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vcmi/client/gui/CIntObject.h
Ivan Savenko ee7a573cb8 Refactoring of SDL API usage:
- Rect no longer inherits from SDL_Rect
- renamed vcmi functions that used SDL naming format
- moved all functions in SDL_Extensions file into CSDL_Ext namespace
- SDL_Rect is now used only by SDL_Extensions, all other code uses Rect
2023-01-20 16:11:43 +02:00

239 lines
8.1 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 "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<EIntObjMouseBtnType, bool> 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<CIntObject *> 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<int> assignedKeys;
CKeyShortcut();
CKeyShortcut(int key);
CKeyShortcut(std::set<int> 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;
};