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6db3c5bc7e
* Save game screen and returning to main menu will work if game was started with --start option * GUI controls can selectively capture keyboard events. CTextInput won't capture Enter. Fixes #654.
210 lines
7.3 KiB
C++
210 lines
7.3 KiB
C++
#pragma once
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#include <SDL_events.h>
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#include "Geometries.h"
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#include "../FontBase.h"
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struct SDL_Surface;
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/*
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* CIntObject.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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using boost::logic::tribool;
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// Defines a activate/deactive method
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class IActivatable
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{
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public:
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virtual void activate()=0;
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virtual void deactivate()=0;
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virtual ~IActivatable(){}; //d-tor
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};
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class IUpdateable
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{
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public:
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virtual void update()=0;
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virtual ~IUpdateable(){}; //d-tor
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};
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// Defines a show method
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class IShowable
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{
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public:
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virtual void redraw()=0;
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virtual void show(SDL_Surface * to) = 0;
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virtual void showAll(SDL_Surface * to)
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{
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show(to);
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}
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virtual ~IShowable(){}; //d-tor
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};
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class IShowActivatable : public IShowable, public IActivatable
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{
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public:
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//redraw parent flag - this int may be semi-transparent and require redraw of parent window
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enum {WITH_GARRISON = 1, BLOCK_ADV_HOTKEYS = 2, WITH_ARTIFACTS = 4, REDRAW_PARENT=8};
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int type; //bin flags using etype
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IShowActivatable();
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virtual ~IShowActivatable(){}; //d-tor
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};
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// Status bar interface
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class IStatusBar
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{
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public:
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virtual ~IStatusBar(){}; //d-tor
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virtual void print(const std::string & text)=0; //prints text and refreshes statusbar
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virtual void clear()=0;//clears statusbar and refreshes
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virtual void show(SDL_Surface * to)=0; //shows statusbar (with current text)
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virtual std::string getCurrent()=0; //returns currently displayed text
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};
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// Base UI element
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class CIntObject : public IShowActivatable //interface object
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{
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public:
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CIntObject *parent; //parent object
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std::vector<CIntObject *> children;
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Rect pos, //position of object on the screen
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posRelative; //position of object in the parent (not used if no parent)
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CIntObject();
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virtual ~CIntObject(); //d-tor
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//l-clicks handling
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bool pressedL; //for determining if object is L-pressed
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void activateLClick();
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void deactivateLClick();
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virtual void clickLeft(tribool down, bool previousState);
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//r-clicks handling
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bool pressedR; //for determining if object is R-pressed
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void activateRClick();
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void deactivateRClick();
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virtual void clickRight(tribool down, bool previousState);
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//hover handling
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bool hovered; //for determining if object is hovered
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void activateHover();
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void deactivateHover();
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virtual void hover (bool on);
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//keyboard handling
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bool captureAllKeys; //if true, only this object should get info about pressed keys
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void activateKeys();
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void deactivateKeys();
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virtual void keyPressed(const SDL_KeyboardEvent & key);
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virtual bool captureThisEvent(const SDL_KeyboardEvent & key); //allows refining captureAllKeys against specific events (eg. don't capture ENTER)
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//mouse movement handling
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bool strongInterest; //if true - report all mouse movements, if not - only when hovered
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void activateMouseMove();
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void deactivateMouseMove();
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virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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//time handling
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int toNextTick;
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void activateTimer();
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void deactivateTimer();
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virtual void tick();
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//mouse wheel
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void activateWheel();
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void deactivateWheel();
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virtual void wheelScrolled(bool down, bool in);
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//double click
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void activateDClick();
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void deactivateDClick();
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virtual void onDoubleClick();
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enum {LCLICK=1, RCLICK=2, HOVER=4, MOVE=8, KEYBOARD=16, TIME=32, GENERAL=64, WHEEL=128, DOUBLECLICK=256, ALL=0xffff};
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ui16 active;
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ui16 used;
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enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32};
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ui8 defActions; //which calls will be tried to be redirected to children
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ui8 recActions; //which calls we allow te receive from parent
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enum EAlignment {TOPLEFT, CENTER, BOTTOMRIGHT};
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void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal
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void enable(bool activation = true); //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
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// activate or deactivate object. Inactive object won't receive any input events (keyboard\mouse)
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// usually used automatically by parent
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void activate();
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void deactivate();
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//activate or deactivate specific action (LCLICK, RCLICK...)
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void activate(ui16 what);
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void deactivate(ui16 what);
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//called each frame to update screen
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void show(SDL_Surface * to);
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//called on complete redraw only
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void showAll(SDL_Surface * to);
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//request complete redraw
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void redraw();
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void drawBorderLoc(SDL_Surface * sur, const Rect &r, const int3 &color);
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//functions for printing text. Use CLabel where possible instead
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void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
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void printToLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
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void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
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void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color color, SDL_Surface * dst);
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void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charsPerLine, SDL_Color color, SDL_Surface * dst);
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//image blitting. If possible use CPicture or CAnimImage instead
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void blitAtLoc(SDL_Surface * src, int x, int y, SDL_Surface * dst);
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void blitAtLoc(SDL_Surface * src, const Point &p, SDL_Surface * dst);
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bool isItInLoc(const SDL_Rect &rect, int x, int y);
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bool isItInLoc(const SDL_Rect &rect, const Point &p);
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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
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const Rect & center(const Point &p, bool propagate = true); //moves object so that point p will be in its center
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const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position
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void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen
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void moveBy(const Point &p, bool propagate = true);
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void moveTo(const Point &p, bool propagate = true);//move this to new position, coordinates are absolute (0,0 is topleft screen corner)
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void changeUsedEvents(ui16 what, bool enable, bool adjust = true);
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//add child without parent to this. Use CGuiHandler::moveChild() if child already have parent
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void addChild(CIntObject *child, bool adjustPosition = false);
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//remove child from this without deleting
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void removeChild(CIntObject *child, bool adjustPosition = false);
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void delChild(CIntObject *child); //removes from children list, deletes
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template <typename T> void delChildNUll(T *&child, bool deactivateIfNeeded = false) //removes from children list, deletes and sets pointer to NULL
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{
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if(!child)
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return;
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if(deactivateIfNeeded && child->active)
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child->deactivate();
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delChild(child);
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child = NULL;
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}
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};
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/// Class for binding keys to left mouse button clicks
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/// Classes wanting use it should have it as one of their base classes
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class CKeyShortcut : public virtual CIntObject
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{
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public:
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std::set<int> assignedKeys;
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CKeyShortcut(){}; //c-tor
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CKeyShortcut(int key){assignedKeys.insert(key);}; //c-tor
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CKeyShortcut(std::set<int> Keys):assignedKeys(Keys){}; //c-tor
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virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
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}; |