openclonk/src/gui/C4Gui.h

2838 lines
115 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// generic user interface
// defines user controls
// 2do:
// mouse wheel processing
// disabled buttons
#ifndef INC_C4Gui
#define INC_C4Gui
#include "graphics/C4FontLoader.h"
#include "lib/C4Rect.h"
#include "graphics/C4FacetEx.h"
#include "lib/C4LogBuf.h"
#include "gui/C4KeyboardInput.h"
#include "platform/StdScheduler.h"
#include "object/C4Id.h"
#include "platform/C4Window.h"
// consts (load those from a def file some time)
// font colors - alpha is font alpha, which is inversed opaque
#define C4GUI_CaptionFontClr 0xffffffff
#define C4GUI_Caption2FontClr 0xffffff00
#define C4GUI_InactCaptionFontClr 0xffafafaf
#define C4GUI_ButtonFontClr 0xffffff00
#define C4GUI_ButtonFontShadowClr 0xff000000
#define C4GUI_StatusFontClr 0xffffffff
#define C4GUI_MessageFontClr 0xffffffff
#define C4GUI_MessageFontAlpha 0xff000000
#define C4GUI_InactMessageFontClr 0xffafafaf
#define C4GUI_NotifyFontClr 0xffff0000
#define C4GUI_ComboFontClr 0xffffffff
#define C4GUI_CheckboxFontClr 0xffffffff
#define C4GUI_SmallCheckboxFontClr 0xffffffff
#define C4GUI_CheckboxDisabledFontClr 0xffafafaf
#define C4GUI_LogFontClr 0xffafafaf
#define C4GUI_LogFontClr2 0xffff1f1f
#define C4GUI_ErrorFontClr 0xffff1f1f
#define C4GUI_ProgressBarFontClr 0xffffffff
#define C4GUI_ContextFontClr 0xffffffff
#define C4GUI_GfxTabCaptActiveClr 0xff000000
#define C4GUI_GfxTabCaptInactiveClr 0xff000000
// other colors
#define C4GUI_ImportantBGColor 0x2f00007f
#define C4GUI_ProgressBarColor 0x4fffffff
#define C4GUI_ListBoxSelColor 0x4faf0000
#define C4GUI_ListBoxInactSelColor 0x4f7f7f7f
#define C4GUI_ContextSelColor 0x4faf0000
#define C4GUI_ContextBGColor 0xaf3f1a00
#define C4GUI_StandardBGColor 0x9f000000
#define C4GUI_ActiveTabBGColor C4GUI_StandardBGColor
#define C4GUI_ListBoxBarColor 0x7f772200
#define C4GUI_EditBGColor 0x7f000000
#define C4GUI_EditFontColor 0xffffffff
#define C4GUI_ToolTipBGColor 0xFFF1EA78
#define C4GUI_ToolTipFrameColor 0x7f000000
#define C4GUI_ToolTipColor 0xFF483222
// winner/loser color marking
#define C4GUI_WinningTextColor 0xffffdf00
#define C4GUI_WinningBackgroundColor 0xafaf7a00
#define C4GUI_LosingTextColor 0xffffffff
#define C4GUI_LosingBackgroundColor 0x7fafafaf
// border colors for 3D-frames
#define C4GUI_BorderAlpha 0x4f
#define C4GUI_BorderColor1 0x772200
#define C4GUI_BorderColor2 0x331100
#define C4GUI_BorderColor3 0xaa4400
#define C4GUI_BorderColorA1 (C4GUI_BorderAlpha<<24 | C4GUI_BorderColor1)
#define C4GUI_BorderColorA2 (C4GUI_BorderAlpha<<24 | C4GUI_BorderColor2)
#define C4GUI_BorderColorA3 (C4GUI_BorderAlpha<<24 | C4GUI_BorderColor3)
// GUI icon sizes
#define C4GUI_IconWdt 40
#define C4GUI_IconHgt 40
#define C4GUI_IconExWdt 64
#define C4GUI_IconExHgt 64
#define C4GUI_ControllerIconWdt 100
#define C4GUI_ControllerIconHgt 100
#define C4GUI_IconLabelSpacing 2 // space between an icon and its text
// scroll bar size
#define C4GUI_ScrollBarWdt 16
#define C4GUI_ScrollBarHgt 16
#define C4GUI_ScrollArrowHgt 16
#define C4GUI_ScrollArrowWdt 16
#define C4GUI_ScrollThumbHgt 16 // only for non-dynamic scroll thumbs
#define C4GUI_ScrollThumbWdt 16 // only for non-dynamic scroll thumbs
// button size
#define C4GUI_ButtonHgt 32 // height of buttons
#define C4GUI_BigButtonHgt 40 // height of bigger buttons (main menu)
#define C4GUI_ButtonAreaHgt 40 // height of button areas
#define C4GUI_DefButtonWdt 140 // width of default buttons
#define C4GUI_DefButton2Wdt 120 // width of default buttons if there are two of them
#define C4GUI_DefButton2HSpace 10 // horzontal space between two def dlg buttons
// default checkbox height
#define C4GUI_CheckBoxHgt 32
#define C4GUI_CheckBoxLabelSpacing 4 // pixels between checkbox box and label
// list box item spacing
#define C4GUI_DefaultListSpacing 1 // 1 px of free space between two list items
#define C4GUI_ListBoxBarIndent 10
// default dialog box sizes
#define C4GUI_MessageDlgWdt 500 // width of message dialog
#define C4GUI_MessageDlgWdtMedium 360 // width of message dialog w/o much text
#define C4GUI_MessageDlgWdtSmall 300 // width of message dialog w/o much text
#define C4GUI_ProgressDlgWdt 500 // width of progress dialog
#define C4GUI_InputDlgWdt 300
#define C4GUI_DefDlgIndent 10 // indent for default dlg items
#define C4GUI_DefDlgSmallIndent 4 // indent for dlg items that are grouped
#define C4GUI_MessageDlgVRoom 100 // height added to text height in message dialog
#define C4GUI_ProgressDlgVRoom 150 // height added to text height in progress dialog
#define C4GUI_InputDlgVRoom 150
#define C4GUI_ProgressDlgPBHgt 30 // height of progress bar in progress dlg
#define C4GUI_InfoDlgWdt 620 // width of info dialog
#define C4GUI_InfoDlgVRoom 100 // height added to text height in info dialog
#define C4GUI_MaxToolTipWdt 500 // maximum width for tooltip boxes
// time for tooltips to appear (msecs) -evaluated while drawing
#define C4GUI_ToolTipShowTime 500 // 0.5 seconds
// time for title bars to start scrolling to make longer text visible -evaluated while drawing
#define C4GUI_TitleAutoScrollTime 3000 // 3 seconds
// time interval for tab caption scrolling
#define C4GUI_TabCaptionScrollTime 500 // 0.5 seconds
// Z-ordering of dialogs
#define C4GUI_Z_CHAT +2 // chat input dialog more important than other input dialogs
#define C4GUI_Z_INPUT +1 // input dialogs on top of others
#define C4GUI_Z_DEFAULT 0 // normal placement on top of viewports
#define C4GUI_Z_PLAYERMENU -1 // inside viewport: player menu
#define C4GUI_Z_OBJECTMENU -2 // inside viewport: cursor menu
#define C4GUI_MinWoodBarHgt 23
#define C4GUI_FullscreenDlg_TitleHeight C4UpperBoardHeight // pixels reserved for top of fullscreen dialog title
#define C4GUI_FullscreenCaptionFontClr 0xffffff00
namespace C4GUI
{
// some class predefs
// C4Gui.cpp
class Element; class Screen; class CMouse;
class ComponentAligner;
// C4GuiLabels.cpp
class Label; class WoodenLabel; class MultilineLabel;
class HorizontalLine; class ProgressBar;
class Picture; class Icon; class PaintBox;
class TextWindow;
// C4GuiContainers.cpp
class Container; class Window; class GroupBox; class Control;
class ScrollBar; class ScrollWindow;
// C4GuiButton.cpp
class Button; template <class CallbackDlg, class Base> class CallbackButton;
class IconButton;
class CloseButton; class OKButton; class CancelButton;
class CloseIconButton; class OKIconButton; class CancelIconButton;
// C4GuiEdit.cpp
class Edit;
// C4GuiCheckBox.cpp
class CheckBox;
// C4GuiListBox.cpp
class ListBox;
// C4GuiTabular.cpp
class Tabular;
// C4GuiMenu.cpp
class ContextMenu;
class ContextButton;
// C4GUIComboBox.cpp
class ComboBox;
// C4GuiDialog.cpp
class Dialog; class MessageDialog; class ProgressDialog;
class InputDialog; class InfoDialog;
// inline
class MenuHandler; class ContextHandler;
// expand text like "Te&xt" to "Te<c ffff00>x</c>t". Color yellow for normal hotkey and red for tooltip.
