CIntObject.h 8.0 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 "MouseButton.h"
  12. #include "../render/Graphics.h"
  13. #include "../../lib/Rect.h"
  14. struct SDL_Surface;
  15. class CGuiHandler;
  16. class CPicture;
  17. typedef int32_t SDL_Keycode;
  18. using boost::logic::tribool;
  19. // Defines a activate/deactive method
  20. class IActivatable
  21. {
  22. public:
  23. virtual void activate()=0;
  24. virtual void deactivate()=0;
  25. virtual ~IActivatable(){};
  26. };
  27. class IUpdateable
  28. {
  29. public:
  30. virtual void update()=0;
  31. virtual ~IUpdateable(){};
  32. };
  33. // Defines a show method
  34. class IShowable
  35. {
  36. public:
  37. virtual void redraw()=0;
  38. virtual void show(SDL_Surface * to) = 0;
  39. virtual void showAll(SDL_Surface * to)
  40. {
  41. show(to);
  42. }
  43. virtual ~IShowable(){};
  44. };
  45. class IShowActivatable : public IShowable, public IActivatable
  46. {
  47. public:
  48. //redraw parent flag - this int may be semi-transparent and require redraw of parent window
  49. enum {BLOCK_ADV_HOTKEYS = 2, REDRAW_PARENT=8};
  50. int type; //bin flags using etype
  51. IShowActivatable();
  52. virtual ~IShowActivatable(){};
  53. };
  54. // Base UI element
  55. class CIntObject : public IShowActivatable //interface object
  56. {
  57. ui16 used;//change via addUsed() or delUsed
  58. //time handling
  59. int toNextTick;
  60. int timerDelay;
  61. std::map<MouseButton, bool> currentMouseState;
  62. void onTimer(int timePassed);
  63. //non-const versions of fields to allow changing them in CIntObject
  64. CIntObject *parent_m; //parent object
  65. ui16 active_m;
  66. protected:
  67. //activate or deactivate specific action (LCLICK, RCLICK...)
  68. void activate(ui16 what);
  69. void deactivate(ui16 what);
  70. public:
  71. /*
  72. * Functions and fields that supposed to be private but are not for now.
  73. * Don't use them unless you really know what they are for
  74. */
  75. std::vector<CIntObject *> children;
  76. /*
  77. * Public interface
  78. */
  79. /// read-only parent access. May not be a "clean" solution but allows some compatibility
  80. CIntObject * const & parent;
  81. /// position of object on the screen. Please do not modify this anywhere but in constructor - use moveBy\moveTo instead
  82. /*const*/ Rect pos;
  83. CIntObject(int used=0, Point offset=Point());
  84. virtual ~CIntObject();
  85. void updateMouseState(MouseButton btn, bool state) { currentMouseState[btn] = state; }
  86. bool mouseState(MouseButton btn) const { return currentMouseState.count(btn) ? currentMouseState.at(btn) : false; }
  87. virtual void click(MouseButton btn, tribool down, bool previousState);
  88. virtual void clickLeft(tribool down, bool previousState) {}
  89. virtual void clickRight(tribool down, bool previousState) {}
  90. virtual void clickMiddle(tribool down, bool previousState) {}
  91. //hover handling
  92. /*const*/ bool hovered; //for determining if object is hovered
  93. virtual void hover (bool on){}
  94. //keyboard handling
  95. bool captureAllKeys; //if true, only this object should get info about pressed keys
  96. virtual void keyPressed(const SDL_Keycode & key){}
  97. virtual void keyReleased(const SDL_Keycode & key){}
  98. virtual bool captureThisKey(const SDL_Keycode & key); //allows refining captureAllKeys against specific events (eg. don't capture ENTER)
  99. virtual void textInputed(const std::string & enteredText){};
  100. virtual void textEdited(const std::string & enteredText){};
  101. //mouse movement handling
  102. bool strongInterest; //if true - report all mouse movements, if not - only when hovered
  103. virtual void mouseMoved (const Point & cursorPosition){}
  104. //time handling
  105. void setTimer(int msToTrigger);//set timer delay and activate timer if needed.
