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/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
GUI Object - List [box]
--Overview--
GUI Object for creating lists of information, wherein one
of the elements can be selected. A scroll-bar will aid
when there's too much information to be displayed at once.
--More info--
Check GUI.h
*/
#ifndef INCLUDED_CLIST
#define INCLUDED_CLIST
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "IGUIScrollBar.h"
//--------------------------------------------------------
// Macros
//--------------------------------------------------------
//--------------------------------------------------------
// Types
//--------------------------------------------------------
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
/**
* Create a list of elements, where one can be selected
* by the user. The control will use a pre-processed
* text-object for each element, which will be managed
* by the IGUITextOwner structure.
*
* A scroll-bar will appear when needed. This will be
* achieve with the IGUIScrollBarOwner structure.
*
*/
class CList : public IGUIScrollBarOwner, public IGUITextOwner
{
GUI_OBJECT(CList)
public:
CList();
virtual ~CList();
/**
* @see IGUIObject#ResetStates()
*/
virtual void ResetStates() { IGUIScrollBarOwner::ResetStates(); }
/**
* Adds an item last to the list.
*/
virtual void AddItem(const CStrW& str, const CStrW& data);
protected:
/**
* Sets up text, should be called every time changes has been
* made that can change the visual.
*/
virtual void SetupText();
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage &Message);
/**
* Handle events manually to catch keyboard inputting.
*/
virtual InReaction ManuallyHandleEvent(const SDL_Event_* ev);
/**
* Draws the List box
*/
virtual void Draw();
/**
* Easy select elements functions
*/
virtual void SelectNextElement();
virtual void SelectPrevElement();
virtual void SelectFirstElement();
virtual void SelectLastElement();
/**
* Handle the \<item\> tag.
*/
virtual bool HandleAdditionalChildren(const XMBElement& child, CXeromyces* pFile);
// Called every time the auto-scrolling should be checked.
void UpdateAutoScroll();
// Extended drawing interface, this is so that classes built on the this one
// can use other sprite names.
virtual void DrawList(const int &selected, const CStr& _sprite,
const CStr& _sprite_selected, const CStr& _textcolor);
// Get the area of the list. This is so that it can easily be changed, like in CDropDown
// where the area is not equal to m_CachedActualSize.
virtual CRect GetListRect() const { return m_CachedActualSize; }
// Returns whether SetupText() has run since the last message was received
// (and thus whether list items have possibly changed).
virtual bool GetModified() const { return m_Modified; }
// List of items.
//CGUIList m_List;
/**
* List of each element's relative y position. Will be
* one larger than m_Items, because it will end with the
* bottom of the last element. First element will always
* be zero, but still stored for easy handling.
*/
std::vector<float> m_ItemsYPositions;
private:
// Whether the list's items have been modified since last handling a message.
bool m_Modified;
};
#endif
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