bool ExpandHotkeyMarkup(StdStrBuf &sText, uint32_t &rcHotkey, bool for_tooltip = false);
// make color readable on black: max alpha to 0x1f, max color hues
DWORD MakeColorReadableOnBlack(DWORD &rdwClr);
// menu handler: generic context menu callback
class MenuHandler
{
public:
MenuHandler() {} //ctor
virtual ~MenuHandler() { } // dtor
virtual void OnOK(Element *pTarget) = 0; // menu item selected
};
// context handler: opens context menu on right-click or menu key
class ContextHandler
{
private:
int32_t iRefs;
public:
ContextHandler() : iRefs(0) { } //ctor
virtual ~ContextHandler() { } // dtor
virtual bool OnContext(Element *pOnElement, int32_t iX, int32_t iY) = 0; // context queried - ret true if handled
virtual ContextMenu *OnSubcontext(Element *pOnElement) = 0; // subcontext queried
inline void Ref() { ++iRefs; }
inline void DeRef() { if (!--iRefs) delete this; }
};
// generic callback handler
class BaseCallbackHandler
{
private:
int32_t iRefs;
public:
BaseCallbackHandler() : iRefs(0) {}
virtual ~BaseCallbackHandler() {}
inline void Ref() { ++iRefs; }
inline void DeRef() { if (!--iRefs) delete this; }
virtual void DoCall(class Element *pElement) = 0;
};
template <class CB> class CallbackHandler : public BaseCallbackHandler
{
public:
typedef void (CB::*Func)(class Element *pElement);
private:
CB *pCBClass;
Func CBFunc;
public:
virtual void DoCall(class Element *pElement)
{
((pCBClass)->*CBFunc)(pElement);
}
CallbackHandler(CB *pTarget, Func rFunc) : pCBClass(pTarget), CBFunc(rFunc) {}
};
template <class CB> class CallbackHandlerNoPar : public BaseCallbackHandler
{
public:
typedef void (CB::*Func)();
private:
CB *pCBClass;
Func CBFunc;
public:
virtual void DoCall(class Element *pElement)
{
((pCBClass)->*CBFunc)();
}
CallbackHandlerNoPar(CB *pTarget, Func rFunc) : pCBClass(pTarget), CBFunc(rFunc) {}
};
template <class CB, class ParType> class CallbackHandlerExPar : public BaseCallbackHandler
{
public:
typedef void (CB::*Func)(ParType);
private:
CB *pCBClass;
ParType par;
Func CBFunc;
public:
virtual void DoCall(class Element *pElement)
{
((pCBClass)->*CBFunc)(par);
}
CallbackHandlerExPar(CB *pTarget, Func rFunc, ParType par) : pCBClass(pTarget), par(par), CBFunc(rFunc) {}
};
// callback with parameter coming from calling class
template <class ParType> class BaseParCallbackHandler : public BaseCallbackHandler
{
protected:
virtual void DoCall(class Element *pElement) {assert(false);} // no-par: Not to be called
public:
BaseParCallbackHandler() {}
virtual void DoCall(ParType par) = 0;
};
template <class CB, class ParType> class ParCallbackHandler : public BaseParCallbackHandler<ParType>
{
public:
typedef void (CB::*Func)(ParType par);
private:
CB *pCBClass;
Func CBFunc;
protected:
// not to be called, but avoid warning for hiding base class functions
using BaseParCallbackHandler<ParType>::DoCall;
public:
virtual void DoCall(ParType par) { ((pCBClass)->*CBFunc)(par); }
ParCallbackHandler(CB *pTarget, Func rFunc) : pCBClass(pTarget), CBFunc(rFunc) {}
};
// three facets for left/top, middle and right/bottom of an auto-sized bar
struct DynBarFacet
{
C4Facet fctBegin, fctMiddle, fctEnd;
void SetHorizontal(C4Surface &rBySfc, int iHeight=0, int iBorderWidth=0);
void SetHorizontal(C4Facet &rByFct, int32_t iBorderWidth=0);
void Clear() { fctBegin.Default(); fctMiddle.Default(); fctEnd.Default(); }
};
// facets used to draw a scroll bar
struct ScrollBarFacets
{
DynBarFacet barScroll;
C4Facet fctScrollDTop, fctScrollPin, fctScrollDBottom;
void Set(const C4Facet &rByFct, int32_t iPinIndex=0);
void Clear() { barScroll.Clear(); fctScrollDTop.Default(); fctScrollPin.Default(); fctScrollDBottom.Default(); }
};
// a generic gui-element
class Element
{
private:
StdStrBuf ToolTip; // MouseOver - status text
bool is_immediate_tooltip;
protected:
Container *pParent; // owning container
Element *pPrev, *pNext; // previous and next element of same container
Window *pDragTarget; // target that is dragged around when the user drags this element
int32_t iDragX, iDragY; // drag start pos
bool fDragging; // if set, mouse is down on component and dragging enabled
ContextHandler *pContextHandler; // context handler to be called upon context menu request
public:
bool fVisible; // if false, component (and subcomponents) are not drawn
protected:
C4Rect rcBounds; // element bounds
virtual void Draw(C4TargetFacet &cgo) { DrawElement(cgo); } // draw this class (this + any contents)
virtual void DrawElement(C4TargetFacet &cgo) { }; // draw element itself
virtual void RemoveElement(Element *pChild); // clear ptrs
virtual void UpdateSize(); // called when own size changed
virtual void UpdatePos(); // called when own position changed
void Draw3DFrame(C4TargetFacet &cgo, bool fUp=false, int32_t iIndent=1, BYTE byAlpha=C4GUI_BorderAlpha, bool fDrawTop=true, int32_t iTopOff=0, bool fDrawLeft=true, int32_t iLeftOff=0); // draw frame around element
void DrawBar(C4TargetFacet &cgo, DynBarFacet &rFacets); // draw gfx bar within element bounds
void DrawVBar(C4TargetFacet &cgo, DynBarFacet &rFacets); // draw gfx bar within element bounds
void DrawHBarByVGfx(C4TargetFacet &cgo, DynBarFacet &rFacets); // draw horizontal gfx bar within element bounds, using gfx of vertical one
void DrawHVBar(C4TargetFacet &cgo, DynBarFacet &rFacets, C4DrawTransform &trf, int32_t iMiddleLength);
virtual bool IsOwnPtrElement() { return false; } // if true is returned, item will not be deleted when container is cleared
virtual bool IsExternalDrawDialog() { return false; }
virtual bool IsMenu() { return false; }
virtual class DialogWindow* GetDialogWindow() { return nullptr; } // return DialogWindow if this element is a dialog
// for listbox-selection by character input
virtual bool CheckNameHotkey(const char *) { return false; }
public:
virtual Container *GetContainer() { return pParent; } // returns parent for elements; this for containers
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse movement or buttons
virtual void MouseEnter(CMouse &rMouse) {}; // called when mouse cursor enters element region
virtual void MouseLeave(CMouse &rMouse) {}; // called when mouse cursor leaves element region
virtual void StartDragging(CMouse &rMouse, int32_t iX, int32_t iY, DWORD dwKeyParam); // called by element in MouseInput: start dragging
virtual void DoDragging(CMouse &rMouse, int32_t iX, int32_t iY, DWORD dwKeyParam); // called by mouse: dragging process
virtual void StopDragging(CMouse &rMouse, int32_t iX, int32_t iY, DWORD dwKeyParam); // called by mouse: mouse released after dragging process
virtual bool OnHotkey(uint32_t cHotkey) { return false; } // return true when hotkey has been processed
public:
bool DoContext(); // open context menu if assigned
public:
Element(); // ctor
virtual ~Element(); // dtor
Container *GetParent() { return pParent; } // get owning container
virtual class Dialog *GetDlg(); // return contained dialog
virtual Screen *GetScreen(); // return contained screen
virtual Control *IsFocusElement() { return nullptr; }; // return control to gain focus in search-cycle
