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