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vcmi/client/gui/CIntObject.h
Laserlicht 0b0082eebc
format
2023-10-22 00:22:49 +02:00

192 lines
5.7 KiB
C++

/*
* 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;
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<CIntObject *> 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:
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){};
};