virtual void UpdateOwnPos() { }; // called when element bounds were changed externally
void ScreenPos2ClientPos(int32_t &riX, int32_t &riY); // transform screen coordinates to element coordinates
void ClientPos2ScreenPos(int32_t &riX, int32_t &riY); // transform element coordinates to screen coordinates
void SetToolTip(const char *szNewTooltip, bool is_immediate = false); // update used tooltip
const char *GetToolTip(); // return tooltip const char* (own or fallback to parent)
const char *GetOwnToolTip() { return ToolTip.getData(); } // return tooltip const char*, without fallback to parent
bool IsImmediateToolTip() const { return is_immediate_tooltip; }
int32_t GetWidth() { return rcBounds.Wdt; }
int32_t GetHeight() { return rcBounds.Hgt; }
C4Rect &GetBounds() { return rcBounds; }
void SetBounds(const C4Rect &rcNewBound) { rcBounds=rcNewBound; UpdatePos(); UpdateSize(); }
virtual C4Rect &GetClientRect() { return rcBounds; }
C4Rect GetContainedClientRect() { C4Rect rc=GetClientRect(); rc.x=rc.y=0; return rc; }
Element *GetNext() const { return pNext; }
Element *GetPrev() const { return pPrev; }
virtual Element *GetFirstNestedElement(bool fBackwards) { return this; }
virtual Element *GetFirstContained() { return nullptr; }
bool IsInActiveDlg(bool fForKeyboard);
virtual bool IsParentOf(Element *pEl) { return false; } // whether this is the parent container (directly or recursively) of the passed element
C4Rect GetToprightCornerRect(int32_t iWidth=16, int32_t iHeight=16, int32_t iHIndent=4, int32_t iVIndent=4, int32_t iIndexX=0); // get rectangle to be used for context buttons and stuff
bool IsVisible();
virtual void SetVisibility(bool fToValue);
virtual int32_t GetListItemTopSpacing() { return C4GUI_DefaultListSpacing; }
virtual bool GetListItemTopSpacingBar() { return false; }
void SetDragTarget(Window *pToWindow) { pDragTarget = pToWindow; }
void SetContextHandler(ContextHandler *pNewHd) // takes over ptr
{
if (pContextHandler) pContextHandler->DeRef();
if ((pContextHandler = pNewHd)) pNewHd->Ref();
}
virtual ContextHandler *GetContextHandler(); // get context handler to be used (own or parent)
friend class Container; friend class TextWindow; friend class ListBox;
};
// a simple text label on the screen
class Label : public Element
{
protected:
StdStrBuf sText; // label text
DWORD dwFgClr; // text color
int32_t x0, iAlign; // x-textstart-pos; horizontal alignment
CStdFont *pFont;
uint32_t cHotkey; // hotkey for this label
bool fAutosize;
bool fMarkup;
Control *pClickFocusControl; // control that gets focus if the label is clicked or hotkey is pressed
virtual void DrawElement(C4TargetFacet &cgo); // output label
virtual void UpdateOwnPos();
virtual bool OnHotkey(uint32_t cHotkey); // focus control on correct hotkey
virtual int32_t GetLeftIndent() { return 0; }
public:
Label(const char *szLblText, int32_t iX0, int32_t iTop, int32_t iAlign=ALeft, DWORD dwFClr=0xffffffff, CStdFont *pFont=nullptr, bool fMakeReadableOnBlack = true, bool fMarkup=true); // ctor
Label(const char *szLblText, const C4Rect &rcBounds, int32_t iAlign=ALeft, DWORD dwFClr=0xffffffff, CStdFont *pFont=nullptr, bool fMakeReadableOnBlack = true, bool fAutosize = true, bool fMarkup=true); // ctor
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse
void SetText(const char *szToText, bool fAllowHotkey=true); // update text
const char *GetText() { return sText.getData(); } // retrieve current text
void SetClickFocusControl(Control *pToCtrl) { pClickFocusControl=pToCtrl; }
void SetColor(DWORD dwToClr, bool fMakeReadableOnBlack=true) { dwFgClr = fMakeReadableOnBlack ? MakeColorReadableOnBlack(dwToClr) : dwToClr; } // update label color
void SetX0(int32_t iToX0);
void SetAutosize(bool fToVal) { fAutosize = fToVal; }
};
// a label with some wood behind
// used for captions
class WoodenLabel : public Label
{
private:
uint32_t iAutoScrollDelay; // if set and text is longer than would fit, the label will automatically start moving if not changed and displayed for a while
// Time when the label text was changed last. nullptr if not initialized; set upon first drawing
C4TimeMilliseconds tLastChangeTime;
int32_t iScrollPos, iScrollDir;
int32_t iRightIndent;
protected:
virtual void DrawElement(C4TargetFacet &cgo); // output label
C4Facet fctIcon; // icon shown at left-side of label; if set, text is aligned to left
virtual int32_t GetLeftIndent() { return fctIcon.Surface ? rcBounds.Hgt : 0; }
int32_t GetRightIndent() const { return iRightIndent; }
public:
WoodenLabel(const char *szLblText, const C4Rect &rcBounds, DWORD dwFClr=0xffffffff, CStdFont *pFont=nullptr, int32_t iAlign=ACenter, bool fMarkup=true) // ctor
: Label(szLblText, rcBounds, iAlign, dwFClr, pFont, true, true, fMarkup), iAutoScrollDelay(0), tLastChangeTime(C4TimeMilliseconds::Now()), iScrollPos(0), iScrollDir(0), iRightIndent(0)
{ SetAutosize(false); this->rcBounds=rcBounds; }// ctor - re-sets bounds after SetText
static int32_t GetDefaultHeight(CStdFont *pUseFont=nullptr);
void SetIcon(const C4Facet &rfctIcon);
void SetAutoScrollTime(uint32_t tDelay) { iAutoScrollDelay=tDelay; ResetAutoScroll(); }
void ResetAutoScroll();
void SetRightIndent(int32_t iNewIndent) { iRightIndent = iNewIndent; }
};
// a multiline label with automated text clipping
// used for display of log buffers
class MultilineLabel : public Element
{
protected:
C4LogBuffer Lines;
bool fMarkup;
protected:
virtual void DrawElement(C4TargetFacet &cgo); // output label
void UpdateHeight();
virtual void UpdateSize(); // update label height
public:
MultilineLabel(const C4Rect &rcBounds, int32_t iMaxLines, int32_t iMaxBuf, const char *szIndentChars, bool fAutoGrow, bool fMarkup); // ctor
void AddLine(const char *szLine, CStdFont *pFont, DWORD dwClr, bool fDoUpdate, bool fMakeReadableOnBlack, CStdFont *pCaptionFont); // add line of text
void Clear(bool fDoUpdate); // clear lines
friend class TextWindow;
};
// a bar that show progress
class ProgressBar : public Element
{
protected:
int32_t iProgress, iMax;
virtual void DrawElement(C4TargetFacet &cgo); // draw progress bar
public:
ProgressBar(C4Rect &rrcBounds, int32_t iMaxProgress=100) // progress bar ctor
: Element(), iProgress(0), iMax(iMaxProgress)
{ rcBounds=rrcBounds; UpdatePos(); }
void SetProgress(int32_t iToProgress) { iProgress = iToProgress; }
};
// Auxiliary design gfx: a horizontal line
class HorizontalLine : public Element
{
protected:
uint32_t dwClr, dwShadowClr;
virtual void DrawElement(C4TargetFacet &cgo); // draw horizontal line
public:
HorizontalLine(C4Rect &rrcBounds, uint32_t dwClr=0x000000, uint32_t dwShadowClr=0xaf7f7f7f)
: Element(), dwClr(dwClr), dwShadowClr(dwShadowClr)
{ SetBounds(rrcBounds); }
};
// picture displaying a FacetEx
class Picture : public Element
{
protected:
C4FacetSurface Facet; // picture facet
bool fAspect; // preserve width/height-ratio when drawing
bool fCustomDrawClr; // custom drawing color for clrbyowner-surfaces
uint32_t dwDrawClr;
bool fAnimate; // if true, the picture is animated. Whoaa!
