CIntObject.h 5.7 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 CGuiHandler;
  16. class CPicture;
  17. class Canvas;
  18. class IUpdateable
  19. {
  20. public:
  21. virtual void update()=0;
  22. virtual ~IUpdateable() = default;
  23. };
  24. class IShowActivatable
  25. {
  26. public:
  27. virtual void activate()=0;
  28. virtual void deactivate()=0;
  29. virtual void redraw()=0;
  30. virtual void show(Canvas & to) = 0;
  31. virtual void showAll(Canvas & to) = 0;
  32. virtual bool isPopupWindow() const = 0;
  33. virtual void onScreenResize() = 0;
  34. virtual ~IShowActivatable() = default;
  35. };
  36. // Base UI element
  37. class CIntObject : public IShowActivatable, public AEventsReceiver //interface object
  38. {
  39. ui16 used;
  40. //non-const versions of fields to allow changing them in CIntObject
  41. CIntObject *parent_m; //parent object
  42. bool inputEnabled;
  43. bool redrawParent;
  44. public:
  45. std::vector<CIntObject *> children;
  46. /// read-only parent access. May not be a "clean" solution but allows some compatibility
  47. CIntObject * const & parent;
  48. /// position of object on the screen. Please do not modify this anywhere but in constructor - use moveBy\moveTo instead
  49. /*const*/ Rect pos;
  50. CIntObject(int used=0, Point offset=Point());
  51. virtual ~CIntObject();
  52. bool captureThisKey(EShortcut key) override;
  53. void addUsedEvents(ui16 newActions);
  54. void removeUsedEvents(ui16 newActions);
  55. enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32};
  56. ui8 defActions; //which calls will be tried to be redirected to children
  57. ui8 recActions; //which calls we allow to receive from parent
  58. /// deactivates if needed, blocks all automatic activity, allows only disposal
  59. void disable();
  60. /// activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
  61. void enable();
  62. /// deactivates or activates UI element based on flag
  63. void setEnabled(bool on);
  64. /// Block (or allow) all user input, e.g. mouse/keyboard/touch without hiding element
  65. void setInputEnabled(bool on);
  66. /// Mark this input as one that requires parent redraw on update,
  67. /// for example if current control might have semi-transparent elements and requires redrawing of background
  68. void setRedrawParent(bool on);
  69. // activate or deactivate object. Inactive object won't receive any input events (keyboard\mouse)
  70. // usually used automatically by parent
  71. void activate() override;
  72. void deactivate() override;
  73. //called each frame to update screen
  74. void show(Canvas & to) override;
  75. //called on complete redraw only
  76. void showAll(Canvas & to) override;
  77. //request complete redraw of this object
  78. void redraw() override;
  79. /// returns true if this element is a popup window
  80. /// called only for windows
  81. bool isPopupWindow() const override;
  82. /// called only for windows whenever screen size changes
  83. /// default behavior is to re-center, can be overriden
  84. void onScreenResize() override;
  85. /// returns true if UI elements wants to handle event of specific type (LCLICK, SHOW_POPUP ...)
  86. /// by default, usedEvents inside UI elements are always handled
  87. bool receiveEvent(const Point & position, int eventType) const override;
  88. const Rect & getPosition() const override;
  89. 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
  90. const Rect & center(const Point &p, bool propagate = true); //moves object so that point p will be in its center
  91. const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position
  92. void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen
  93. void moveBy(const Point &p, bool propagate = true);
  94. void moveTo(const Point &p, bool propagate = true);//move this to new position, coordinates are absolute (0,0 is topleft screen corner)
  95. void addChild(CIntObject *child, bool adjustPosition = false);
  96. void removeChild(CIntObject *child, bool adjustPosition = false);
  97. };
  98. /// Class for binding keys to left mouse button clicks
  99. /// Classes wanting use it should have it as one of their base classes
  100. class CKeyShortcut : public virtual CIntObject
  101. {
  102. bool shortcutPressed;
  103. public:
  104. EShortcut assignedKey;
  105. CKeyShortcut();
  106. CKeyShortcut(EShortcut key);
  107. void keyPressed(EShortcut key) override;
  108. void keyReleased(EShortcut key) override;
  109. };
  110. class WindowBase : public CIntObject
  111. {
  112. public:
  113. WindowBase(int used_ = 0, Point pos_ = Point());
  114. protected:
  115. virtual void close();
  116. };
  117. class IGarrisonHolder
  118. {
  119. public:
  120. virtual void updateGarrisons() = 0;
  121. };
  122. class ITownHolder
  123. {
  124. public:
  125. virtual void buildChanged() = 0;
  126. };
  127. class IStatusBar
  128. {
  129. public:
  130. virtual ~IStatusBar() = default;
  131. /// set current text for the status bar
  132. virtual void write(const std::string & text) = 0;
  133. /// remove any current text from the status bar
  134. virtual void clear() = 0;
  135. /// remove text from status bar if current text matches tested text
  136. virtual void clearIfMatching(const std::string & testedText) = 0;
  137. /// enables mode for entering text instead of showing hover text
  138. virtual void setEnteringMode(bool on) = 0;
  139. /// overrides hover text from controls with text entered into in-game console (for chat/cheats)
  140. virtual void setEnteredText(const std::string & text) = 0;
  141. };
  142. class EmptyStatusBar : public IStatusBar
  143. {
  144. virtual void write(const std::string & text){};
  145. virtual void clear(){};
  146. virtual void clearIfMatching(const std::string & testedText){};
  147. virtual void setEnteringMode(bool on){};
  148. virtual void setEnteredText(const std::string & text){};
  149. };