#pragma once #include #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 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!) void defActivate(); void defDeactivate(); void activate(); void deactivate(); void activate(ui16 what); void deactivate(ui16 what); void show(SDL_Surface * to); void showAll(SDL_Surface * to); void redraw(); void drawBorderLoc(SDL_Surface * sur, const Rect &r, const int3 &color); void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst); void printToLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst); void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst); void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color kolor, SDL_Surface * dst); void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor, SDL_Surface * dst); 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); void changeUsedEvents(ui16 what, bool enable, bool adjust = true); void addChild(CIntObject *child, bool adjustPosition = false); void removeChild(CIntObject *child, bool adjustPosition = false); void delChild(CIntObject *child); //removes from children list, deletes template 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 assignedKeys; CKeyShortcut(){}; //c-tor CKeyShortcut(int key){assignedKeys.insert(key);}; //c-tor CKeyShortcut(std::set Keys):assignedKeys(Keys){}; //c-tor virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in };