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/* Copyright (C) 2014 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 util
--Overview--
Contains help class GUI<>, which gives us templated
parameter to all functions within GUI.
--More info--
Check GUI.h
*/
#ifndef INCLUDED_GUIUTIL
#define INCLUDED_GUIUTIL
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "GUIbase.h"
// TODO Gee: New
#include "ps/Overlay.h"
#include "CGUI.h"
#include "CGUISprite.h"
#include "IGUIObject.h"
//--------------------------------------------------------
// Help Classes/Structs for the GUI
//--------------------------------------------------------
class CClientArea;
class CGUIString;
class CMatrix3D;
template <typename T>
bool __ParseString(const CStrW& Value, T &tOutput);
// Model-view-projection matrix with (0,0) in top-left of screen
CMatrix3D GetDefaultGuiMatrix();
//--------------------------------------------------------
// Forward declarations
//--------------------------------------------------------
struct SGUIMessage;
/**
* Base class to only the class GUI. This superclass is
* kind of a templateless extention of the class GUI.
* Used for other functions to friend with, because it
* can't friend with GUI since it's templated (at least
* not on all compilers we're using).
*/
class CInternalCGUIAccessorBase
{
protected:
/// Get object pointer
static IGUIObject * GetObjectPointer(CGUI &GUIinstance, const CStr& Object);
/// const version
static const IGUIObject * GetObjectPointer(const CGUI &GUIinstance, const CStr& Object);
/// Wrapper for ResetStates
static void QueryResetting(IGUIObject *pObject);
static void HandleMessage(IGUIObject *pObject, SGUIMessage &message);
};
#ifndef NDEBUG
// Used to ensure type-safety, sort of
template<typename T> void CheckType(const IGUIObject* obj, const CStr& setting);
#endif
/**
* Includes static functions that needs one template
* argument.
*
* int is only to please functions that doesn't even use T
* and are only within this class because it's convenient
*/
template <typename T=int>
class GUI : public CInternalCGUIAccessorBase
{
// Private functions further ahead
friend class CGUI;
friend class IGUIObject;
friend class CInternalCGUIAccessorBase;
public:
// Like GetSetting (below), but doesn't make a copy of the value
// (so it can be modified later)
static PSRETURN GetSettingPointer(const IGUIObject *pObject, const CStr& Setting, T* &Value);
/**
* Retrieves a setting by name from object pointer
*
* @param pObject Object pointer
* @param Setting Setting by name
* @param Value Stores value here, note type T!
*/
static PSRETURN GetSetting(const IGUIObject *pObject, const CStr& Setting, T &Value);
/**
* Sets a value by name using a real datatype as input.
*
* This is the official way of setting a setting, no other
* way should only cautiously be used!
*
* @param pObject Object pointer
* @param Setting Setting by name
* @param Value Sets value to this, note type T!
* @param SkipMessage Does not send a GUIM_SETTINGS_UPDATED if true
*/
static PSRETURN SetSetting(IGUIObject *pObject, const CStr& Setting,
const T &Value, const bool &SkipMessage=false);
/**
* Retrieves a setting by settings name and object name
*
* @param GUIinstance GUI Object const ref
* @param Object Object name
* @param Setting Setting by name
* @param Value Stores value here, note type T!
*/
static PSRETURN GetSetting(
const CGUI &GUIinstance, const CStr& Object,
const CStr& Setting, T &Value)
{
if (!GUIinstance.ObjectExists(Object))
return PSRETURN_GUI_NullObjectProvided;
// Retrieve pointer and call sibling function
const IGUIObject *pObject = GetObjectPointer(GUIinstance, Object);
return GetSetting(pObject, Setting, Value);
}
/**
* Sets a value by setting and object name using a real
* datatype as input
*
* This is just a wrapper so that we can type the object name
* and not input the actual pointer.
*
* @param GUIinstance GUI Object, reference since we'll be changing values
* @param Object Object name
* @param Setting Setting by name
* @param Value Sets value to this, note type T!
* @param SkipMessage Does not send a GUIM_SETTINGS_UPDATED if true
*/
static PSRETURN SetSetting(
CGUI &GUIinstance, const CStr& Object,
const CStr& Setting, const T &Value,
const bool& SkipMessage=false)
{
if (!GUIinstance.ObjectExists(Object))
return PSRETURN_GUI_NullObjectProvided;
// Retrieve pointer and call sibling function
// Important, we don't want to use this T, we want
// to use the standard T, since that will be the
// one with the friend relationship
IGUIObject *pObject = GetObjectPointer(GUIinstance, Object);
return SetSetting(pObject, Setting, Value, SkipMessage);
}
/**
* This will return the value of the first sprite if it's not null,
* if it is null, it will return the value of the second sprite, if
* that one is null, then null it is.
