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- #pragma once
- #include <SDL_events.h>
- #include "Geometries.h"
- #include "../FontBase.h"
- struct SDL_Surface;
- /*
- * 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
- *
- */
- using boost::logic::tribool;
- // Defines a activate/deactive method
- class IActivatable
- {
- public:
- virtual void activate()=0;
- virtual void deactivate()=0;
- virtual ~IActivatable(){}; //d-tor
- };
- class IUpdateable
- {
- public:
- virtual void update()=0;
- virtual ~IUpdateable(){}; //d-tor
- };
- // Defines a show method
- class IShowable
- {
- public:
- virtual void redraw()=0;
- virtual void show(SDL_Surface * to) = 0;
- virtual void showAll(SDL_Surface * to)
- {
- show(to);
- }
- virtual ~IShowable(){}; //d-tor
- };
- class IShowActivatable : public IShowable, public IActivatable
- {
- public:
- //redraw parent flag - this int may be semi-transparent and require redraw of parent window
- enum {WITH_GARRISON = 1, BLOCK_ADV_HOTKEYS = 2, WITH_ARTIFACTS = 4, REDRAW_PARENT=8};
- int type; //bin flags using etype
- IShowActivatable();
- virtual ~IShowActivatable(){}; //d-tor
- };
- // Status bar interface
- class IStatusBar
- {
- public:
- virtual ~IStatusBar(){}; //d-tor
- virtual void print(const std::string & text)=0; //prints text and refreshes statusbar
- virtual void clear()=0;//clears statusbar and refreshes
- virtual void show(SDL_Surface * to)=0; //shows statusbar (with current text)
- virtual std::string getCurrent()=0; //returns currently displayed text
- };
- // Base UI element
- class CIntObject : public IShowActivatable //interface object
- {
- public:
- CIntObject *parent; //parent object
- std::vector<CIntObject *> children;
- Rect pos, //position of object on the screen
- posRelative; //position of object in the parent (not used if no parent)
- CIntObject();
- virtual ~CIntObject(); //d-tor
- //l-clicks handling
- bool pressedL; //for determining if object is L-pressed
- void activateLClick();
- void deactivateLClick();
- virtual void clickLeft(tribool down, bool previousState);
- //r-clicks handling
- bool pressedR; //for determining if object is R-pressed
- void activateRClick();
- void deactivateRClick();
- virtual void clickRight(tribool down, bool previousState);
- //hover handling
- bool hovered; //for determining if object is hovered
- void activateHover();
- void deactivateHover();
- virtual void hover (bool on);
- //keyboard handling
- bool captureAllKeys; //if true, only this object should get info about pressed keys
- void activateKeys();
- void deactivateKeys();
- virtual void keyPressed(const SDL_KeyboardEvent & key);
- //mouse movement handling
- bool strongInterest; //if true - report all mouse movements, if not - only when hovered
- void activateMouseMove();
- void deactivateMouseMove();
- virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent);
- //time handling
- int toNextTick;
- void activateTimer();
- void deactivateTimer();
- virtual void tick();
- //mouse wheel
- void activateWheel();
- void deactivateWheel();
- virtual void wheelScrolled(bool down, bool in);
- //double click
- void activateDClick();
- void deactivateDClick();
- virtual void onDoubleClick();
- enum {LCLICK=1, RCLICK=2, HOVER=4, MOVE=8, KEYBOARD=16, TIME=32, GENERAL=64, WHEEL=128, DOUBLECLICK=256, ALL=0xffff};
- ui16 active;
- ui16 used;
- 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 te receive from parent
- enum EAlignment {TOPLEFT, CENTER, BOTTOMRIGHT};
- void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal
- void enable(bool activation = true); //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
- // activate or deactivate object. Inactive object won't receive any input events (keyboard\mouse)
- // usually used automatically by parent
- void activate();
- void deactivate();
- //activate or deactivate specific action (LCLICK, RCLICK...)
- void activate(ui16 what);
- void deactivate(ui16 what);
- //called each frame to update screen
- void show(SDL_Surface * to);
- //called on complete redraw only
- void showAll(SDL_Surface * to);
- //request complete redraw
- void redraw();
- void drawBorderLoc(SDL_Surface * sur, const Rect &r, const int3 &color);
- //functions for printing text. Use CLabel where possible instead
- void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
- void printToLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
- void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
- void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color color, SDL_Surface * dst);
- void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charsPerLine, SDL_Color color, SDL_Surface * dst);
- //image blitting. If possible use CPicture or CAnimImage instead
- void blitAtLoc(SDL_Surface * src, int x, int y, SDL_Surface * dst);
- void blitAtLoc(SDL_Surface * src, const Point &p, SDL_Surface * dst);
- bool isItInLoc(const SDL_Rect &rect, int x, int y);
- bool isItInLoc(const SDL_Rect &rect, const Point &p);
- 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 changeUsedEvents(ui16 what, bool enable, bool adjust = true);
- //add child without parent to this. Use CGuiHandler::moveChild() if child already have parent
- void addChild(CIntObject *child, bool adjustPosition = false);
- //remove child from this without deleting
- void removeChild(CIntObject *child, bool adjustPosition = false);
- void delChild(CIntObject *child); //removes from children list, deletes
- template <typename T> void delChildNUll(T *&child, bool deactivateIfNeeded = false) //removes from children list, deletes and sets pointer to NULL
- {
- if(!child)
- return;
- if(deactivateIfNeeded && child->active)
- child->deactivate();
- delChild(child);
- child = NULL;
- }
- };
- /// 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
- {
- public:
- std::set<int> assignedKeys;
- CKeyShortcut(){}; //c-tor
- CKeyShortcut(int key){assignedKeys.insert(key);}; //c-tor
- CKeyShortcut(std::set<int> Keys):assignedKeys(Keys){}; //c-tor
- virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
- };
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