forked from Mirrors/openclonk
351 lines
11 KiB
C
351 lines
11 KiB
C
/**
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GUI.c
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This file contains functions that are used for layouting custom menus.
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@author Zapper
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*/
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/* -- constants used for layout -- */
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static const GUI_AlignLeft = -1;
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static const GUI_AlignCenter = 0;
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static const GUI_AlignRight = +1;
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static const GUI_AlignTop = -1;
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static const GUI_AlignBottom = +1;
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/*
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Prototype for the alternative layout:
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Propterties:
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- Align: proplist, defines the alignment via alignment constnats GUI_Align*
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- X: Horizontal alignment: Left, Center, Right
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- Y: Vertical alginment: Top, Center, Bottom
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- Margin: proplist, defines the margin of the GUI element
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- Left: Margin on the left side of the element
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- Right: Margin on the right side of the element
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- Top: Margin on top of the element
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- Bottom: Margin on the bottom of the element
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Note: The margin dimension is defined by the property "Dimension"
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- Width: int, width of the element
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- Height: int, height of the element
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- Dimension: function, defines the unit for the properties "Margin", "Width", and "Height";
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Should be one of: Global.ToPercentString (default), or Global.ToEmString
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*/
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static const GUI_BoxLayout = new Global {
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Align = { X = GUI_AlignLeft, Y = GUI_AlignTop,},
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Margin = { Left = 0, Right = 0, Top = 0, Bottom = 0,},
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Width = 0,
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Height = 0,
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Dimension = Global.ToPercentString,
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};
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/*
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Prototype for grid layout:
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Properties:
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- Grid: proplist, as GUI_BoxLayout; additional properties:
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- Rows (default = 1): The number of rows in the grid
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- Columns (default = 1): The nnumber of columns in the grid
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Defines the layout for the box that contains the grid
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- Cell: proplist, as GUI_BoxLayout
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Defines the layout for individual cells in the grid
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*/
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static const GUI_GridCellLayout = new Global {
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Grid = { Prototype = GUI_BoxLayout, Rows = 1, Columns = 1},
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Cell = { Prototype = GUI_BoxLayout, },
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};
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/* -- menu functions -- */
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// documented in /docs/sdk/script/fn
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global func GuiAction_Call(proplist target, string function, value)
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{
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return [GUI_Call, target, function, value];
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}
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// documented in /docs/sdk/script/fn
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global func GuiAction_SetTag(string tag, int subwindow, object target)
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{
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return [GUI_SetTag, tag, subwindow, target];
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}
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global func GuiAddCloseButton(proplist menu, proplist target, string callback, parameter)
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{
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var close_button =
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{
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Tooltip = "$TooltipGUIClose$",
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Priority = 0x0fffff,
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Left = "100%-2em", Top = "0%+0em",
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Right = "100%", Bottom = "0%+2em",
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Symbol = GetDefaultCancelSymbol(),
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BackgroundColor = {Std = 0, Hover = 0x50ffff00},
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OnMouseIn = GuiAction_SetTag("Hover"),
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OnMouseOut = GuiAction_SetTag("Std"),
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OnClick = GuiAction_Call(target, callback, parameter)
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};
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GuiAddSubwindow(close_button, menu);
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return close_button;
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}
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global func GuiUpdateText(string text, int menu, int submenu, object target)
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{
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var update = {Text = text};
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GuiUpdate(update, menu, submenu, target);
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return true;
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}
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// adds proplist /submenu/ as a new property to /menu/
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global func GuiAddSubwindow(proplist submenu, proplist menu)
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{
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do
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{
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// use an anonymous name starting with an underscore
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var uniqueID = Format("_child%d", RandomX(10000, 0xffffff));
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if (menu[uniqueID] != nil) continue;
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menu[uniqueID] = submenu;
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return true;
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} while (true);
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}
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// Converts an integer into a floating "em"-value, as the given value is divided by the given factor (10 by default).
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global func ToEmString(int value, int factor)
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{
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// Make sure factor is a power of ten.
