DOWN,
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GUIM_SETTINGS_UPDATED, // SGUIMessage.m_Value = name of setting
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GUIM_PRESSED,
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GUIM_DOUBLE_PRESSED,
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GUIM_MOUSE_MOTION,
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GUIM_LOAD, // Called when an object is added to the GUI.
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GUIM_GOT_FOCUS,
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GUIM_LOST_FOCUS,
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GUIM_PRESSED_MOUSE_RIGHT,
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GUIM_DOUBLE_PRESSED_MOUSE_RIGHT,
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GUIM_TAB // Used by CInput
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};
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/**
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* Message send to IGUIObject::HandleMessage() in order
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* to give life to Objects manually with
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* a derived HandleMessage().
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*/
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struct SGUIMessage
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{
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SGUIMessage(EGUIMessageType _type) : type(_type), skipped(false) {}
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SGUIMessage(EGUIMessageType _type, const CStr& _value) : type(_type), value(_value), skipped(false) {}
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/**
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* This method can be used to allow other event handlers to process this GUI event,
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* by default an event is not skipped (only the first handler will process it).
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*
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* @param skip true to allow further event handling, false to prevent it
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*/
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void Skip(bool skip = true) { skipped = skip; }
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/**
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* Describes what the message regards
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*/
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EGUIMessageType type;
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/**
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* Optional data
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*/
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CStr value;
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/**
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* Flag that specifies if object skipped handling the event
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*/
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bool skipped;
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};
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/**
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* Recurse restrictions, when we recurse, if an object
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* is hidden for instance, you might want it to skip
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* the children also
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* Notice these are flags! and we don't really need one
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* for no restrictions, because then you'll just enter 0
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*/
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enum
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{
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GUIRR_HIDDEN = 0x00000001,
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GUIRR_DISABLED = 0x00000010,
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GUIRR_GHOST = 0x00000100
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};
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// Text alignments
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enum EAlign { EAlign_Left, EAlign_Right, EAlign_Center };
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enum EVAlign { EVAlign_Top, EVAlign_Bottom, EVAlign_Center };
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// Typedefs
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typedef std::map<CStr, IGUIObject*> map_pObjects;
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typedef std::vector<IGUIObject*> vector_pObjects;
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// Icon, you create them in the XML file with root element <setup>
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// you use them in text owned by different objects... Such as CText.
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struct SGUIIcon
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{
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SGUIIcon() : m_CellID(0) {}
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// Sprite name of icon
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CStr m_SpriteName;
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// Size
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CSize m_Size;
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// Cell of texture to use; ignored unless the texture has specified cell-size
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int m_CellID;
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};
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/**
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* Client Area is a rectangle relative to a parent rectangle
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*
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* You can input the whole value of the Client Area by
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* string. Like used in the GUI.
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*/
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class CClientArea
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{
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public:
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CClientArea();
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CClientArea(const CStr& Value);
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CClientArea(const CRect& pixel, const CRect& percent);
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/// Pixel modifiers
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CRect pixel;
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/// Percent modifiers
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CRect percent;
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/**
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* Get client area rectangle when the parent is given
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*/
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CRect GetClientArea(const CRect &parent) const;
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/**
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* The ClientArea can be set from a string looking like:
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*
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* "0 0 100% 100%"
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* "50%-10 50%-10 50%+10 50%+10"
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*
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* i.e. First percent modifier, then + or - and the pixel modifier.
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* Although you can use just the percent or the pixel modifier. Notice
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* though that the percent modifier must always be the first when
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* both modifiers are inputted.
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*
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* @return true if success, false if failure. If false then the client area
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* will be unchanged.
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*/
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bool SetClientArea(const CStr& Value);
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bool operator==(const CClientArea& other) const
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{
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return pixel == other.pixel && percent == other.percent;
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}
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};
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//--------------------------------------------------------
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// Error declarations
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//--------------------------------------------------------
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ERROR_GROUP(GUI);
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ERROR_TYPE(GUI, NullObjectProvided);
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ERROR_TYPE(GUI, InvalidSetting);
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ERROR_TYPE(GUI, OperationNeedsGUIObject);
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ERROR_TYPE(GUI, NameAmbiguity);
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ERROR_TYPE(GUI, ObjectNeedsName);
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#endif
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