int32_t iPhaseTime, iAnimationPhase, iDelay; // current animation phase - undefined if not animated
virtual void DrawElement(C4TargetFacet &cgo); // draw the image
public:
Picture(const C4Rect &rcBounds, bool fAspect); // ctor - does not load image
const C4FacetSurface &GetFacet() const { return Facet; } // get picture facet
C4FacetSurface &GetMFacet() { return Facet; } // get picture facet
void SetFacet(const C4Facet &fct) { Facet.Clear(); Facet.Set(fct); }
bool EnsureOwnSurface(); // create an own surface, if it's just a link
void SetDrawColor(uint32_t dwToClr) { dwDrawClr = dwToClr; fCustomDrawClr = true; }
void SetAnimated(bool fEnabled, int iDelay); // starts/stops cycling through all phases of the specified facet
};
// picture displaying two facets
class OverlayPicture : public Picture
{
protected:
int iBorderSize; // border of overlay image if not zoomed
C4Facet OverlayImage; // image to be displayed on top of the actual picture
virtual void DrawElement(C4TargetFacet &cgo); // draw the image
public:
OverlayPicture(const C4Rect &rcBounds, bool fAspect, const C4Facet &rOverlayImage, int iBorderSize); // ctor - does not load image
};
// icon indices
enum
{
Ico_Extended = 0x100, // icon index offset for extended icons
Ico_Controller = 0x200,
};
enum Icons
{
Ico_Empty = -2, // for context menus only
Ico_None = -1,
Ico_Clonk = 0,
Ico_Notify = 1,
Ico_Wait = 2,
Ico_NetWait = 3,
Ico_Host = 4,
Ico_Client = 5,
Ico_UnknownClient = 6,
Ico_UnknownPlayer = 7,
Ico_ObserverClient = 8,
Ico_Player = 9,
Ico_Resource = 10,
Ico_Error = 11,
Ico_SavegamePlayer = 12,
Ico_Save = 13,
Ico_Active = 14,
Ico_Options = 14,
Ico_Editor = 14,
Ico_Inactive = 15,
Ico_Kick = 16,
Ico_Loading = 17,
Ico_Confirm = 18,
Ico_Team = 19,
Ico_AddPlr = 20,
Ico_Record = 21,
Ico_Chart = 21,
Ico_Gfx = 22,
Ico_Sound = 23,
Ico_Keyboard = 24,
Ico_Gamepad = 25,
Ico_MouseOff = 26,
Ico_MouseOn = 27,
Ico_Help = 28,
Ico_Definition = 29,
Ico_GameRunning = 30,
Ico_Lobby = 31,
Ico_RuntimeJoin = 32,
Ico_Exit = 33,
Ico_Close = 34,
Ico_Rank1 = 35,
Ico_Rank2 = 36,
Ico_Rank3 = 37,
Ico_Rank4 = 38,
Ico_Rank5 = 39,
Ico_Rank6 = 40,
Ico_Rank7 = 41,
Ico_Rank8 = 42,
Ico_Rank9 = 43,
Ico_OfficialServer = 44,
Ico_Surrender = 45,
Ico_MeleeLeague = 46,
Ico_Ready = 47,
Ico_Star = 48,
Ico_Disconnect = 49,
Ico_View = 50,
// Ico_RegJoinOnly = 51,
Ico_Ignored = 52,
Ico_Ex_RecordOff = Ico_Extended + 0,
Ico_Ex_RecordOn = Ico_Extended + 1,
// Ico_Ex_FairCrew = Ico_Extended + 2,
Ico_Ex_NormalCrew = Ico_Extended + 3,
Ico_Ex_LeagueOff = Ico_Extended + 4,
Ico_Ex_LeagueOn = Ico_Extended + 5,
Ico_Ex_InternetOff = Ico_Extended + 6,
Ico_Ex_InternetOn = Ico_Extended + 7,
Ico_Ex_League = Ico_Extended + 8,
// Ico_Ex_FairCrewGray = Ico_Extended + 9,
Ico_Ex_NormalCrewGray= Ico_Extended + 10,
Ico_Ex_Locked = Ico_Extended + 11,
Ico_Ex_Unlocked = Ico_Extended + 12,
Ico_Ex_LockedFrontal = Ico_Extended + 13,
Ico_Ex_Update = Ico_Extended + 14,
Ico_Ex_Chat = Ico_Extended + 15,
Ico_Ex_GameList = Ico_Extended + 16,
Ico_Ex_Comment = Ico_Extended + 17,
Ico_Controller_A = Ico_Controller + 0,
Ico_Controller_B = Ico_Controller + 3,
Ico_Controller_X = Ico_Controller + 17,
Ico_Controller_Y = Ico_Controller + 18,
Ico_Controller_Back = Ico_Controller + 1,
Ico_Controller_Start = Ico_Controller + 16,
Ico_Controller_Dpad = Ico_Controller + 6,
Ico_Controller_DpadLeft = Ico_Controller + 5,
Ico_Controller_DpadRight = Ico_Controller + 7,
Ico_Controller_DpadDown = Ico_Controller + 4,
Ico_Controller_DpadUp = Ico_Controller + 8,
Ico_Controller_LeftShoulder = Ico_Controller + 9,
Ico_Controller_RightShoulder = Ico_Controller + 12,
Ico_Controller_LeftTrigger = Ico_Controller + 11,
Ico_Controller_RightTrigger = Ico_Controller + 14,
Ico_Controller_LeftStick = Ico_Controller + 10,
Ico_Controller_RightStick = Ico_Controller + 13,
};
// cute, litte, useless thingy
class Icon : public Picture
{
public:
Icon(const C4Rect &rcBounds, Icons icoIconIndex);
void SetIcon(Icons icoNewIconIndex);
static C4Facet GetIconFacet(Icons icoIconIndex);
};
// a collection of gui-elements
class Container : public Element
{
protected:
Element *pFirst, *pLast; // contained elements
virtual void Draw(C4TargetFacet &cgo); // draw all elements
virtual void ElementSizeChanged(Element *pOfElement) { } // called when an element size is changed
virtual void ElementPosChanged(Element *pOfElement) { } // called when an element position is changed
virtual void AfterElementRemoval()
{ if (pParent) pParent->AfterElementRemoval(); } // called by ScrollWindow to parent after an element has been removed
virtual bool OnHotkey(uint32_t cHotkey); // check all contained elements for hotkey
public:
Container(); // ctor
~Container(); // dtor
void Clear(); // delete all child elements
void ClearChildren(); // delete all child elements
virtual void RemoveElement(Element *pChild); // remove child element from container
void MakeLastElement(Element *pChild); // resort to the end of the list
void AddElement(Element *pChild); // add child element to container
void ReaddElement(Element *pChild); // resort child element to end of list
void InsertElement(Element *pChild, Element *pInsertBefore); // add child element to container, ordered directly before given, other element
Element *GetNextNestedElement(Element *pPrevElement, bool fBackwards); // get next element after given, applying recursion
virtual Element *GetFirstContained() { return pFirst; }
virtual Element *GetLastContained() { return pLast; }
virtual Element *GetFirstNestedElement(bool fBackwards);
class Iterator
{
private:
Element *current;
public:
Iterator(Element *element = nullptr) : current(element) { }
Element * operator*() const { return current; }
Element * operator->() const { return current; }
void operator++() { current = current->GetNext(); };
void operator++(int) { operator++(); }
bool operator==(const Iterator & other) const
{
return (current == other.current);
}
bool operator!=(const Iterator & other) const
{
return !(*this == other);
}
};
class ReverseIterator
{
private:
Element *current;
public:
ReverseIterator(Element *element = nullptr) : current(element) { }
Element * operator*() const { return current; }
Element * operator->() const { return current; }
void operator++() { current = current->GetPrev(); };
void operator++(int) { operator++(); }
bool operator==(const ReverseIterator & other) const
{
return (current == other.current);
}
bool operator!=(const ReverseIterator & other) const
{
return !(*this == other);
}
};
// provide C++-style iterator interface
Iterator begin() { return Iterator(pFirst); }
Iterator end() { return Iterator(nullptr); }
ReverseIterator rbegin() { return ReverseIterator(pLast); }
ReverseIterator rend() { return ReverseIterator(nullptr); }
Element *GetFirst() { return pFirst; }
Element *GetLast() { return pLast; }
virtual Container *GetContainer() { return this; } // returns parent for elements; this for containers
Element *GetElementByIndex(int32_t i); // get indexed child element
int32_t GetElementCount();
virtual void SetVisibility(bool fToValue);
virtual bool IsFocused(Control *pCtrl) { return pParent ? pParent->IsFocused(pCtrl) : false; }
virtual bool IsSelectedChild(Element *pChild) { return pParent ? pParent->IsSelectedChild(pChild) : true; } // whether the child element is selected - only false for list-box-containers which can have unselected children
virtual bool IsParentOf(Element *pEl); // whether this is the parent container (directly or recursively) of the passed element
virtual void ApplyElementOffset(int32_t &riX, int32_t &riY) {} // apply child drawing offset
virtual void ApplyInvElementOffset(int32_t &riX, int32_t &riY) {} // subtract child drawing offset
friend class Element; friend class ScrollWindow;
};
// a rectangled control that contains other elements
class Window : public Container
{
protected:
C4Rect rcClientRect; // area for contained elements
virtual void Draw(C4TargetFacet &cgo); // draw this window
public:
Window(); // ctor
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse movement or buttons
void SetPos(int32_t iXPos, int32_t iYPos)
{ rcBounds.x=iXPos; rcBounds.y=iYPos; UpdatePos(); }
virtual void UpdateOwnPos(); // update client rect
virtual C4Rect &GetClientRect() { return rcClientRect; }
virtual void ApplyElementOffset(int32_t &riX, int32_t &riY)
{ riX -= rcClientRect.x; riY -= rcClientRect.y; }
virtual void ApplyInvElementOffset(int32_t &riX, int32_t &riY)
{ riX += rcClientRect.x; riY += rcClientRect.y; }
virtual bool IsComponentOutsideClientArea() { return false; } // if set, drawing routine of subcomponents will clip to Bounds rather than to ClientRect
