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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 "../render/Graphics.h"
 
- #include "../../lib/Rect.h"
 
- #include "EventsReceiver.h"
 
- class CGuiHandler;
 
- class CPicture;
 
- class Canvas;
 
- 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
 
- public:
 
- 	//redraw parent flag - this int may be semi-transparent and require redraw of parent window
 
- 	enum {REDRAW_PARENT=8};
 
- 	int type; //bin flags using etype
 
- 	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();
 
- 	//keyboard handling
 
- 	bool captureAllKeys; //if true, only this object should get info about pressed keys
 
- 	bool captureThisKey(EShortcut key) override; //allows refining captureAllKeys against specific events (eg. don't capture ENTER)
 
- 	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 symetric with disable if recActions was limited!)
 
- 	void enable();
 
- 	/// deactivates or activates UI element based on flag
 
- 	void setEnabled(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 overriden
 
- 	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 & 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
 
- {
 
- 	bool shortcutPressed;
 
- public:
 
- 	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:
 
- 	void close();
 
- };
 
- 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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