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factor = factor ?? 10;
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var power_of_ten = 0;
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while (10**power_of_ten != factor)
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{
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if (10**power_of_ten > factor)
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{
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Log("WARNING: factor in ToEmString(%d, %d) is not a multiple of ten, falling back to default", value, factor);
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factor = 10;
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power_of_ten = 1;
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break;
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}
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power_of_ten++;
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}
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// Construct the string using sign, value and decimal notation.
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var em_sign = "+";
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if (value < 0)
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em_sign = "-";
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var em_value = Format("%d", Abs(value / factor));
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var em_decimal = Format("%011dem", Abs(value % factor));
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em_decimal = TakeString(em_decimal, GetLength(em_decimal) - power_of_ten - 2);
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if (power_of_ten == 0)
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em_decimal = "0";
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return Format("%s%s.%s", em_sign, em_value, em_decimal);
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}
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// Converts an integer into a floating percent value, as the given value is divided by the given factor (10 by default).
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global func ToPercentString(int value, int factor)
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{
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// Make sure factor is a power of ten.
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factor = factor ?? 10;
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var power_of_ten = 0;
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while (10**power_of_ten != factor)
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{
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if (10**power_of_ten > factor)
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{
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Log("WARNING: factor in ToPercentString(%d, %d) is not a multiple of ten, falling back to default", value, factor);
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factor = 10;
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power_of_ten = 1;
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break;
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}
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power_of_ten++;
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}
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// Construct the string using sign, value and decimal notation.
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var percent_sign = "+";
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if (value < 0)
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percent_sign = "-";
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var percent_value = Format("%d", Abs(value / factor));
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var percent_decimal = Format("%011d%%", Abs(value % factor));
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percent_decimal = TakeString(percent_decimal, GetLength(percent_decimal) - power_of_ten - 1);
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if (power_of_ten == 0)
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percent_decimal = "0";
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return Format("%s%s.%s", percent_sign, percent_value, percent_decimal);
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}
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/*
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Returns true if /this/ object is allowed to be displayed on the same stack as the /other/ object in a GUI.
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*/
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global func CanBeStackedWith(object other)
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{
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return this->GetID() == other->GetID();
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}
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// Returns the default symbol used for the "cancel" icon displayed e.g. in the top-right corner of menus.
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global func GetDefaultCancelSymbol()
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{
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return _inherited(...);
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}
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/* -- layout functions -- */
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/*
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Checks a layout for errors, and throw a fatal error if the layout is wrong.
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@par layout A proplist with prototype GUI_BoxLayout.
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It is checked that:
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- Width is not 0
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- Height is not 0
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- Dimension is Global.ToPercentString or Global.ToEmString
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*/
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global func GuiCheckLayout(proplist layout)
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{
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var errors = [];
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if (layout.Width == 0)
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{
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PushBack(errors, "property 'Width' must not be 0");
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}
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if (layout.Height == 0)
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{
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PushBack(errors, "property 'Height' must not be 0");
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}
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if (layout.Dimension != Global.ToEmString && layout.Dimension != Global.ToPercentString)
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{
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PushBack(errors, Format("property 'Dimension' must be Global.ToEmString, or Global.ToPerccentString, but it is %v", layout.Dimension));
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}
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if (GetLength(errors) > 0)
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{
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var message = "Error in layout";
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for (var error in errors)
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{
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message = Format("%s, %s", message, error);
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}
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FatalError(message);
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}
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}
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/*
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Calculates the position for a box element.
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This function returns a proplist with the properties: Left, Right, Top, Bottom.
