/* Copyright (C) 2015 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 . */ /* The base class of an object --Overview-- All objects are derived from this class, it's an ADT so it can't be used per se Also contains a Dummy object which is used for completely blank objects. --Usage-- Write about how to use it here --Examples-- Provide examples of how to use this code, if necessary --More info-- Check GUI.h */ #ifndef INCLUDED_IGUIOBJECT #define INCLUDED_IGUIOBJECT #include "GUIbase.h" #include "GUItext.h" #include "gui/scripting/JSInterface_IGUIObject.h" #include "lib/input.h" // just for IN_PASS #include "ps/XML/Xeromyces.h" #include #include struct SGUISetting; struct SGUIStyle; class CGUI; class JSObject; ERROR_TYPE(GUI, UnableToParse); /** * Setting Type * @see SGUISetting * * For use of later macros, all names should be GUIST_ followed * by the code name (case sensitive!). */ #define TYPE(T) GUIST_##T, enum EGUISettingType { #include "GUItypes.h" }; #undef TYPE /** * A GUI Setting is anything that can be inputted from XML as * \-attributes (with exceptions). For instance: * \ * * "style" will be a SGUISetting. */ struct SGUISetting { SGUISetting() : m_pSetting(NULL) {} void *m_pSetting; EGUISettingType m_Type; }; /** * Base settings, all objects possess these settings * in their m_BaseSettings * Instructions can be found in the documentations. */ /*struct SGUIBaseSettings { //int banan; bool m_Absolute; CStr m_Caption; // Is usually set within an XML element and not in the attributes bool m_Enabled; bool m_Ghost; bool m_Hidden; CClientArea m_Size; CStr m_Style; float m_Z; };*/ ////////////////////////////////////////////////////////// /** * GUI object such as a button or an input-box. * Abstract data type ! */ class IGUIObject { friend class CGUI; friend class CInternalCGUIAccessorBase; friend class IGUIScrollBar; friend class GUITooltip; // Allow getProperty to access things like GetParent() friend bool JSI_IGUIObject::getProperty(JSContext* cx, JS::HandleObject obj, JS::HandleId id, JS::MutableHandleValue vp); friend bool JSI_IGUIObject::setProperty(JSContext* cx, JS::HandleObject obj, JS::HandleId id, bool UNUSED(strict), JS::MutableHandleValue vp); friend bool JSI_IGUIObject::getComputedSize(JSContext* cx, uint argc, jsval* vp); public: IGUIObject(); virtual ~IGUIObject(); /** * Checks if mouse is hovering this object. * The mouse position is cached in CGUI. * * This function checks if the mouse is hovering the * rectangle that the base setting "size" makes. * Although it is virtual, so one could derive * an object from CButton, which changes only this * to checking the circle that "size" makes. * * @return true if mouse is hovering */ virtual bool MouseOver(); /** * Test if mouse position is over an icon */ virtual bool MouseOverIcon(); //-------------------------------------------------------- /** @name Leaf Functions */ //-------------------------------------------------------- //@{ /// Get object name, name is unique const CStr& GetName() const { return m_Name; } /// Get object name void SetName(const CStr& Name) { m_Name = Name; } // Get Presentable name. // Will change all internally set names to something like "" CStr GetPresentableName() const; /** * Adds object and its children to the map, it's name being the * first part, and the second being itself. * * @param ObjectMap Adds this to the map_pObjects. * * @throws PSERROR_GUI_ObjectNeedsName Name is missing * @throws PSERROR_GUI_NameAmbiguity Name is already taken */ void AddToPointersMap(map_pObjects& ObjectMap); /** * Notice nothing will be returned or thrown if the child hasn't * been inputted into the GUI yet. This is because that's were * all is checked. Now we're just linking two objects, but * it's when we're inputting them into the GUI we'll check * validity! Notice also when adding it to the GUI this function * will inevitably have been called by CGUI::AddObject which * will catch the throw and return the error code. * i.e. The user will never put in the situation wherein a throw * must be caught, the GUI's internal error handling will be * completely transparent to the interfacially sequential model. * * @param pChild Child to add * * @throws PSERROR_GUI from CGUI::UpdateObjects(). */ void AddChild(IGUIObject* pChild); //@} //-------------------------------------------------------- /** @name Iterate * Used to iterate over all children of this object. */ //-------------------------------------------------------- //@{ vector_pObjects::iterator begin() { return m_Children.begin(); } vector_pObjects::iterator end() { return