// get margins from bounds to client rect
virtual int32_t GetMarginTop() { return 0; }
virtual int32_t GetMarginLeft() { return 0; }
virtual int32_t GetMarginRight() { return 0; }
virtual int32_t GetMarginBottom() { return 0; }
};
// a scroll bar
class ScrollBar : public Element
{
protected:
bool fScrolling; // if set, scrolling is currently enabled
bool fAutoHide; // if set, bar is made invisible if scrolling is not possible anyway
int32_t iScrollThumbSize; // height(/width) of scroll thumb
int32_t iScrollPos; // y(/x) offset of scroll thumb
bool fTopDown, fBottomDown; // whether scrolling buttons are pressed
bool fHorizontal; // if set, the scroll bar is horizontal instead of vertical
int32_t iCBMaxRange; // range for callback class
ScrollWindow *pScrollWindow; // associated scrolled window - may be 0 for callback scrollbars
BaseParCallbackHandler<int32_t> *pScrollCallback; // callback called when scroll pos changes
ScrollBarFacets *pCustomGfx;
void Update(); // update scroll bar according to window
void OnPosChanged(); // update window according to scroll bar, and/or do callbacks
virtual void DrawElement(C4TargetFacet &cgo); // draw scroll bar
// suppress scrolling pin for very narrow menus
bool HasPin()
{
if (fHorizontal) return rcBounds.Wdt > (2*C4GUI_ScrollArrowWdt + C4GUI_ScrollThumbWdt);
else return rcBounds.Hgt > (2*C4GUI_ScrollArrowHgt + C4GUI_ScrollThumbHgt);
}
int32_t GetMaxScroll()
{
if (fHorizontal) return HasPin() ? GetBounds().Wdt - 2*C4GUI_ScrollArrowWdt - iScrollThumbSize : 100;
else return HasPin() ? GetBounds().Hgt - 2*C4GUI_ScrollArrowHgt - iScrollThumbSize : 100;
}
int32_t GetScrollByPos(int32_t iX, int32_t iY)
{
return Clamp<int32_t>((fHorizontal ? iX-C4GUI_ScrollArrowWdt : iY-C4GUI_ScrollArrowHgt)-iScrollThumbSize/2, 0, GetMaxScroll());
}
bool IsScrolling() { return fScrolling; }
public:
ScrollBar(C4Rect &rcBounds, ScrollWindow *pWin); // ctor for scroll window
ScrollBar(C4Rect &rcBounds, bool fHorizontal, BaseParCallbackHandler<int32_t> *pCB, int32_t iCBMaxRange=256); // ctor for callback
~ScrollBar(); // dtor
// mouse handling
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse movement or buttons
virtual void DoDragging(CMouse &rMouse, int32_t iX, int32_t iY, DWORD dwKeyParam); // dragging: allow dragging of thumb
virtual void MouseLeave(CMouse &rMouse); // mouse leaves with button down: reset down state of buttons
// change style
void SetDecoration(ScrollBarFacets *pToGfx, bool fAutoHide)
{ pCustomGfx = pToGfx; this->fAutoHide=fAutoHide; }
// change scroll pos in a [0, iCBMaxRange-1] scale
void SetScrollPos(int32_t iToPos) { iScrollPos = iToPos * GetMaxScroll() / (iCBMaxRange-1); }
friend class ScrollWindow;
friend class ::C4ScriptGuiWindow;
};
// a window that can be scrolled
class ScrollWindow : public Window
{
protected:
ScrollBar *pScrollBar; // vertical scroll bar associated with the window
int32_t iScrollY; // vertical scroll pos
int32_t iClientHeight; // client rect height
bool fHasBar;
int32_t iFrozen; // if >0, no scrolling updates are done (used during window refill)
// pass element updates through to parent window
virtual void ElementSizeChanged(Element *pOfElement) // called when an element size is changed
{
Window::ElementSizeChanged(pOfElement);
if (pParent) pParent->ElementSizeChanged(pOfElement);
}
virtual void ElementPosChanged(Element *pOfElement) // called when an element position is changed
{
Window::ElementPosChanged(pOfElement);
if (pParent) pParent->ElementPosChanged(pOfElement);
}
public:
ScrollWindow(Window *pParentWindow); // create scroll window in client area of window
~ScrollWindow() { if (pScrollBar) pScrollBar->pScrollWindow = nullptr; }
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam);
virtual bool IsComponentOutsideClientArea() { return true; } // always clip drawing routine of subcomponents to Bounds
void Update(); // update client rect and scroll bar according to window
virtual void UpdateOwnPos();
void Freeze() { ++iFrozen; }
void UnFreeze() { if (!--iFrozen) Update(); }
bool IsFrozen() const { return !!iFrozen; }
void SetClientHeight(int32_t iToHgt) // set new client height
{ iClientHeight=iToHgt; Update(); }
// change style
void SetDecoration(ScrollBarFacets *pToGfx, bool fAutoScroll)
{ if (pScrollBar) pScrollBar->SetDecoration(pToGfx, fAutoScroll); }
void SetScroll(int32_t iToScroll); // sets new scrolling; does not update scroll bar
void ScrollToBottom(); // set scrolling to bottom range; updates scroll bar
void ScrollPages(int iPageCount); // scroll down by multiples of visible height; updates scroll bar
void ScrollBy(int iAmount); // scroll down by vertical pixel amount; updates scroll bar
void ScrollRangeInView(int32_t iY, int32_t iHgt); // sets scrolling so range is in view; updates scroll bar
bool IsRangeInView(int32_t iY, int32_t iHgt); // returns whether scrolling range is in view
int32_t GetScrollY() { return iScrollY; }
void SetScrollBarEnabled(bool fToVal, bool noAutomaticPositioning = false);
bool IsScrollBarEnabled() { return fHasBar; }
bool IsScrollingActive() { return fHasBar && pScrollBar && pScrollBar->IsScrolling(); }
bool IsScrollingNecessary() { return iClientHeight > rcBounds.Hgt; }
friend class ScrollBar;
};
// a collection of components
class GroupBox : public Window
{
private:
StdStrBuf sTitle;
CStdFont *pFont;
uint32_t dwFrameClr, dwTitleClr, dwBackClr;
int32_t iMargin;
CStdFont *GetTitleFont() const;
public:
GroupBox(C4Rect &rtBounds) : Window(), pFont(nullptr), dwFrameClr(0u), dwTitleClr(C4GUI_CaptionFontClr), dwBackClr(0xffffffff), iMargin(4)
{
// init client rect
SetBounds(rtBounds);
} // ctor
void SetFont(CStdFont *pToFont) { pFont = pToFont; }
void SetColors(uint32_t dwFrameClr, uint32_t dwTitleClr, uint32_t dwBackClr=0xffffffff) { this->dwFrameClr = dwFrameClr; this->dwTitleClr = dwTitleClr; this->dwBackClr = dwBackClr; }
void SetTitle(const char *szToTitle) { if (szToTitle && *szToTitle) sTitle.Copy(szToTitle); else sTitle.Clear(); UpdateOwnPos(); }
void SetMargin(int32_t iNewMargin) { iMargin = iNewMargin; UpdateOwnPos(); }
bool HasTitle() const { return !!sTitle.getLength(); }
virtual void DrawElement(C4TargetFacet &cgo); // draw frame
virtual int32_t GetMarginTop() { return HasTitle() ? iMargin + GetTitleFont()->GetLineHeight() : iMargin; }
virtual int32_t GetMarginLeft() { return iMargin; }
virtual int32_t GetMarginRight() { return iMargin; }
virtual int32_t GetMarginBottom() { return iMargin; }
};
// a drawing area
class PaintBox : public Window
{
protected:
C4FacetSurface fctPaint;
virtual void DrawElement(C4TargetFacet &cgo); // draw what has been painted
public:
PaintBox(C4Rect &rtBounds, int32_t iSfcWdt=-1, int32_t iSfcHgt=-1); // ctor
~PaintBox(); // dtor
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse
};
// a control that may have focus
class Control : public Window
{
private:
class C4KeyBinding *pKeyContext;
protected:
virtual bool CharIn(const char *) { return false; } // input: character key pressed - should return false for none-character-inputs
void DisableFocus(); // called when control gets disabled: Make sure it loses focus
virtual bool IsFocusOnClick() { return true; } // defaultly, controls get focused on left-down
virtual Control *IsFocusElement() { return this; }; // this control can gain focus
virtual void OnGetFocus(bool fByMouse) {}; // callback when control gains focus
virtual void OnLooseFocus() {}; // callback when control looses focus
bool KeyContext() { return DoContext(); }
public:
Control(const C4Rect &rtBounds); // ctor
~Control();
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse. left-click sets focus
bool HasFocus() { return pParent && pParent->IsFocused(this); }
bool HasDrawFocus();
friend class Dialog; friend class ListBox;
};
// generic callback-functions to the dialog
template <class CallbackDlg> class DlgCallback
{
public:
typedef void (CallbackDlg::*Func)(Control *pFromControl);
typedef bool (CallbackDlg::*BoolFunc)(Control *pFromControl);
typedef bool (CallbackDlg::*Bool2Func)(Control *pFromControl, bool fBool, bool fBool2);
typedef ContextMenu *(CallbackDlg::*ContextFunc)(Element *pFromElement, int32_t iX, int32_t iY);
typedef void (CallbackDlg::*ContextClickFunc)(Element *pTargetElement);
};
// multi-param callback-functions to the dialog
template <class CallbackDlg, class TEx> class DlgCallbackEx
{
public:
typedef void (CallbackDlg::*ContextClickFunc)(Element *pTargetElement, TEx Extra);
};
// a button. may be pressed.