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The proplist can be added to a GUI proplist in order to define the position
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of said GUI element - simply merge with AddProperties(element, position);
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@par layout A proplist with prototype GUI_BoxLayout;
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*/
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global func GuiCalculateBoxElementPosition(proplist layout)
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{
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GuiCheckLayout(layout);
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var element_width = layout.Width + layout.Margin.Left + layout.Margin.Right;
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var element_height = layout.Height + layout.Margin.Top + layout.Margin.Bottom;
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// determine alignment on x axis
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var align_x;
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var offset_x;
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if (layout.Align.X == GUI_AlignLeft)
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{
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align_x = "0%";
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offset_x = 0;
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}
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else if (layout.Align.X == GUI_AlignCenter)
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{
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align_x = "50%";
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offset_x = -element_width / 2;
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}
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else if (layout.Align.X == GUI_AlignRight)
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{
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align_x = "100%";
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offset_x = -element_width;
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}
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// determine alignment on y axis
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var align_y;
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var offset_y;
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if (layout.Align.Y == GUI_AlignTop)
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{
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align_y = "0%";
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offset_y = 0;
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}
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else if (layout.Align.Y == GUI_AlignCenter)
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{
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align_y = "50%";
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offset_y = -element_height / 2;
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}
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else if (layout.Align.Y == GUI_AlignBottom)
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{
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align_y = "100%";
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offset_y = -element_height;
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}
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// determine actual dimensions
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var element_x = offset_x + layout.Margin.Left;
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var element_y = offset_y + layout.Margin.Top;
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return
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{
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Left = Format("%s%s", align_x, Call(layout.Dimension, element_x)),
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Top = Format("%s%s", align_y, Call(layout.Dimension, element_y)),
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Right = Format("%s%s", align_x, Call(layout.Dimension, element_x + layout.Width)),
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Bottom = Format("%s%s", align_y, Call(layout.Dimension, element_y + layout.Height))
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};
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}
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/*
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Calculates the position for a box element inside a grid of elements.
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For example, the buttons in the inventory bar could be modeled as a grid
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with 1 row and x columns - this function calculates the position of a single
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button in that grid, based on the layout.
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This function returns a proplist with the properties: Left, Right, Top, Bottom.
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The proplist can be added to a GUI proplist in order to define the position
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of said GUI element - simply merge with AddProperties(element, position);
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@par layout A proplist with prototype GUI_GridCellLayout; Alternatively,
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you can use a the prototype GUI_BoxLayout (In that case, however,
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the margin and alignment are shared between cells and the grid,
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and you need two additional properties "Rows" and "Columns")
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@par row The vertical position of the element in the grid. First row is 0.
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@par column The horizontal position of the element in the grid. First column is 0.
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*/
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global func GuiCalculateGridElementPosition(proplist layout, int row, int column)
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{
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// determine internal layout
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var grid_layout, cell_layout;
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if (layout["Grid"] && layout["Cell"])
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{
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grid_layout = layout["Grid"];
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cell_layout = layout["Cell"];
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}
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else
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{
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grid_layout = {Prototype = layout};
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cell_layout = {Prototype = layout};
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grid_layout.Rows = grid_layout.Rows;
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grid_layout.Columns = grid_layout.Columns;
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}
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// determine position of the cell in the grid
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var cell_width = cell_layout.Width + cell_layout.Margin.Left + cell_layout.Margin.Right;
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var cell_height = cell_layout.Height + cell_layout.Margin.Top + cell_layout.Margin.Bottom;
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var cell_pos_x = cell_layout.Margin.Left + column * cell_width;
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var cell_pos_y = cell_layout.Margin.Top + row * cell_height;
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// determine position of the grid
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var grid_width = cell_width * (grid_layout.Columns ?? 1);
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var grid_height = cell_height * (grid_layout.Rows ?? 1);
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var grid_position = GuiCalculateBoxElementPosition({Prototype = grid_layout, Width = grid_width, Height = grid_height});
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// merge everything into one
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return
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{
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Left = Format("%s%s", grid_position.Left, Call(cell_layout.Dimension, cell_pos_x)),
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Top = Format("%s%s", grid_position.Top, Call(cell_layout.Dimension, cell_pos_y)),
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Right = Format("%s%s", grid_position.Left, Call(cell_layout.Dimension, cell_pos_x + cell_layout.Width)),
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Bottom = Format("%s%s", grid_position.Top, Call(cell_layout.Dimension, cell_pos_y + cell_layout.Height))
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};
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}
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