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CGUI.h
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/* Copyright (C) 2020 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 <http://www.gnu.org/licenses/>.
*/
/*
* 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 "gui/GUITooltip.h"
#include "gui/ObjectTypes/CGUIDummyObject.h"
#include "gui/SettingTypes/CGUIColor.h"
#include "gui/SGUIIcon.h"
#include "gui/SGUIStyle.h"
#include "lib/input.h"
#include "ps/Shapes.h"
#include "ps/XML/Xeromyces.h"
#include "scriptinterface/ScriptInterface.h"
#include <map>
#include <unordered_set>
#include <vector>
extern const double SELECT_DBLCLICK_RATE;
class CGUISpriteInstance;
class CGUISprite;
class IGUIObject;
struct SGUIImageEffects;
struct SGUIScrollBarStyle;
/**
* The main object that represents a whole GUI page.
*/
class CGUI
{
NONCOPYABLE(CGUI);
private:
// Private typedefs
using ConstructObjectFunction = IGUIObject* (*)(CGUI&);
public:
CGUI(const shared_ptr<ScriptRuntime>& runtime);
~CGUI();
/**
* Informs the GUI page which GUI object types may be constructed from XML.
*/
void AddObjectTypes();
/**
* 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, const 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());
/**
* 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.
*
* <b>VERY IMPORTANT!</b> All \<styles\>-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, std::unordered_set<VfsPath>& Paths);
/**
* Called after all XML files linked in the page file were loaded.
*/
void LoadedXmlFiles();
/**
* Allows the JS side to modify the hotkey setting assigned to a GUI object.
*/
void SetObjectHotkey(IGUIObject* pObject, const CStr& hotkeyTag);
void UnsetObjectHotkey(IGUIObject* pObject, const CStr& hotkeyTag);
/**
* Allows the JS side to add or remove global hotkeys.
*/
void SetGlobalHotkey(const CStr& hotkeyTag, JS::HandleValue function);
void UnsetGlobalHotkey(const CStr& hotkeyTag);
/**
* Return the object which is an ancestor of every other GUI object.
*/
CGUIDummyObject& GetBaseObject() { return m_BaseObject; };
/**
* 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 nullptr
* if no match is found,
*
* @param Name String name of object
* @return Matching object, or nullptr
*/
IGUIObject* FindObjectByName(const CStr& Name) const;
/**
* Returns the GUI object under the mouse, or nullptr if none.
*/
IGUIObject* FindObjectUnderMouse();
/**
* Returns the current screen coordinates of the cursor.
*/
const CPos& GetMousePos() const { return m_MousePos; };
/**
* Returns the currently pressed mouse buttons.
*/
const unsigned int& GetMouseButtons() { return m_MouseButtons; };
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();
/**
* Check if an icon exists
*/
bool HasIcon(const CStr& name) const { return (m_Icons.find(name) != m_Icons.end()); }
/**
* Get Icon (a const reference, can never be changed)
*/
const SGUIIcon& GetIcon(const CStr& name) const { return m_Icons.at(name); }
/**
* Check if a style exists
*/
bool HasStyle(const CStr& name) const { return (m_Styles.find(name) != m_Styles.end()); }
/**
* Get Style if it exists, otherwise throws an exception.
*/
const SGUIStyle& GetStyle(const CStr& name) const { return m_Styles.at(name); }
/**
* Check if a predefined color of that name exists.
*/
bool HasPreDefinedColor(const CStr& name) const { return (m_PreDefinedColors.find(name) != m_PreDefinedColors.end()); }
/**
* Resolve the predefined color if it exists, otherwise throws an exception.
*/
const CGUIColor& GetPreDefinedColor(const CStr& name) const { return m_PreDefinedColors.at(name); }
shared_ptr<ScriptInterface> GetScriptInterface() { return m_ScriptInterface; };
JS::Value GetGlobalObject() { return m_ScriptInterface->GetGlobalObject(); };
private:
/**
* The CGUI takes ownership of the child object and links the parent with the child.
* Returns false on failure to take over ownership of the child object.
*/
bool AddObject(IGUIObject& parent, IGUIObject& child);
/**
* 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);
public:
/**
* Get Focused Object.
*/
IGUIObject* GetFocusedObject() { return m_FocusedObject; }
/**
* Change focus to new object.
* Will send LOST_FOCUS/GOT_FOCUS messages as appropriate.
* pObject can be nullptr to remove all focus.
*/
void SetFocusedObject(IGUIObject* pObject);
/**
* Reads a string value and modifies the given value of type T if successful.
* Does not change the value upon conversion failure.
*
* @param pGUI The GUI page which may contain data relevant to the parsing
* (for example predefined colors).