class Button : public Control
{
private:
class C4KeyBinding *pKeyButton;
DynBarFacet *pCustomGfx, *pCustomGfxDown;
protected:
StdStrBuf sText; // button label
CStdFont *pCustomFont; // custom font (if assigned)
DWORD dwCustomFontClr; // text font color (valid only if pCustomFont)
bool fDown; // if set, button is currently held down
bool fMouseOver; // if set, the mouse hovers over the button
uint32_t cHotkey; // hotkey for this button
bool fEnabled;
virtual bool IsFocusOnClick() { return false; } // buttons don't get focus on click (for easier input, e.g. in chatbox)
virtual void DrawElement(C4TargetFacet &cgo); // draw dlg bg
virtual void OnPress(); // called when button is pressed
bool KeyButtonDown();
bool KeyButtonUp();
void SetDown(); // mark down and play sound
void SetUp(bool fPress); // mark up and play sound
virtual bool OnHotkey(uint32_t cHotkey); // press btn on correct hotkey
public:
Button(const char *szBtnText, const C4Rect &rtBounds); // ctor
~Button(); // dtor
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse movement or buttons
virtual void MouseEnter(CMouse &rMouse); // mouse re-enters with button down: set button down
virtual void MouseLeave(CMouse &rMouse); // mouse leaves with button down: reset down state
void SetText(const char *szToText); // update button text (and hotkey)
void SetCustomGraphics(DynBarFacet *pCustomGfx, DynBarFacet *pCustomGfxDown)
{ this->pCustomGfx = pCustomGfx; this->pCustomGfxDown = pCustomGfxDown; }
void SetEnabled(bool fToVal) { fEnabled=fToVal; if (!fEnabled) fDown=false; }
void SetFont(CStdFont *pFont, DWORD dwCustomFontClr=C4GUI_CaptionFontClr) { this->pCustomFont = pFont; this->dwCustomFontClr=dwCustomFontClr; }
};
// button using icon image
class IconButton : public Button
{
protected:
C4Facet fctIcon;
uint32_t dwClr;
bool fHasClr;
bool fHighlight; // if true, the button is highlighted permanently
virtual void DrawElement(C4TargetFacet &cgo); // draw icon and highlight if necessary
public:
IconButton(Icons eUseIcon, const C4Rect &rtBounds, char cHotkey='\0', const char *tooltip_text=nullptr); // ctor
void SetIcon(Icons eUseIcon);
void SetFacet(const C4Facet &rCpy, uint32_t dwClr=0u) { fctIcon = rCpy; }
void SetColor(uint32_t dwClr) { fHasClr=true; this->dwClr=dwClr; }
void SetHighlight(bool fToVal) { fHighlight=fToVal; }
};
// button using arrow image
class ArrowButton : public Button
{
public:
enum ArrowFct { Left=0, Right=1, Down=2 };
protected:
ArrowFct eDir;
virtual void DrawElement(C4TargetFacet &cgo); // draw arrow; highlight and down if necessary
public:
ArrowButton(ArrowFct eDir, const C4Rect &rtBounds, char cHotkey=0); // ctor
static int32_t GetDefaultWidth();
static int32_t GetDefaultHeight();
};
// button using facets for highlight
class FacetButton : public Button
{
protected:
C4Facet fctBase, fctHighlight;
uint32_t dwTextClrInact, dwTextClrAct; // text colors for inactive/active button
FLOAT_RECT rcfDrawBounds; // drawing bounds
// title drawing parameters
int32_t iTxtOffX, iTxtOffY;
uint8_t byTxtAlign; // ALeft, ACenter or ARight
CStdFont *pFont; float fFontZoom;
virtual void DrawElement(C4TargetFacet &cgo); // draw base facet or highlight facet if necessary
public:
FacetButton(const C4Facet &rBaseFct, const C4Facet &rHighlightFct, const FLOAT_RECT &rtfBounds, char cHotkey); // ctor
void SetTextColors(uint32_t dwClrInact, uint32_t dwClrAct)
{ dwTextClrInact = dwClrInact; dwTextClrAct = dwClrAct; }
void SetTextPos(int32_t iOffX, int32_t iOffY, uint8_t byAlign=ACenter)
{ iTxtOffX=iOffX; iTxtOffY=iOffY; byTxtAlign=byAlign; }
void SetTextFont(CStdFont *pFont, float fFontZoom=1.0f)
{ this->pFont=pFont; this->fFontZoom=fFontZoom; }
};
// a button doing some callback...
template <class CallbackDlg, class Base=Button> class CallbackButton : public Base
{
protected:
CallbackDlg *pCB;
typename DlgCallback<CallbackDlg>::Func pCallbackFn; // callback function
virtual void OnPress()
{
if (pCallbackFn)
{
CallbackDlg *pC=pCB;
if (!pC) if (!(pC=reinterpret_cast<CallbackDlg *>(Base::GetDlg()))) return;
(pC->*pCallbackFn)(this);
}
}
public:
CallbackButton(ArrowButton::ArrowFct eDir, const C4Rect &rtBounds, typename DlgCallback<CallbackDlg>::Func pFn, CallbackDlg *pCB=nullptr) // ctor
: Base(eDir, rtBounds, 0), pCB(pCB), pCallbackFn(pFn) { }
CallbackButton(const char *szBtnText, C4Rect &rtBounds, typename DlgCallback<CallbackDlg>::Func pFn, CallbackDlg *pCB=nullptr) // ctor
: Base(szBtnText, rtBounds), pCB(pCB), pCallbackFn(pFn) { }
CallbackButton(Icons eUseIcon, const C4Rect &rtBounds, char cHotkey, typename DlgCallback<CallbackDlg>::Func pFn, CallbackDlg *pCB=nullptr) // ctor
: Base(eUseIcon, rtBounds, cHotkey), pCB(pCB), pCallbackFn(pFn) { }
CallbackButton(Icons eUseIcon, const C4Rect &rtBounds, const char *tooltip_text, typename DlgCallback<CallbackDlg>::Func pFn, CallbackDlg *pCB = nullptr) // ctor
: Base(eUseIcon, rtBounds, '\0', tooltip_text), pCB(pCB), pCallbackFn(pFn) { }
CallbackButton(int32_t iID, const C4Rect &rtBounds, char cHotkey, typename DlgCallback<CallbackDlg>::Func pFn, CallbackDlg *pCB=nullptr) // ctor
: Base(iID, rtBounds, cHotkey), pCB(pCB), pCallbackFn(pFn) { }
};
// a button doing some callback to any class
template <class CallbackDlg, class Base=Button> class CallbackButtonEx : public Base
{
protected:
typedef CallbackDlg * CallbackDlgPointer;
CallbackDlgPointer pCBTarget; // callback target
typename DlgCallback<CallbackDlg>::Func pCallbackFn; // callback function
virtual void OnPress()
{ (pCBTarget->*pCallbackFn)(this); }
public:
CallbackButtonEx(const char *szBtnText, const C4Rect &rtBounds, CallbackDlgPointer pCBTarget, typename DlgCallback<CallbackDlg>::Func pFn) // ctor
: Base(szBtnText, rtBounds), pCBTarget(pCBTarget), pCallbackFn(pFn) { }
CallbackButtonEx(Icons eUseIcon, const C4Rect &rtBounds, char cHotkey, CallbackDlgPointer pCBTarget, typename DlgCallback<CallbackDlg>::Func pFn) // ctor
: Base(eUseIcon, rtBounds, cHotkey), pCBTarget(pCBTarget), pCallbackFn(pFn) { }
CallbackButtonEx(const C4Facet &fctBase, const C4Facet &fctHighlight, const FLOAT_RECT &rtfBounds, char cHotkey, CallbackDlgPointer pCBTarget, typename DlgCallback<CallbackDlg>::Func pFn) // ctor
: Base(fctBase, fctHighlight, rtfBounds, cHotkey), pCBTarget(pCBTarget), pCallbackFn(pFn) { }
};
// an edit control to type text in
class Edit : public Control
{
public:
Edit(const C4Rect &rtBounds, bool fFocusEdit=false); // ctor
~Edit();
enum InputResult // action to be taken when text is confirmed with enter
{
IR_None=0, // do nothing and continue pasting
IR_CloseDlg, // stop any pastes and close parent dialog successfully
IR_CloseEdit, // stop any pastes and remove this control
IR_Abort // do nothing and stop any pastes
};
private:
enum CursorOperation { COP_BACK, COP_DELETE, COP_LEFT, COP_RIGHT, COP_HOME, COP_END };
static const char *CursorRepresentation;
bool KeyCursorOp(const C4KeyCodeEx &key, const CursorOperation &op);
bool KeyEnter();
bool KeyCopy() { Copy(); return true; }
bool KeyPaste() { Paste(); return true; }
bool KeyCut() { Cut(); return true; }
bool KeySelectAll() { SelectAll(); return true; }
class C4KeyBinding *RegisterCursorOp(CursorOperation op, C4KeyCode key, const char *szName, C4CustomKey::Priority eKeyPrio);
class C4KeyBinding *pKeyCursorBack, *pKeyCursorDel, *pKeyCursorLeft, *pKeyCursorRight, *pKeyCursorHome, *pKeyCursorEnd,
*pKeyEnter, *pKeyCopy, *pKeyPaste, *pKeyCut, *pKeySelAll;
protected:
// context callbacks
ContextMenu *OnContext(C4GUI::Element *pListItem, int32_t iX, int32_t iY);
void OnCtxCopy(C4GUI::Element *pThis) { Copy(); };
void OnCtxPaste(C4GUI::Element *pThis) { Paste(); };