  106. virtual void tick(){}
  107. //mouse wheel
  108. virtual void wheelScrolled(bool down, bool in){}
  109. //double click
  110. virtual void onDoubleClick(){}
  111. // These are the arguments that can be used to determine what kind of input the CIntObject will receive
  112. enum {LCLICK=1, RCLICK=2, HOVER=4, MOVE=8, KEYBOARD=16, TIME=32, GENERAL=64, WHEEL=128, DOUBLECLICK=256, TEXTINPUT=512, MCLICK=1024, ALL=0xffff};
  113. const ui16 & active;
  114. void addUsedEvents(ui16 newActions);
  115. void removeUsedEvents(ui16 newActions);
  116. enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32};
  117. ui8 defActions; //which calls will be tried to be redirected to children
  118. ui8 recActions; //which calls we allow to receive from parent
  119. void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal
  120. void enable(); //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
  121. // activate or deactivate object. Inactive object won't receive any input events (keyboard\mouse)
  122. // usually used automatically by parent
  123. void activate() override;
  124. void deactivate() override;
  125. //called each frame to update screen
  126. void show(SDL_Surface * to) override;
  127. //called on complete redraw only
  128. void showAll(SDL_Surface * to) override;
  129. //request complete redraw of this object
  130. void redraw() override;
  131. 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
  132. const Rect & center(const Point &p, bool propagate = true); //moves object so that point p will be in its center
  133. const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position
  134. void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen
  135. void moveBy(const Point &p, bool propagate = true);
  136. void moveTo(const Point &p, bool propagate = true);//move this to new position, coordinates are absolute (0,0 is topleft screen corner)
  137. void addChild(CIntObject *child, bool adjustPosition = false);
  138. void removeChild(CIntObject *child, bool adjustPosition = false);
  139. //delChild - not needed, use normal "delete child" instead
  140. //delChildNull - not needed, use "vstd::clear_pointer(child)" instead
  141. /*
  142. * Functions that should be used only by specific GUI elements. Don't use them unless you really know why they are here
  143. */
  144. //functions for printing text. Use CLabel where possible instead
  145. void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
  146. void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
  147. void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color color, SDL_Surface * dst);
  148. void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charsPerLine, SDL_Color color, SDL_Surface * dst);
  149. //image blitting. If possible use CPicture or CAnimImage instead
  150. void blitAtLoc(SDL_Surface * src, int x, int y, SDL_Surface * dst);
  151. void blitAtLoc(SDL_Surface * src, const Point &p, SDL_Surface * dst);
  152. friend class CGuiHandler;
  153. };
  154. /// Class for binding keys to left mouse button clicks
  155. /// Classes wanting use it should have it as one of their base classes
  156. class CKeyShortcut : public virtual CIntObject
  157. {
  158. public:
  159. std::set<int> assignedKeys;
  160. CKeyShortcut();
  161. CKeyShortcut(int key);
  162. CKeyShortcut(std::set<int> Keys);
  163. void keyPressed(const SDL_Keycode & key) override;
  164. void keyReleased(const SDL_Keycode & key) override;
  165. };
  166. class WindowBase : public CIntObject
  167. {
  168. public:
  169. WindowBase(int used_ = 0, Point pos_ = Point());
  170. protected:
  171. void close();
  172. };
  173. class IStatusBar
  174. {
  175. public:
  176. virtual ~IStatusBar();
  177. /// set current text for the status bar
  178. virtual void write(const std::string & text) = 0;
  179. /// remove any current text from the status bar
  180. virtual void clear() = 0;
  181. /// remove text from status bar if current text matches tested text
  182. virtual void clearIfMatching(const std::string & testedText) = 0;
  183. /// enables mode for entering text instead of showing hover text
  184. virtual void setEnteringMode(bool on) = 0;
  185. /// overrides hover text from controls with text entered into in-game console (for chat/cheats)
  186. virtual void setEnteredText(const std::string & text) = 0;
  187. };