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- /*
- * CIntObject.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "EventsReceiver.h"
- #include "../../lib/Rect.h"
- #include "../../lib/Color.h"
- #include "../../lib/GameConstants.h"
- class CGuiHandler;
- class CPicture;
- class Canvas;
- VCMI_LIB_NAMESPACE_BEGIN
- class CArmedInstance;
- VCMI_LIB_NAMESPACE_END
- class IUpdateable
- {
- public:
- virtual void update()=0;
- virtual ~IUpdateable() = default;
- };
- class IShowActivatable
- {
- public:
- virtual void activate()=0;
- virtual void deactivate()=0;
- virtual void redraw()=0;
- virtual void show(Canvas & to) = 0;
- virtual void showAll(Canvas & to) = 0;
- virtual bool isPopupWindow() const = 0;
- virtual void onScreenResize() = 0;
- virtual ~IShowActivatable() = default;
- };
- // Base UI element
- class CIntObject : public IShowActivatable, public AEventsReceiver //interface object
- {
- ui16 used;
- //non-const versions of fields to allow changing them in CIntObject
- CIntObject *parent_m; //parent object
- bool inputEnabled;
- bool redrawParent;
- public:
- std::vector<CIntObject *> children;
- /// read-only parent access. May not be a "clean" solution but allows some compatibility
- CIntObject * const & parent;
- /// position of object on the screen. Please do not modify this anywhere but in constructor - use moveBy\moveTo instead
- /*const*/ Rect pos;
- CIntObject(int used=0, Point offset=Point());
- virtual ~CIntObject();
- bool captureThisKey(EShortcut key) override;
- void addUsedEvents(ui16 newActions);
- void removeUsedEvents(ui16 newActions);
- enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32};
- ui8 defActions; //which calls will be tried to be redirected to children
- ui8 recActions; //which calls we allow to receive from parent
- /// deactivates if needed, blocks all automatic activity, allows only disposal
- void disable();
- /// activates if needed, all activity enabled (Warning: may not be symmetric with disable if recActions was limited!)
- void enable();
- /// deactivates or activates UI element based on flag
- void setEnabled(bool on);
- /// Block (or allow) all user input, e.g. mouse/keyboard/touch without hiding element
- void setInputEnabled(bool on);
- /// Mark this input as one that requires parent redraw on update,
- /// for example if current control might have semi-transparent elements and requires redrawing of background
- void setRedrawParent(bool on);
- // activate or deactivate object. Inactive object won't receive any input events (keyboard\mouse)
- // usually used automatically by parent
- void activate() override;
- void deactivate() override;
- //called each frame to update screen
- void show(Canvas & to) override;
- //called on complete redraw only
- void showAll(Canvas & to) override;
- //request complete redraw of this object
- void redraw() override;
- /// returns true if this element is a popup window
- /// called only for windows
- bool isPopupWindow() const override;
- /// called only for windows whenever screen size changes
- /// default behavior is to re-center, can be overridden
- void onScreenResize() override;
- /// returns true if UI elements wants to handle event of specific type (LCLICK, SHOW_POPUP ...)
- /// by default, usedEvents inside UI elements are always handled
- bool receiveEvent(const Point & position, int eventType) const override;
- const Rect & getPosition() const override;
- const Rect & center(const Rect &r, bool propagate = true); //sets pos so that r will be in the center of screen, assigns sizes of r to pos, returns new position
- const Rect & center(const Point &p, bool propagate = true); //moves object so that point p will be in its center
- const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position
- void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen
- void moveBy(const Point &p, bool propagate = true);
- void moveTo(const Point &p, bool propagate = true);//move this to new position, coordinates are absolute (0,0 is topleft screen corner)
- void addChild(CIntObject *child, bool adjustPosition = false);
- void removeChild(CIntObject *child, bool adjustPosition = false);
- };
- /// Class for binding keys to left mouse button clicks
- /// Classes wanting use it should have it as one of their base classes
- class CKeyShortcut : public virtual CIntObject
- {
- public:
- bool shortcutPressed;
- EShortcut assignedKey;
- CKeyShortcut();
- CKeyShortcut(EShortcut key);
- void keyPressed(EShortcut key) override;
- void keyReleased(EShortcut key) override;
- };
- class WindowBase : public CIntObject
- {
- public:
- WindowBase(int used_ = 0, Point pos_ = Point());
- protected:
- virtual void close();
- };
- class IGarrisonHolder
- {
- public:
- bool holdsGarrisons(std::vector<const CArmedInstance *> armies)
- {
- for (auto const * army : armies)
- if (holdsGarrison(army))
- return true;
- return false;
- }
- virtual bool holdsGarrison(const CArmedInstance * army) = 0;
- virtual void updateGarrisons() = 0;
- };
- class ITownHolder
- {
- public:
- virtual void buildChanged() = 0;
- };
- class IStatusBar
- {
- public:
- virtual ~IStatusBar() = default;
- /// set current text for the status bar
- virtual void write(const std::string & text) = 0;
- /// remove any current text from the status bar
- virtual void clear() = 0;
- /// remove text from status bar if current text matches tested text
- virtual void clearIfMatching(const std::string & testedText) = 0;
- /// enables mode for entering text instead of showing hover text
- virtual void setEnteringMode(bool on) = 0;
- /// overrides hover text from controls with text entered into in-game console (for chat/cheats)
- virtual void setEnteredText(const std::string & text) = 0;
- };
- class EmptyStatusBar : public IStatusBar
- {
- virtual void write(const std::string & text){};
- virtual void clear(){};
- virtual void clearIfMatching(const std::string & testedText){};
- virtual void setEnteringMode(bool on){};
- virtual void setEnteredText(const std::string & text){};
- };
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