m_Children.end(); } //@} //-------------------------------------------------------- /** @name Settings Management */ //-------------------------------------------------------- //@{ /** * Checks if settings exists, only available for derived * classes that has this set up, that's why the base * class just returns false * * @param Setting setting name * @return True if settings exist. */ bool SettingExists(const CStr& Setting) const; /** * All sizes are relative to resolution, and the calculation * is not wanted in real time, therefore it is cached, update * the cached size with this function. */ virtual void UpdateCachedSize(); /** * Set a setting by string, regardless of what type it is. * * example a CRect(10,10,20,20) would be "10 10 20 20" * * @param Setting Setting by name * @param Value Value to set to * @param SkipMessage Does not send a GUIM_SETTINGS_UPDATED if true * * @return PSRETURN (PSRETURN_OK if successful) */ PSRETURN SetSetting(const CStr& Setting, const CStrW& Value, const bool& SkipMessage = false); /** * Retrieves the type of a named setting. * * @param Setting Setting by name * @param Type Stores an EGUISettingType * @return PSRETURN (PSRETURN_OK if successful) */ PSRETURN GetSettingType(const CStr& Setting, EGUISettingType& Type) const; /** * Set the script handler for a particular object-specific action * * @param Action Name of action * @param Code Javascript code to execute when the action occurs * @param pGUI GUI instance to associate the script with */ void RegisterScriptHandler(const CStr& Action, const CStr& Code, CGUI* pGUI); /** * Retrieves the JSObject representing this GUI object. */ JSObject* GetJSObject(); //@} protected: //-------------------------------------------------------- /** @name Called by CGUI and friends * * Methods that the CGUI will call using * its friendship, these should not * be called by user. * These functions' security are a lot * what constitutes the GUI's */ //-------------------------------------------------------- //@{ /** * Add a setting to m_Settings * * @param Type Setting type * @param Name Setting reference name */ void AddSetting(const EGUISettingType& Type, const CStr& Name); /** * Calls Destroy on all children, and deallocates all memory. * MEGA TODO Should it destroy it's children? */ virtual void Destroy(); public: /** * This function is called with different messages * for instance when the mouse enters the object. * * @param Message GUI Message */ virtual void HandleMessage(SGUIMessage& UNUSED(Message)) {} protected: /** * Draws the object. * * @throws PSERROR if any. But this will mostlikely be * very rare since if an object is drawn unsuccessfully * it'll probably only output in the Error log, and not * disrupt the whole GUI drawing. */ virtual void Draw() = 0; /** * Some objects need to handle the SDL_Event_ manually. * For instance the input box. * * Only the object with focus will have this function called. * * Returns either IN_PASS or IN_HANDLED. If IN_HANDLED, then * the key won't be passed on and processed by other handlers. * This is used for keys that the GUI uses. */ virtual InReaction ManuallyHandleEvent(const SDL_Event_* UNUSED(ev)) { return IN_PASS; } /** * Loads a style. * * @param GUIinstance Reference to the GUI * @param StyleName Style by name */ void LoadStyle(CGUI& GUIinstance, const CStr& StyleName); /** * Loads a style. * * @param Style The style object. */ void LoadStyle(const SGUIStyle& Style); /** * Returns not the Z value, but the actual buffered Z value, i.e. if it's * defined relative, then it will check its parent's Z value and add * the relativity. * * @return Actual Z value on the screen. */ virtual float GetBufferedZ() const; void SetGUI(CGUI* const& pGUI); /** * Set parent of this object */ void SetParent(IGUIObject* pParent) { m_pParent = pParent; } /** * Reset internal state of this object */ virtual void ResetStates() { // Notify the gui that we aren't hovered anymore UpdateMouseOver(NULL); } public: CGUI* GetGUI() { return m_pGUI; } const CGUI* GetGUI() const { return m_pGUI; } /** * Take focus! */ void SetFocus(); protected: /** * Check if object is focused. */ bool IsFocused() const; /** * NOTE! This will not just return m_pParent, when that is * need use it! There is one exception to it, when the parent is * the top-node (the object that isn't a real object), this * will return NULL, so that the top-node's children are * seemingly parentless. * * @return Pointer to parent */ IGUIObject* GetParent() const; /** * Get Mouse from CGUI. */ CPos GetMousePos() const; /** * Handle additional children to the \-tag. In IGUIObject, this function does * nothing. In CList and CDropDown, it handles