* @param Value The value in string form, like "0 0 100% 100%"
* @param tOutput Parsed value of type T
* @return True at success.
*/
template <typename T>
static bool ParseString(const CGUI* pGUI, const CStrW& Value, T& tOutput);
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
<objects> (ReadRootObjects)
|
+-<script> (ReadScript)
|
+-<object> (ReadObject)
|
+-<action>
|
+-Optional Type Extensions (IGUIObject::ReadExtendedElement) TODO
|
+-<<object>> *recursive*
<styles> (ReadRootStyles)
|
+-<style> (ReadStyle)
<sprites> (ReadRootSprites)
|
+-<sprite> (ReadSprite)
|
+-<image> (ReadImage)
<setup> (ReadRootSetup)
|
+-<tooltip> (ReadToolTip)
|
+-<scrollbar> (ReadScrollBar)
|
+-<icon> (ReadIcon)
|
+-<color> (ReadColor)
*/
//@{
// Read Roots
/**
* Reads in the root element \<objects\> (the DOMElement).
*
* @param Element The Xeromyces object that represents
* the objects-tag.
* @param pFile The Xeromyces object for the file being read
* @param Paths Collects the set of all XML/JS files that are loaded
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadRootObjects(XMBElement Element, CXeromyces* pFile, std::unordered_set<VfsPath>& Paths);
/**
* Reads in the root element \<sprites\> (the DOMElement).
*
* @param Element The Xeromyces object that represents
* the sprites-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadRootSprites(XMBElement Element, CXeromyces* pFile);
/**
* Reads in the root element \<styles\> (the DOMElement).
*
* @param Element The Xeromyces object that represents
* the styles-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadRootStyles(XMBElement Element, CXeromyces* pFile);
/**
* Reads in the root element \<setup\> (the DOMElement).
*
* @param Element The Xeromyces object that represents
* the setup-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadRootSetup(XMBElement Element, CXeromyces* pFile);
// Read Subs
/**
* Notice! Recursive function!
*
* Read in an \<object\> (the XMBElement) and stores it
* as a child in the pParent.
*
* It will also check the object's children and call this function
* on them too. Also it will call all other functions that reads
* in other stuff that can be found within an object. Check the
* tree in the beginning of this class' Xeromyces_* section.
*
* @param Element The Xeromyces object that represents
* the object-tag.
* @param pFile The Xeromyces object for the file being read
* @param pParent Parent to add this object as child in.
* @param NameSubst A set of substitution strings that will be
* applied to all object names within this object.
* @param Paths Output set of file paths that this GUI object
* relies on.
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObject* pParent, std::vector<std::pair<CStr, CStr> >& NameSubst, std::unordered_set<VfsPath>& Paths, u32 nesting_depth);
/**
* Reads in the element \<repeat\>, which repeats its child \<object\>s
* 'count' times, replacing the string "[n]" (or the value of the attribute
* 'var' enclosed in square brackets) in its descendants' names with "[0]",
* "[1]", etc.
*/
void Xeromyces_ReadRepeat(XMBElement Element, CXeromyces* pFile, IGUIObject* pParent, std::vector<std::pair<CStr, CStr> >& NameSubst, std::unordered_set<VfsPath>& Paths, u32 nesting_depth);
/**
* Reads in the element \<script\> (the XMBElement) and executes
* the script's code.
*
* @param Element The Xeromyces object that represents
* the script-tag.
* @param pFile The Xeromyces object for the file being read
* @param Paths Output set of file paths that this script is loaded from.
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadScript(XMBElement Element, CXeromyces* pFile, std::unordered_set<VfsPath>& Paths);
/**
* Reads in the element \<sprite\> (the XMBElement) and stores the
* result in a new CGUISprite.
*
* @param Element The Xeromyces object that represents
* the sprite-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadSprite(XMBElement Element, CXeromyces* pFile);
/**
* Reads in the element \<image\> (the XMBElement) and stores the
* result within the CGUISprite.
*
* @param Element The Xeromyces object that represents
* the image-tag.
* @param pFile The Xeromyces object for the file being read
* @param parent Parent sprite.
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadImage(XMBElement Element, CXeromyces* pFile, CGUISprite& parent);
/**
* Reads in the element \<effect\> (the XMBElement) and stores the
* result within the SGUIImageEffects.
*
* @param Element The Xeromyces object that represents
* the image-tag.
* @param pFile The Xeromyces object for the file being read
* @param effects Effects object to add this effect to.
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadEffects(XMBElement Element, CXeromyces* pFile, SGUIImageEffects& effects);
/**
* Reads in the element \<style\> (the XMBElement) and stores the
* result in m_Styles.