void OnCtxCut(C4GUI::Element *pThis) { Cut(); };
void OnCtxClear(C4GUI::Element *pThis) { DeleteSelection(); };
void OnCtxSelAll(C4GUI::Element *pThis) { SelectAll(); };
private:
void Deselect(); // clear selection range
void ClearText(); // remove all the text
public:
bool InsertText(const char *szText, bool fUser); // insert text at cursor pos (returns whether all text could be inserted)
void DeleteSelection(); // deletes the selected text. Adjust cursor position if necessary
bool SetText(const char *szText, bool fUser) { ClearText(); return InsertText(szText, fUser); }
void SetPasswordMask(char cNewPasswordMask) { cPasswordMask = cNewPasswordMask; } // mask edit box contents using the given character
private:
int32_t GetCharPos(int32_t iControlXPos); // get character index of pixel position; always resides within current text length
void EnsureBufferSize(int32_t iMinBufferSize); // ensure buffer has desired size
void ScrollCursorInView(); // ensure cursor pos is visible in edit control
bool DoFinishInput(bool fPasting, bool fPastingMore); // do OnFinishInput callback and process result - returns whether pasting operation should be continued
bool Copy(); bool Cut(); bool Paste(); // clipboard operations
protected:
CStdFont *pFont; // font for edit
char *Text; // edit text
uint32_t dwBGClr, dwFontClr, dwBorderColor; // drawing colors for edit box
int32_t iBufferSize; // size of current buffer
int32_t iCursorPos; // cursor position: char, before which the cursor is located
int32_t iSelectionStart, iSelectionEnd; // selection range (start may be larger than end)
int32_t iMaxTextLength; // maximum number of characters to be input here
C4TimeMilliseconds tLastInputTime; // time of last input (for cursor flashing)
int32_t iXScroll; // horizontal scrolling
char cPasswordMask; // character to be used for masking the contents. 0 for none.
bool fLeftBtnDown; // flag whether left mouse button is down or not
virtual bool CharIn(const char * c); // input: character key pressed - should return false for none-character-inputs
virtual void DoDragging(CMouse &rMouse, int32_t iX, int32_t iY, DWORD dwKeyParam); // dragging: allow text selection outside the component
virtual bool IsFocusOnClick() { return true; } // edit fields do get focus on click
virtual void OnGetFocus(bool fByMouse); // edit control gets focus
virtual void OnLooseFocus(); // edit control looses focus
virtual void DrawElement(C4TargetFacet &cgo); // draw edit control
// called when user presses enter in single-line edit control - closes the current dialog
virtual InputResult OnFinishInput(bool fPasting, bool fPastingMore) { return IR_CloseDlg; }
virtual void OnAbortInput() {}
// get margins from bounds to client rect
virtual int32_t GetMarginTop() { return 2; }
virtual int32_t GetMarginLeft() { return 4; }
virtual int32_t GetMarginRight() { return 4; }
virtual int32_t GetMarginBottom() { return 2; }
public:
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse movement or buttons
const char *GetText() { return Text; }
void SelectAll(); // select all the text
static int32_t GetDefaultEditHeight();
static int32_t GetCustomEditHeight(CStdFont *pUseFont);
bool GetCurrentWord(char *szTargetBuf, int32_t iMaxTargetBufLen); // get word before cursor pos (for nick completion)
// layout
void SetFont(CStdFont *pToFont) { pFont=pToFont; ScrollCursorInView(); }
void SetColors(uint32_t dwNewBGClr, uint32_t dwNewFontClr, uint32_t dwNewBorderColor)
{ dwBGClr = dwNewBGClr; dwFontClr = dwNewFontClr; dwBorderColor = dwNewBorderColor; }
void SetMaxText(int32_t iTo) { iMaxTextLength = iTo; }
};
// an edit doing some callback
template <class CallbackCtrl> class CallbackEdit : public Edit
{
private:
CallbackCtrl *pCBCtrl;
protected:
typedef InputResult (CallbackCtrl::*CBFunc)(Edit *, bool, bool);
typedef void (CallbackCtrl::*CBAbortFunc)();
CBFunc pCBFunc; CBAbortFunc pCBAbortFunc;
virtual InputResult OnFinishInput(bool fPasting, bool fPastingMore)
{ if (pCBFunc && pCBCtrl) return (pCBCtrl->*pCBFunc)(this, fPasting, fPastingMore); else return IR_CloseDlg; }
virtual void OnAbortInput()
{ if (pCBAbortFunc && pCBCtrl) (pCBCtrl->*pCBAbortFunc)(); }
public:
CallbackEdit(const C4Rect &rtBounds, CallbackCtrl * pCBCtrl, CBFunc pCBFunc, CBAbortFunc pCBAbortFunc=nullptr) // ctor
: Edit(rtBounds), pCBCtrl(pCBCtrl), pCBFunc(pCBFunc), pCBAbortFunc(pCBAbortFunc) { }
};
// an edit control that renames a label - some less decoration; abort on Escape and focus loss
class RenameEdit : public Edit
{
private:
C4KeyBinding *pKeyAbort; // key bindings
bool fFinishing; // set during deletion process
Label *pForLabel; // label that is being renamed
Control *pPrevFocusCtrl; // previous focus element to be restored after rename
public:
enum RenameResult
{
RR_Invalid=0, // rename not accepted; continue editing
RR_Accepted, // rename accepted; delete control
RR_Deleted // control deleted - leave everything
};
public:
RenameEdit(Label *pLabel); // ctor - construct for label; add element; set focus
virtual ~RenameEdit();
void Abort();
private:
void FinishRename(); // renaming aborted or finished - remove this element and restore label
protected:
bool KeyAbort() { Abort(); return true; }
virtual InputResult OnFinishInput(bool fPasting, bool fPastingMore); // forward last input to OnOKRename
virtual void OnLooseFocus(); // callback when control looses focus: OK input
virtual void OnCancelRename() {} // renaming was aborted
virtual RenameResult OnOKRename(const char *szNewName) = 0; // rename performed - return whether name was accepted
};
template <class CallbackDlg, class ParType> class CallbackRenameEdit : public RenameEdit
{
public:
protected:
typedef void (CallbackDlg::*CBCancelFunc)(ParType);
typedef RenameResult (CallbackDlg::*CBOKFunc)(ParType, const char *);
CBCancelFunc pCBCancelFunc; CBOKFunc pCBOKFunc;
CallbackDlg *pDlg; ParType par;
virtual void OnCancelRename() { if (pDlg && pCBCancelFunc) (pDlg->*pCBCancelFunc)(par); }
virtual RenameResult OnOKRename(const char *szNewName) { return (pDlg && pCBOKFunc) ? (pDlg->*pCBOKFunc)(par, szNewName) : RR_Accepted; }
public:
CallbackRenameEdit(Label *pForLabel, CallbackDlg *pDlg, const ParType &par, CBOKFunc pCBOKFunc, CBCancelFunc pCBCancelFunc) // ctor
: RenameEdit(pForLabel), pCBCancelFunc(pCBCancelFunc), pCBOKFunc(pCBOKFunc), pDlg(pDlg), par(par) { }
};
// editbox below descriptive label sharing one window for common tooltip
class LabeledEdit : public C4GUI::Window
{
public:
LabeledEdit(const C4Rect &rcBounds, const char *szName, bool fMultiline, const char *szPrefText=nullptr, CStdFont *pUseFont=nullptr, uint32_t dwTextClr = C4GUI_CaptionFontClr);
private:
C4GUI::Edit *pEdit;
public:
const char *GetText() const { return pEdit->GetText(); }
C4GUI::Edit *GetEdit() const { return pEdit; }
static bool GetControlSize(int *piWdt, int *piHgt, const char *szForText, CStdFont *pForFont, bool fMultiline);
};
// checkbox with a text label right of it
class CheckBox : public Control
{
private:
bool fChecked;
class C4KeyBinding *pKeyCheck;
StdStrBuf sCaption;
bool fMouseOn;
BaseCallbackHandler *pCBHandler; // callback handler called if check state changes
bool fEnabled;
CStdFont *pFont;
uint32_t dwEnabledClr, dwDisabledClr;
uint32_t cHotkey;
public:
CheckBox(const C4Rect &rtBounds, const char *szCaption, bool fChecked); // ctor
~CheckBox();
private:
bool KeyCheck() { ToggleCheck(true); return true; }
public:
void ToggleCheck(bool fByUser); // check on/off; do callback
protected:
virtual void UpdateOwnPos();
virtual bool IsFocusOnClick() { return false; } // just check/uncheck on click; do not gain keyboard focus as well