the \, used to build the data. * * Returning false means the object doesn't recognize the child. Should be reported. * Notice 'false' is default, because an object not using this function, should not * have any additional children (and this function should never be called). */ virtual bool HandleAdditionalChildren(const XMBElement& UNUSED(child), CXeromyces* UNUSED(pFile)) { return false; } /** * Cached size, real size m_Size is actually dependent on resolution * and can have different *real* outcomes, this is the real outcome * cached to avoid slow calculations in real time. */ CRect m_CachedActualSize; /** * Send event to this GUI object (HandleMessage and ScriptEvent) * * @param type Type of GUI message to be handled * @param EventName String representation of event name * @return IN_HANDLED if event was handled, or IN_PASS if skipped */ InReaction SendEvent(EGUIMessageType type, const CStr& EventName); /** * Execute the script for a particular action. * Does nothing if no script has been registered for that action. * The mouse coordinates will be passed as the first argument. * * @param Action Name of action */ void ScriptEvent(const CStr& Action); /** * Execute the script for a particular action. * Does nothing if no script has been registered for that action. * * @param Action Name of action * @param Argument Argument to pass to action */ void ScriptEvent(const CStr& Action, JS::HandleValue Argument); void SetScriptHandler(const CStr& Action, JS::HandleObject Function); /** * Inputes the object that is currently hovered, this function * updates this object accordingly (i.e. if it's the object * being inputted one thing happens, and not, another). * * @param pMouseOver Object that is currently hovered, * can OF COURSE be NULL too! */ void UpdateMouseOver(IGUIObject* const& pMouseOver); //@} private: //-------------------------------------------------------- /** @name Internal functions */ //-------------------------------------------------------- //@{ /** * Inputs a reference pointer, checks if the new inputted object * if hovered, if so, then check if this's Z value is greater * than the inputted object... If so then the object is closer * and we'll replace the pointer with this. * Also Notice input can be NULL, which means the Z value demand * is out. NOTICE you can't input NULL as const so you'll have * to set an object to NULL. * * @param pObject Object pointer, can be either the old one, or * the new one. */ void ChooseMouseOverAndClosest(IGUIObject*& pObject); // Is the object a Root object, in philosophy, this means it // has got no parent, and technically, it's got the m_BaseObject // as parent. bool IsRootObject() const; /** * Logs an invalid setting search and returns the correct return result * * @return the error result */ PSRETURN LogInvalidSettings(const CStr8& Setting) const; static void Trace(JSTracer* trc, void* data) { reinterpret_cast(data)->TraceMember(trc); } void TraceMember(JSTracer* trc); // Variables protected: // Name of object CStr m_Name; // Constructed on the heap, will be destroyed along with the the object // TODO Gee: really the above? vector_pObjects m_Children; // Pointer to parent IGUIObject *m_pParent; //This represents the last click time for each mouse button double m_LastClickTime[6]; /** * This is an array of true or false, each element is associated with * a string representing a setting. Number of elements is equal to * number of settings. * * A true means the setting has been manually set in the file when * read. This is important to know because I don't want to force * the user to include its \-XML-files first, so somehow * the GUI needs to know which settings were set, and which is meant * to. */ // More variables // Is mouse hovering the object? used with the function MouseOver() bool m_MouseHovering; /** * Settings pool, all an object's settings are located here * If a derived object has got more settings that the base * settings, it's because they have a new version of the * function SetupSettings(). * * @see SetupSettings() */ public: std::map m_Settings; private: // An object can't function stand alone CGUI *m_pGUI; // Internal storage for registered script handlers. std::map > m_ScriptHandlers; // Cached JSObject representing this GUI object DefPersistentRooted m_JSObject; }; /** * Dummy object used primarily for the root object * or objects of type 'empty' */ class CGUIDummyObject : public IGUIObject { GUI_OBJECT(CGUIDummyObject) public: virtual void Draw() {} // Empty can never be hovered. It is only a category. virtual bool MouseOver() { return false; } }; #endif // INCLUDED_IGUIOBJECT