*
* @param prim Primary sprite that should be used
* @param sec Secondary sprite if Primary should fail
* @return Resulting string
*/
static const CGUISpriteInstance& FallBackSprite(
const CGUISpriteInstance& prim,
const CGUISpriteInstance& sec)
{
return (prim.IsEmpty() ? sec : prim);
}
/**
* Same principle as FallBackSprite
*
* @param prim Primary color that should be used
* @param sec Secondary color if Primary should fail
* @return Resulting color
* @see FallBackSprite
*/
static CColor FallBackColor(const CColor &prim, const CColor &sec)
{
// CColor() == null.
return ((prim!=CColor())?(prim):(sec));
}
/**
* Sets a value by setting and object name using a real
* datatype as input.
*
* This is just a wrapper for __ParseString() which really
* works the magic.
*
* @param Value The value in string form, like "0 0 100% 100%"
* @param tOutput Parsed value of type T
* @return True at success.
*
* @see __ParseString()
*/
static bool ParseString(const CStrW& Value, T &tOutput)
{
return __ParseString<T>(Value, tOutput);
}
static bool ParseColor(const CStrW& Value, CColor &tOutput, int DefaultAlpha);
private:
// templated typedef of function pointer
typedef void (IGUIObject::*void_Object_pFunction_argT)(const T &arg);
typedef void (IGUIObject::*void_Object_pFunction_argRefT)(T &arg);
typedef void (IGUIObject::*void_Object_pFunction)();
/**
* If you want to call a IGUIObject-function
* on not just an object, but also on ALL of their children
* you want to use this recursion system.
* It recurses an object calling a function on itself
* and all children (and so forth).
*
* <b>Restrictions:</b>\n
* You can also set restrictions, so that if the recursion
* reaches an objects with certain setup, it just doesn't
* call the function on the object, nor it's children for
* that matter. i.e. it cuts that object off from the
* recursion tree. What setups that can cause restrictions
* are hardcoded and specific. Check out the defines
* GUIRR_* for all different setups.
*
* Error reports are either logged or thrown out of RecurseObject.
* Always use it with try/catch!
*
* @param RR Recurse Restrictions, set to 0 if no restrictions
* @param pObject Top object, this is where the iteration starts
* @param pFunc Function to recurse
* @param Argument Argument for pFunc of type T
* @throws PSERROR Depends on what pFunc might throw. PSERROR is standard.
* Itself doesn't throw anything.
*/
static void RecurseObject(int RR, IGUIObject *pObject, void_Object_pFunction_argT pFunc, const T &Argument)
{
// TODO Gee: Don't run this for the base object.
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)(Argument);
// Iterate children
vector_pObjects::iterator it;
for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
{
RecurseObject(RR, *it, pFunc, Argument);
}
}
/**
* Argument is reference.
*
* @see RecurseObject()
*/
static void RecurseObject(int RR, IGUIObject *pObject, void_Object_pFunction_argRefT pFunc, T &Argument)
{
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)(Argument);
// Iterate children
vector_pObjects::iterator it;
for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
{
RecurseObject(RR, *it, pFunc, Argument);
}
}
/**
* With no argument.
*
* @see RecurseObject()
*/
static void RecurseObject(int RR, IGUIObject *pObject, void_Object_pFunction pFunc)
{
if (CheckIfRestricted(RR, pObject))
return;
(pObject->*pFunc)();
// Iterate children
vector_pObjects::iterator it;
for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
{
RecurseObject(RR, *it, pFunc);
}
}
private:
/**
* Checks restrictions for the iteration, for instance if
* you tell the recursor to avoid all hidden objects, it
* will, and this function checks a certain object's
* restriction values.
*
* @param RR What kind of restriction, for instance hidden or disabled
* @param pObject Object
* @return true if restricted
*/
static bool CheckIfRestricted(int RR, IGUIObject *pObject)
{
// Statically initialise some strings, so we don't have to do
// lots of allocation every time this function is called
static CStr strHidden("hidden");
static CStr strEnabled("enabled");
static CStr strGhost("ghost");
if (RR & GUIRR_HIDDEN)
{
bool hidden = true;
GUI<bool>::GetSetting(pObject, strHidden, hidden);
if (hidden)
return true;
}
if (RR & GUIRR_DISABLED)
{
bool enabled = false;
GUI<bool>::GetSetting(pObject, strEnabled, enabled);
if (!enabled)
return true;
}
if (RR & GUIRR_GHOST)
{
bool ghost = true;
GUI<bool>::GetSetting(pObject, strGhost, ghost);
if (ghost)
return true;
}
// false means not restricted
return false;
}
};
#endif
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