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CIntObject.h 7.7 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 "MouseButton.h"
  12. #include "../render/Graphics.h"
  13. #include "../../lib/Rect.h"
  14. struct SDL_Surface;
  15. class CGuiHandler;
  16. class CPicture;
  17. enum class EShortcut;
  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 {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. std::map<MouseButton, bool> currentMouseState;
  59. //non-const versions of fields to allow changing them in CIntObject
  60. CIntObject *parent_m; //parent object
  61. ui16 active_m;
  62. protected:
  63. //activate or deactivate specific action (LCLICK, RCLICK...)
  64. void activate(ui16 what);
  65. void deactivate(ui16 what);
  66. public:
  67. /*
  68. * Functions and fields that supposed to be private but are not for now.
  69. * Don't use them unless you really know what they are for
  70. */
  71. std::vector<CIntObject *> children;
  72. /*
  73. * Public interface
  74. */
  75. /// read-only parent access. May not be a "clean" solution but allows some compatibility
  76. CIntObject * const & parent;
  77. /// position of object on the screen. Please do not modify this anywhere but in constructor - use moveBy\moveTo instead
  78. /*const*/ Rect pos;
  79. CIntObject(int used=0, Point offset=Point());
  80. virtual ~CIntObject();
  81. void updateMouseState(MouseButton btn, bool state) { currentMouseState[btn] = state; }
  82. bool mouseState(MouseButton btn) const { return currentMouseState.count(btn) ? currentMouseState.at(btn) : false; }
  83. virtual void click(MouseButton btn, tribool down, bool previousState);
  84. virtual void clickLeft(tribool down, bool previousState) {}
  85. virtual void clickRight(tribool down, bool previousState) {}
  86. virtual void clickMiddle(tribool down, bool previousState) {}
  87. //hover handling
  88. /*const*/ bool hovered; //for determining if object is hovered
  89. virtual void hover (bool on){}
  90. //keyboard handling
  91. bool captureAllKeys; //if true, only this object should get info about pressed keys
  92. virtual void keyPressed(EShortcut key){}
  93. virtual void keyReleased(EShortcut key){}
  94. virtual bool captureThisKey(EShortcut key); //allows refining captureAllKeys against specific events (eg. don't capture ENTER)
  95. virtual void textInputed(const std::string & enteredText){};
  96. virtual void textEdited(const std::string & enteredText){};
  97. //mouse movement handling
  98. bool strongInterest; //if true - report all mouse movements, if not - only when hovered
  99. virtual void mouseMoved (const Point & cursorPosition){}
  100. //time handling
  101. virtual void tick(uint32_t msPassed){}
  102. //mouse wheel
  103. virtual void wheelScrolled(bool down, bool in){}
  104. //double click
  105. virtual void onDoubleClick(){}
  106. // These are the arguments that can be used to determine what kind of input the CIntObject will receive
  107. 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};
  108. const ui16 & active;
  109. void addUsedEvents(ui16 newActions);
  110. void removeUsedEvents(ui16 newActions);
  111. enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32};
  112. ui8 defActions; //which calls will be tried to be redirected to children
  113. ui8 recActions; //which calls we allow to receive from parent
  114. /// deactivates if needed, blocks all automatic activity, allows only disposal
  115. void disable();
  116. /// activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
  117. void enable();
  118. /// deactivates or activates UI element based on flag
  119. void setEnabled(bool on);
  120. // activate or deactivate object. Inactive object won't receive any input events (keyboard\mouse)
  121. // usually used automatically by parent
  122. void activate() override;
  123. void deactivate() override;
  124. //called each frame to update screen
  125. void show(SDL_Surface * to) override;
  126. //called on complete redraw only
  127. void showAll(SDL_Surface * to) override;
  128. //request complete redraw of this object
  129. void redraw() override;
  130. /// called only for windows whenever screen size changes
  131. /// default behavior is to re-center, can be overriden
  132. virtual void onScreenResize();
  133. 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
  134. const Rect & center(const Point &p, bool propagate = true); //moves object so that point p will be in its center
  135. const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position
  136. void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen
  137. void moveBy(const Point &p, bool propagate = true);
  138. void moveTo(const Point &p, bool propagate = true);//move this to new position, coordinates are absolute (0,0 is topleft screen corner)
  139. void addChild(CIntObject *child, bool adjustPosition = false);
  140. void removeChild(CIntObject *child, bool adjustPosition = false);
  141. //delChild - not needed, use normal "delete child" instead
  142. //delChildNull - not needed, use "vstd::clear_pointer(child)" instead
  143. /*
  144. * Functions that should be used only by specific GUI elements. Don't use them unless you really know why they are here
  145. */
  146. //functions for printing text. Use CLabel where possible instead
  147. void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
  148. void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
  149. void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color color, SDL_Surface * dst);
  150. void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charsPerLine, SDL_Color color, SDL_Surface * dst);
  151. friend class CGuiHandler;
  152. };
  153. /// Class for binding keys to left mouse button clicks
  154. /// Classes wanting use it should have it as one of their base classes
  155. class CKeyShortcut : public virtual CIntObject
  156. {
  157. public:
  158. EShortcut assignedKey;
  159. CKeyShortcut();
  160. CKeyShortcut(EShortcut key);
  161. void keyPressed(EShortcut key) override;
  162. void keyReleased(EShortcut key) override;
  163. };
  164. class WindowBase : public CIntObject
  165. {
  166. public:
  167. WindowBase(int used_ = 0, Point pos_ = Point());
  168. protected:
  169. void close();
  170. };
  171. class IStatusBar
  172. {
  173. public:
  174. virtual ~IStatusBar();
  175. /// set current text for the status bar
  176. virtual void write(const std::string & text) = 0;
  177. /// remove any current text from the status bar
  178. virtual void clear() = 0;
  179. /// remove text from status bar if current text matches tested text
  180. virtual void clearIfMatching(const std::string & testedText) = 0;
  181. /// enables mode for entering text instead of showing hover text
  182. virtual void setEnteringMode(bool on) = 0;
  183. /// overrides hover text from controls with text entered into in-game console (for chat/cheats)
  184. virtual void setEnteredText(const std::string & text) = 0;
  185. };