CIntObject.h 6.7 KB

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  1. /*
  2. * CIntObject.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "EventsReceiver.h"
  12. #include "../../lib/Rect.h"
  13. #include "../../lib/Color.h"
  14. #include "../../lib/GameConstants.h"
  15. class GameEngine;
  16. class CPicture;
  17. class Canvas;
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. class CArmedInstance;
  20. VCMI_LIB_NAMESPACE_END
  21. class IUpdateable
  22. {
  23. public:
  24. virtual void update()=0;
  25. virtual ~IUpdateable() = default;
  26. };
  27. class IShowActivatable
  28. {
  29. public:
  30. virtual void activate()=0;
  31. virtual void deactivate()=0;
  32. virtual void redraw()=0;
  33. virtual void show(Canvas & to) = 0;
  34. virtual void showAll(Canvas & to) = 0;
  35. virtual bool isPopupWindow() const = 0;
  36. virtual void onScreenResize() = 0;
  37. virtual ~IShowActivatable() = default;
  38. };
  39. // Base UI element
  40. class CIntObject : public IShowActivatable, public AEventsReceiver //interface object
  41. {
  42. ui16 used;
  43. //non-const versions of fields to allow changing them in CIntObject
  44. CIntObject *parent_m; //parent object
  45. bool inputEnabled;
  46. bool redrawParent;
  47. public:
  48. std::vector<CIntObject *> children;
  49. /// read-only parent access. May not be a "clean" solution but allows some compatibility
  50. CIntObject * const & parent;
  51. /// position of object on the screen. Please do not modify this anywhere but in constructor - use moveBy\moveTo instead
  52. /*const*/ Rect pos;
  53. CIntObject(int used=0, Point offset=Point());
  54. virtual ~CIntObject();
  55. bool captureThisKey(EShortcut key) override;
  56. void addUsedEvents(ui16 newActions);
  57. void removeUsedEvents(ui16 newActions);
  58. enum {NO_ACTIONS = 0, ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, SHARE_POS=16, ALL_ACTIONS=31};
  59. ui8 recActions; //which calls we allow to receive from parent
  60. /// deactivates if needed, blocks all automatic activity, allows only disposal
  61. void disable();
  62. /// activates if needed, all activity enabled (Warning: may not be symmetric with disable if recActions was limited!)
  63. void enable();
  64. /// deactivates or activates UI element based on flag
  65. void setEnabled(bool on);
  66. /// Block (or allow) all user input, e.g. mouse/keyboard/touch without hiding element
  67. void setInputEnabled(bool on);
  68. /// Mark this input as one that requires parent redraw on update,
  69. /// for example if current control might have semi-transparent elements and requires redrawing of background
  70. void setRedrawParent(bool on);
  71. // activate or deactivate object. Inactive object won't receive any input events (keyboard\mouse)
  72. // usually used automatically by parent
  73. void activate() override;
  74. void deactivate() override;
  75. //called each frame to update screen
  76. void show(Canvas & to) override;
  77. //called on complete redraw only
  78. void showAll(Canvas & to) override;
  79. //request complete redraw of this object
  80. void redraw() override;
  81. // Move child object to foreground
  82. void moveChildForeground(const CIntObject * childToMove);
  83. /// returns true if this element is a popup window
  84. /// called only for windows
  85. bool isPopupWindow() const override;
  86. /// called only for windows whenever screen size changes
  87. /// default behavior is to re-center, can be overridden
  88. void onScreenResize() override;
  89. /// returns true if UI elements wants to handle event of specific type (LCLICK, SHOW_POPUP ...)
  90. /// by default, usedEvents inside UI elements are always handled
  91. bool receiveEvent(const Point & position, int eventType) const override;
  92. const Rect & getPosition() const override;
  93. 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
  94. const Rect & center(const Point &p, bool propagate = true); //moves object so that point p will be in its center
  95. const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position
  96. void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen
  97. void fitToRect(Rect rect, int borderWidth, bool propagate = true); //moves window to fit into rect
  98. void moveBy(const Point &p, bool propagate = true);
  99. void moveTo(const Point &p, bool propagate = true);//move this to new position, coordinates are absolute (0,0 is topleft screen corner)
  100. void addChild(CIntObject *child, bool adjustPosition = false);
  101. void removeChild(CIntObject *child, bool adjustPosition = false);
  102. };
  103. /// Class for binding keys to left mouse button clicks
  104. /// Classes wanting use it should have it as one of their base classes
  105. class CKeyShortcut : public virtual CIntObject
  106. {
  107. public:
  108. bool shortcutPressed;
  109. EShortcut assignedKey;
  110. CKeyShortcut();
  111. CKeyShortcut(EShortcut key);
  112. void keyPressed(EShortcut key) override;
  113. void keyReleased(EShortcut key) override;
  114. };
  115. class WindowBase : public CIntObject
  116. {
  117. public:
  118. WindowBase(int used_ = 0, Point pos_ = Point());
  119. virtual void close();
  120. };
  121. class IGarrisonHolder
  122. {
  123. public:
  124. bool holdsGarrisons(std::vector<const CArmedInstance *> armies)
  125. {
  126. for (auto const * army : armies)
  127. if (holdsGarrison(army))
  128. return true;
  129. return false;
  130. }
  131. virtual bool holdsGarrison(const CArmedInstance * army) = 0;
  132. virtual void updateGarrisons() = 0;
  133. };
  134. class IMarketHolder
  135. {
  136. public:
  137. virtual void updateResources() {};
  138. virtual void updateExperience() {};
  139. virtual void updateSecondarySkills() {};
  140. virtual void updateArtifacts() {};
  141. };
  142. class ITownHolder
  143. {
  144. public:
  145. virtual void buildChanged() = 0;
  146. };
  147. class IStatusBar
  148. {
  149. public:
  150. virtual ~IStatusBar() = default;
  151. /// set current text for the status bar
  152. virtual void write(const std::string & text) = 0;
  153. /// remove any current text from the status bar
  154. virtual void clear() = 0;
  155. /// remove text from status bar if current text matches tested text
  156. virtual void clearIfMatching(const std::string & testedText) = 0;
  157. /// enables mode for entering text instead of showing hover text
  158. virtual void setEnteringMode(bool on) = 0;
  159. /// overrides hover text from controls with text entered into in-game console (for chat/cheats)
  160. virtual void setEnteredText(const std::string & text) = 0;
  161. };
  162. class EmptyStatusBar : public IStatusBar
  163. {
  164. virtual void write(const std::string & text){};
  165. virtual void clear(){};
  166. virtual void clearIfMatching(const std::string & testedText){};
  167. virtual void setEnteringMode(bool on){};
  168. virtual void setEnteredText(const std::string & text){};
  169. };
  170. class ObjectConstruction : boost::noncopyable
  171. {
  172. public:
  173. ObjectConstruction(CIntObject *obj);
  174. ~ObjectConstruction();
  175. };
  176. /// If used, all UI widgets created inside this scope will be added to children of 'this'
  177. #define OBJECT_CONSTRUCTION ObjectConstruction obj__i(this)
  178. /// If used, all UI widgets created inside this scope will be added to children of provided object
  179. #define OBJECT_CONSTRUCTION_TARGETED(obj) ObjectConstruction obj__i(obj)