Index: ps/trunk/source/gui/CGUI.h =================================================================== --- ps/trunk/source/gui/CGUI.h (revision 22562) +++ ps/trunk/source/gui/CGUI.h (revision 22563) @@ -1,647 +1,646 @@ /* Copyright (C) 2019 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * This is the top class of the whole GUI, all objects * and settings are stored within this class. */ #ifndef INCLUDED_CGUI #define INCLUDED_CGUI #include "GUITooltip.h" #include "GUIbase.h" #include "lib/input.h" #include "ps/Shapes.h" #include "ps/XML/Xeromyces.h" #include "scriptinterface/ScriptInterface.h" #include ERROR_TYPE(GUI, JSOpenFailed); extern const double SELECT_DBLCLICK_RATE; /** * Contains a list of values for new defaults to objects. */ struct SGUIStyle { std::map m_SettingsDefaults; }; class JSObject; // The GUI stores a JSObject*, so needs to know that JSObject exists class IGUIObject; class CGUISpriteInstance; struct SGUIText; struct CGUIColor; struct SGUIText; struct SGUIIcon; class CGUIString; class CGUISprite; struct SGUIImageEffects; struct SGUIScrollBarStyle; class GUITooltip; /** * The main object that represents a whole GUI page. * * No interfacial functions throws. */ class CGUI { NONCOPYABLE(CGUI); friend class IGUIObject; - friend class CInternalCGUIAccessorBase; private: // Private typedefs typedef IGUIObject *(*ConstructObjectFunction)(); public: CGUI(const shared_ptr& runtime); ~CGUI(); /** * Initializes the GUI, needs to be called before the GUI is used */ void Initialize(); /** * Performs processing that should happen every frame * (including sending the "Tick" event to scripts) */ void TickObjects(); /** * Sends a specified script event to every object * * @param EventName String representation of event name */ void SendEventToAll(const CStr& EventName); /** * Sends a specified script event to every object * * @param EventName String representation of event name * @param paramData JS::HandleValueArray storing the arguments passed to the event handler. */ void SendEventToAll(const CStr& EventName, JS::HandleValueArray paramData); /** * Displays the whole GUI */ void Draw(); /** * Draw GUI Sprite * * @param Sprite Object referring to the sprite (which also caches * calculations for faster rendering) * @param CellID Number of the icon cell to use. (Ignored if this sprite doesn't * have any images with "cell-size") * @param Z Drawing order, depth value * @param Rect Position and Size * @param Clipping The sprite shouldn't be drawn outside this rectangle */ void DrawSprite(const CGUISpriteInstance& Sprite, int CellID, const float& Z, const CRect& Rect, const CRect& Clipping = CRect()); /** * Draw a SGUIText object * * @param Text Text object. * @param DefaultColor Color used if no tag applied. * @param pos position * @param z z value. * @param clipping */ void DrawText(SGUIText& Text, const CGUIColor& DefaultColor, const CPos& pos, const float& z, const CRect& clipping); /** * Clean up, call this to clean up all memory allocated * within the GUI. */ void Destroy(); /** * The replacement of Process(), handles an SDL_Event_ * * @param ev SDL Event, like mouse/keyboard input */ InReaction HandleEvent(const SDL_Event_* ev); /** * Load a GUI XML file into the GUI. * * VERY IMPORTANT! All \-files must be read before * everything else! * * @param Filename Name of file * @param Paths Set of paths; all XML and JS files loaded will be added to this */ void LoadXmlFile(const VfsPath& Filename, boost::unordered_set& Paths); /** * Checks if object exists and return true or false accordingly * * @param Name String name of object * @return true if object exists */ bool ObjectExists(const CStr& Name) const; /** * Returns the GUI object with the desired name, or NULL * if no match is found, * * @param Name String name of object * @return Matching object, or NULL */ IGUIObject* FindObjectByName(const CStr& Name) const; /** * Returns the GUI object under the mouse, or NULL if none. */ IGUIObject* FindObjectUnderMouse() const; const SGUIScrollBarStyle* GetScrollBarStyle(const CStr& style) const; /** * The GUI needs to have all object types inputted and * their constructors. Also it needs to associate a type * by a string name of the type. * * To add a type: * @code * AddObjectType("button", &CButton::ConstructObject); * @endcode * * @param str Reference name of object type * @param pFunc Pointer of function ConstuctObject() in the object * * @see CGUI#ConstructObject() */ void AddObjectType(const CStr& str, ConstructObjectFunction pFunc) { m_ObjectTypes[str] = pFunc; } /** * Update Resolution, should be called every time the resolution * of the OpenGL screen has been changed, this is because it needs * to re-cache all its actual sizes * * Needs no input since screen resolution is global. * * @see IGUIObject#UpdateCachedSize() */ void UpdateResolution(); /** * Generate a SGUIText object from the inputted string. * The function will break down the string and its * tags to calculate exactly which rendering queries * will be sent to the Renderer. Also, horizontal alignment * is taken into acount in this method but NOT vertical alignment. * * Done through the CGUI since it can communicate with * * @param Text Text to generate SGUIText object from * @param Font Default font, notice both Default color and default font * can be changed by tags. * @param Width Width, 0 if no word-wrapping. * @param BufferZone space between text and edge, and space between text and images. * @param pObject Optional parameter for error output. Used *only* if error parsing fails, * and we need to be able to output which object the error occurred in to aid the user. */ SGUIText GenerateText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone, const IGUIObject* pObject = NULL); /** * Check if an icon exists */ bool IconExists(const CStr& str) const { return (m_Icons.count(str) != 0); } /** * Get Icon (a copy, can never be changed) */ SGUIIcon GetIcon(const CStr& str) const { return m_Icons.find(str)->second; } /** * Get pre-defined color (if it exists) * Returns false if it fails. */ bool GetPreDefinedColor(const CStr& name, CGUIColor& Output) const; shared_ptr GetScriptInterface() { return m_ScriptInterface; }; JS::Value GetGlobalObject() { return m_ScriptInterface->GetGlobalObject(); }; private: /** * Updates the object pointers, needs to be called each * time an object has been added or removed. * * This function is atomic, meaning if it throws anything, it will * have seen it through that nothing was ultimately changed. * * @throws PSERROR_GUI that is thrown from IGUIObject::AddToPointersMap(). */ void UpdateObjects(); /** * Adds an object to the GUI's object database * Private, since you can only add objects through * XML files. Why? Because it enables the GUI to * be much more encapsulated and safe. * * @throws Rethrows PSERROR_GUI from IGUIObject::AddChild(). */ void AddObject(IGUIObject* pObject); /** * You input the name of the object type, and let's * say you input "button", then it will construct a * CGUIObjet* as a CButton. * * @param str Name of object type * @return Newly constructed IGUIObject (but constructed as a subclass) */ IGUIObject* ConstructObject(const CStr& str); /** * Get Focused Object. */ IGUIObject* GetFocusedObject() { return m_FocusedObject; } public: /** * Change focus to new object. * Will send LOST_FOCUS/GOT_FOCUS messages as appropriate. * pObject can be NULL to remove all focus. */ void SetFocusedObject(IGUIObject* pObject); private: //-------------------------------------------------------- /** @name XML Reading Xeromyces specific subroutines * * These does not throw! * Because when reading in XML files, it won't be fatal * if an error occurs, perhaps one particular object * fails, but it'll still continue reading in the next. * All Error are reported with ReportParseError */ //-------------------------------------------------------- /* Xeromyces_* functions tree (ReadRootObjects) | +-