*
* @param Element The Xeromyces object that represents
* the style-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadStyle(XMBElement Element, CXeromyces* pFile);
/**
* Reads in the element \<scrollbar\> (the XMBElement) and stores the
* result in m_ScrollBarStyles.
*
* @param Element The Xeromyces object that represents
* the scrollbar-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadScrollBarStyle(XMBElement Element, CXeromyces* pFile);
/**
* Reads in the element \<icon\> (the XMBElement) and stores the
* result in m_Icons.
*
* @param Element The Xeromyces object that represents
* the scrollbar-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadIcon(XMBElement Element, CXeromyces* pFile);
/**
* Reads in the element \<tooltip\> (the XMBElement) and stores the
* result as an object with the name __tooltip_#.
*
* @param Element The Xeromyces object that represents
* the scrollbar-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadTooltip(XMBElement Element, CXeromyces* pFile);
/**
* Reads in the element \<color\> (the XMBElement) and stores the
* result in m_PreDefinedColors
*
* @param Element The Xeromyces object that represents
* the scrollbar-tag.
* @param pFile The Xeromyces object for the file being read
*
* @see LoadXmlFile()
*/
void Xeromyces_ReadColor(XMBElement Element, CXeromyces* pFile);
//@}
private:
// Variables
//--------------------------------------------------------
/** @name Miscellaneous */
//--------------------------------------------------------
//@{
shared_ptr<ScriptInterface> m_ScriptInterface;
/**
* don't want to pass this around with the
* ChooseMouseOverAndClosest broadcast -
* we'd need to pack this and pNearest in a struct
*/
CPos m_MousePos;
/**
* Indicates which buttons are pressed (bit 0 = LMB,
* bit 1 = RMB, bit 2 = MMB)
*/
unsigned int m_MouseButtons;
// Tooltip
GUITooltip m_Tooltip;
//@}
//--------------------------------------------------------
/** @name Objects */
//--------------------------------------------------------
//@{
/**
* Base Object, all its children are considered parentless
* because this is not a real object per se.
*/
CGUIDummyObject m_BaseObject;
/**
* Focused object!
* Say an input box that is selected. That one is focused.
* There can only be one focused object.
*/
IGUIObject* m_FocusedObject;
/**
* Just pointers for fast name access, each object
* is really constructed within its parent for easy
* recursive management.
* Notice m_BaseObject won't belong here since it's
* not considered a real object.
*/
map_pObjects m_pAllObjects;
/**
* Number of object that has been given name automatically.
* the name given will be '__internal(#)', the number (#)
* being this variable. When an object's name has been set
* as followed, the value will increment.
*/
int m_InternalNameNumber;
/**
* Function pointers to functions that constructs
* IGUIObjects by name... For instance m_ObjectTypes["button"]
* is filled with a function that will "return new CButton();"
*/
std::map<CStr, ConstructObjectFunction> m_ObjectTypes;
/**
* Map from hotkey names to objects that listen to the hotkey.
* (This is an optimisation to avoid recursing over the whole GUI
* tree every time a hotkey is pressed).
*/
std::map<CStr, std::vector<IGUIObject*> > m_HotkeyObjects;
/**
* Map from hotkey names to functions that are triggered if the hotkey is pressed.
* Contrary to object hotkeys, this allows for only one global function per hotkey name.
*/
std::map<CStr, JS::PersistentRootedValue> m_GlobalHotkeys;
/**
* XML and JS can subscribe handlers to events identified by these names.
* Store in static const members to avoid string copies, gain compile errors when misspelling and
* to allow reuse in other classes.
*/
static const CStr EventNameLoad;
static const CStr EventNameTick;
static const CStr EventNamePress;
static const CStr EventNameRelease;
static const CStr EventNameMouseRightPress;
static const CStr EventNameMouseLeftPress;
static const CStr EventNameMouseWheelDown;
static const CStr EventNameMouseWheelUp;
static const CStr EventNameMouseLeftDoubleClick;
static const CStr EventNameMouseLeftRelease;
static const CStr EventNameMouseRightDoubleClick;
static const CStr EventNameMouseRightRelease;
//--------------------------------------------------------
// Databases
// These are loaded from XML files and marked as noncopyable and const to
// rule out unintentional modification and copy, especially during Draw calls.
//--------------------------------------------------------
// Colors
std::map<CStr, const CGUIColor> m_PreDefinedColors;
// Sprites
std::map<CStr, const CGUISprite*> m_Sprites;
// Styles
std::map<CStr, const SGUIStyle> m_Styles;
// Scroll-bar styles
std::map<CStr, const SGUIScrollBarStyle> m_ScrollBarStyles;
// Icons
std::map<CStr, const SGUIIcon> m_Icons;
};
#endif // INCLUDED_CGUI