/* * 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 * */ #pragma once #include "EventsReceiver.h" #include "../../lib/Rect.h" #include "../../lib/Color.h" #include "../../lib/GameConstants.h" class CGuiHandler; class CPicture; class Canvas; VCMI_LIB_NAMESPACE_BEGIN class CArmedInstance; VCMI_LIB_NAMESPACE_END class IUpdateable { public: virtual void update()=0; virtual ~IUpdateable() = default; }; class IShowActivatable { public: virtual void activate()=0; virtual void deactivate()=0; virtual void redraw()=0; virtual void show(Canvas & to) = 0; virtual void showAll(Canvas & to) = 0; virtual bool isPopupWindow() const = 0; virtual void onScreenResize() = 0; virtual ~IShowActivatable() = default; }; // Base UI element class CIntObject : public IShowActivatable, public AEventsReceiver //interface object { ui16 used; //non-const versions of fields to allow changing them in CIntObject CIntObject *parent_m; //parent object bool inputEnabled; bool redrawParent; public: std::vector children; /// read-only parent access. May not be a "clean" solution but allows some compatibility CIntObject * const & parent; /// position of object on the screen. Please do not modify this anywhere but in constructor - use moveBy\moveTo instead /*const*/ Rect pos; CIntObject(int used=0, Point offset=Point()); virtual ~CIntObject(); bool captureThisKey(EShortcut key) override; void addUsedEvents(ui16 newActions); void removeUsedEvents(ui16 newActions); 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 to receive from parent /// deactivates if needed, blocks all automatic activity, allows only disposal void disable(); /// activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!) void enable(); /// deactivates or activates UI element based on flag void setEnabled(bool on); /// Block (or allow) all user input, e.g. mouse/keyboard/touch without hiding element void setInputEnabled(bool on); /// Mark this input as one that requires parent redraw on update, /// for example if current control might have semi-transparent elements and requires redrawing of background void setRedrawParent(bool on); // activate or deactivate object. Inactive object won't receive any input events (keyboard\mouse) // usually used automatically by parent void activate() override; void deactivate() override; //called each frame to update screen void show(Canvas & to) override; //called on complete redraw only void showAll(Canvas & to) override; //request complete redraw of this object void redraw() override; /// returns true if this element is a popup window /// called only for windows bool isPopupWindow() const override; /// called only for windows whenever screen size changes /// default behavior is to re-center, can be overriden void onScreenResize() override; /// returns true if UI elements wants to handle event of specific type (LCLICK, SHOW_POPUP ...) /// by default, usedEvents inside UI elements are always handled bool receiveEvent(const Point & position, int eventType) const override; const Rect & getPosition() const override; 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 addChild(CIntObject *child, bool adjustPosition = false); void removeChild(CIntObject *child, bool adjustPosition = false); }; /// 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 { bool shortcutPressed; public: EShortcut assignedKey; CKeyShortcut(); CKeyShortcut(EShortcut key); void keyPressed(EShortcut key) override; void keyReleased(EShortcut key) override; }; class WindowBase : public CIntObject { public: WindowBase(int used_ = 0, Point pos_ = Point()); protected: virtual void close(); }; class IGarrisonHolder { public: bool holdsGarrisons(std::vector armies) { for (auto const * army : armies) if (holdsGarrison(army)) return true; return false; } virtual bool holdsGarrison(const CArmedInstance * army) = 0; virtual void updateGarrisons() = 0; }; class ITownHolder { public: virtual void buildChanged() = 0; }; class IStatusBar { public: virtual ~IStatusBar() = default; /// set current text for the status bar virtual void write(const std::string & text) = 0; /// remove any current text from the status bar virtual void clear() = 0; /// remove text from status bar if current text matches tested text virtual void clearIfMatching(const std::string & testedText) = 0; /// enables mode for entering text instead of showing hover text virtual void setEnteringMode(bool on) = 0; /// overrides hover text from controls with text entered into in-game console (for chat/cheats) virtual void setEnteredText(const std::string & text) = 0; }; class EmptyStatusBar : public IStatusBar { virtual void write(const std::string & text){}; virtual void clear(){}; virtual void clearIfMatching(const std::string & testedText){}; virtual void setEnteringMode(bool on){}; virtual void setEnteredText(const std::string & text){}; };