/* * 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 "Geometries.h" #include "../Graphics.h" struct SDL_Surface; class CGuiHandler; class CPicture; struct SDL_KeyboardEvent; struct SDL_TextInputEvent; struct SDL_TextEditingEvent; using boost::logic::tribool; // Defines a activate/deactive method class IActivatable { public: virtual void activate()=0; virtual void deactivate()=0; virtual ~IActivatable(){}; }; class IUpdateable { public: virtual void update()=0; virtual ~IUpdateable(){}; }; // 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(){}; }; class IShowActivatable : public IShowable, public IActivatable { public: //redraw parent flag - this int may be semi-transparent and require redraw of parent window enum {BLOCK_ADV_HOTKEYS = 2, REDRAW_PARENT=8}; int type; //bin flags using etype IShowActivatable(); virtual ~IShowActivatable(){}; }; enum class EIntObjMouseBtnType { LEFT, MIDDLE, RIGHT }; //typedef ui16 ActivityFlag; // Base UI element class CIntObject : public IShowActivatable //interface object { ui16 used;//change via addUsed() or delUsed //time handling int toNextTick; int timerDelay; std::map currentMouseState; void onTimer(int timePassed); //non-const versions of fields to allow changing them in CIntObject CIntObject *parent_m; //parent object ui16 active_m; protected: //activate or deactivate specific action (LCLICK, RCLICK...) void activate(ui16 what); void deactivate(ui16 what); public: /* * Functions and fields that supposed to be private but are not for now. * Don't use them unless you really know what they are for */ std::vector children; /* * Public interface */ /// 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(); void updateMouseState(EIntObjMouseBtnType btn, bool state) { currentMouseState[btn] = state; } bool mouseState(EIntObjMouseBtnType btn) const { return currentMouseState.count(btn) ? currentMouseState.at(btn) : false; } virtual void click(EIntObjMouseBtnType btn, tribool down, bool previousState); virtual void clickLeft(tribool down, bool previousState) {} virtual void clickRight(tribool down, bool previousState) {} virtual void clickMiddle(tribool down, bool previousState) {} //hover handling /*const*/ bool hovered; //for determining if object is hovered virtual void hover (bool on){} //keyboard handling bool captureAllKeys; //if true, only this object should get info about pressed keys virtual void keyPressed(const SDL_KeyboardEvent & key){} virtual bool captureThisEvent(const SDL_KeyboardEvent & key); //allows refining captureAllKeys against specific events (eg. don't capture ENTER) virtual void textInputed(const SDL_TextInputEvent & event){}; virtual void textEdited(const SDL_TextEditingEvent & event){}; //mouse movement handling bool strongInterest; //if true - report all mouse movements, if not - only when hovered virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent){} //time handling void setTimer(int msToTrigger);//set timer delay and activate timer if needed. virtual void tick(){} //mouse wheel virtual void wheelScrolled(bool down, bool in){} //double click virtual void onDoubleClick(){} // These are the arguments that can be used to determine what kind of input the CIntObject will receive enum {LCLICK=1, RCLICK=2, HOVER=4, MOVE=8, KEYBOARD=16, TIME=32, GENERAL=64, WHEEL=128, DOUBLECLICK=256, TEXTINPUT=512, MCLICK=1024, ALL=0xffff}; const ui16 & active; 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 void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal void enable(); //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() override; void deactivate() override; //called each frame to update screen void show(SDL_Surface * to) override; //called on complete redraw only void showAll(SDL_Surface * to) override; //request complete redraw of this object void redraw() 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); //delChild - not needed, use normal "delete child" instead //delChildNull - not needed, use "vstd::clear_pointer(child)" instead /* * Functions that should be used only by specific GUI elements. Don't use them unless you really know why they are here */ //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 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); friend class CGuiHandler; }; /// 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(); CKeyShortcut(int key); CKeyShortcut(std::set Keys); virtual void keyPressed(const SDL_KeyboardEvent & key) override; //call-in }; class WindowBase : public CIntObject { public: WindowBase(int used_ = 0, Point pos_ = Point()); protected: void close(); }; class IStatusBar { public: virtual ~IStatusBar(); /// 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; };