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vcmi/client/UIFramework/CIntObject.h
beegee1 2f5d6f2684 * CHexField renamed to CBattleHex
* CHexFieldControl renamed to CClickableHex
* CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h
* Removed unused project files
* Added VCMI_client filters file for VS 2010
* Gathered common parts of StdInc.h in Global.h
* Boost.Spirit has been included in PCH for ERM project
* StopWatch renamed to CStopWatch
* GuiBase.cpp split up in UIFramework/...
2011-12-17 18:59:59 +00:00

135 lines
5.0 KiB
C++

#pragma once
#include <SDL_events.h>
#include "IShowActivatable.h"
#include "SRect.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;
// Base UI element
class CIntObject : public IShowActivatable //interface object
{
public:
CIntObject *parent; //parent object
std::vector<CIntObject *> children;
SRect 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 SRect &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 SPoint &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 SPoint &p, SDL_Surface * dst);
bool isItInLoc(const SDL_Rect &rect, int x, int y);
bool isItInLoc(const SDL_Rect &rect, const SPoint &p);
const SRect & center(const SRect &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 SRect & center(const SPoint &p, bool propagate = true); //moves object so that point p will be in its center
const SRect & 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 SPoint &p, bool propagate = true);
void moveTo(const SPoint &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 <typename T> 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;
}
};