virtual Control *IsFocusElement() { return fEnabled ? Control::IsFocusElement() : nullptr; }; // this control can gain focus if enabled
virtual void DrawElement(C4TargetFacet &cgo); // draw checkbox
virtual bool OnHotkey(uint32_t cHotkey); // return true when hotkey has been processed
public:
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse movement or buttons
virtual void MouseEnter(CMouse &rMouse);
virtual void MouseLeave(CMouse &rMouse);
void SetChecked(bool fToVal) { fChecked = fToVal; } // set w/o callback
bool GetChecked() const { return fChecked; }
void SetOnChecked(BaseCallbackHandler *pCB);
void SetEnabled(bool fToVal) { if (!(fEnabled=fToVal)) DisableFocus(); }
const char *GetText() { return sCaption.getData(); }
void SetFont(CStdFont *pFont, uint32_t dwEnabledClr, uint32_t dwDisabledClr)
{ this->pFont=pFont; this->dwEnabledClr=dwEnabledClr; this->dwDisabledClr=dwDisabledClr; }
static bool GetStandardCheckBoxSize(int *piWdt, int *piHgt, const char *szForCaptionText, CStdFont *pUseFont); // get needed size to construct a checkbox
};
// a vertical list of elements
class ListBox : public Control
{
private:
class C4KeyBinding *pKeyContext, *pKeyUp, *pKeyDown, *pKeyPageUp, *pKeyPageDown, *pKeyHome, *pKeyEnd, *pKeyActivate, *pKeyLeft, *pKeyRight;
bool KeyContext();
bool KeyUp();
bool KeyDown();
bool KeyLeft();
bool KeyRight();
bool KeyPageUp();
bool KeyPageDown();
bool KeyHome();
bool KeyEnd();
bool KeyActivate();
protected:
int32_t iMultiColItemWidth; // if nonzero, the listbox is multicolumn and the column count depends on how many items fit in
int32_t iColCount; // number of columns (usually 1)
ScrollWindow *pClientWindow; // client scrolling window
Element *pSelectedItem; // selected list item
BaseCallbackHandler *pSelectionChangeHandler, *pSelectionDblClickHandler;
bool fDrawBackground; // whether darker background is to be drawn
bool fDrawBorder; // whether 3D frame around box shall be drawn or nay
bool fSelectionDisabled; // if set, no entries can be selected
virtual void DrawElement(C4TargetFacet &cgo); // draw listbox
virtual bool IsFocused(Control *pCtrl)
{
// subcontrol also counts as focused if the list has focus and the subcontrol is selected
return Control::IsFocused(pCtrl) || (HasFocus() && pSelectedItem == pCtrl);
}
virtual bool IsFocusOnClick() { return true; } // list boxes do get focus on click
virtual Control *IsFocusElement() { return this; }; // this control can gain focus
virtual void OnGetFocus(bool fByMouse); // callback when control gains focus - select a list item if none are selected
virtual bool CharIn(const char * c); // character input for direct list element selection
virtual void AfterElementRemoval()
{ Container::AfterElementRemoval(); UpdateElementPositions(); } // called by ScrollWindow to parent after an element has been removed
void UpdateColumnCount();
public:
ListBox(const C4Rect &rtBounds, int32_t iMultiColItemWidth=0); // ctor
virtual ~ListBox(); // dtor
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse movement or buttons
virtual void RemoveElement(Element *pChild); // remove child component
bool AddElement(Element *pChild, int32_t iIndent=0); // add element and adjust its pos
bool InsertElement(Element *pChild, Element *pInsertBefore, int32_t iIndent=0); // insert element and adjust its pos
virtual void ElementSizeChanged(Element *pOfElement); // called when an element size is changed
virtual void ElementPosChanged(Element *pOfElement); // called when an element position is changed
int32_t GetItemWidth() { return iMultiColItemWidth ? iMultiColItemWidth : pClientWindow->GetClientRect().Wdt; }
void SelectionChanged(bool fByUser); // pSelectedItem changed: sound, tooltip, etc.
void SetSelectionChangeCallbackFn(BaseCallbackHandler *pToHandler) // update selection change handler
{
if (pSelectionChangeHandler) pSelectionChangeHandler->DeRef();
if ((pSelectionChangeHandler = pToHandler)) pToHandler->Ref();
}
void SetSelectionDblClickFn(BaseCallbackHandler *pToHandler) // update selection doubleclick handler
{
if (pSelectionDblClickHandler) pSelectionDblClickHandler->DeRef();
if ((pSelectionDblClickHandler = pToHandler)) pSelectionDblClickHandler->Ref();
}
void ScrollToBottom() // set scrolling to bottom range
{ if (pClientWindow) pClientWindow->ScrollToBottom(); }
void ScrollItemInView(Element *pItem); // set scrolling so a specific item is visible
void FreezeScrolling() { pClientWindow->Freeze(); }
void UnFreezeScrolling() { pClientWindow->UnFreeze(); }
// change style
void SetDecoration(bool fDrawBG, ScrollBarFacets *pToGfx, bool fAutoScroll, bool fDrawBorder=false)
{ fDrawBackground=fDrawBG; this->fDrawBorder=fDrawBorder; if (pClientWindow) pClientWindow->SetDecoration(pToGfx, fAutoScroll); }
void SetSelectionDiabled(bool fToVal=true) { fSelectionDisabled = fToVal; }
// get head and tail list items
Element *GetFirst() { return pClientWindow ? pClientWindow->GetFirst() : nullptr; }
Element *GetLast() { return pClientWindow ? pClientWindow->GetLast() : nullptr; }
// get margins from bounds to client rect
virtual int32_t GetMarginTop() { return 3; }
virtual int32_t GetMarginLeft() { return 3; }
virtual int32_t GetMarginRight() { return 3; }
virtual int32_t GetMarginBottom() { return 3; }
Element *GetSelectedItem() { return pSelectedItem; } // get focused listbox item
bool IsScrollingActive() { return pClientWindow && pClientWindow->IsScrollingActive(); }
bool IsScrollingNecessary() { return pClientWindow && pClientWindow->IsScrollingNecessary(); }
void SelectEntry(Element *pNewSel, bool fByUser);
void SelectFirstEntry(bool fByUser) { SelectEntry(GetFirst(), fByUser); }
void SelectNone(bool fByUser) { SelectEntry(nullptr, fByUser); }
bool IsMultiColumn() const { return iColCount > 1; }
int32_t ContractToElementHeight(); // make smaller if elements don't use up all of the available height. Return amount by which list box got contracted
void UpdateElementPositions(); // reposition list items so they are stacked vertically
void UpdateElementPosition(Element *pOfElement, int32_t iIndent); // update pos for one specific element
virtual void UpdateSize() { Control::UpdateSize(); if (pClientWindow) { pClientWindow->UpdateSize(); UpdateElementPositions(); } }
virtual bool IsSelectedChild(Element *pChild) { return pChild == pSelectedItem || (pSelectedItem && pSelectedItem->IsParentOf(pChild)); }
typedef int32_t (*SortFunction)(const Element *pEl1, const Element *pEl2, void *par);
void SortElements(SortFunction SortFunc, void *par); // sort list items
};
// tabbing panel
class Tabular : public Control
{
public:
// sheet covering the client area of a tabular
class Sheet : public Window
{
protected:
StdStrBuf sTitle; // sheet label
int32_t icoTitle; // sheet label icon
uint32_t cHotkey;
uint32_t dwCaptionClr; // caption color - default if 0
bool fHasCloseButton, fCloseButtonHighlighted;
bool fTitleMarkup;
Sheet(const char *szTitle, const C4Rect &rcBounds, int32_t icoTitle = Ico_None, bool fHasCloseButton=false, bool fTitleMarkup=true); // ctor; expands hotkey markup in title
void DrawCaption(C4TargetFacet &cgo, int32_t x, int32_t y, int32_t iMaxWdt, bool fLarge, bool fActive, bool fFocus, C4Facet *pfctClip, C4Facet *pfctIcon, CStdFont *pUseFont);
void GetCaptionSize(int32_t *piWdt, int32_t *piHgt, bool fLarge, bool fActive, C4Facet *pfctClip, C4Facet *pfctIcon, CStdFont *pUseFont);
virtual void OnShown(bool fByUser) { } // calklback from tabular after sheet has been made visible
void SetCloseButtonHighlight(bool fToVal) { fCloseButtonHighlighted = fToVal; }
bool IsPosOnCloseButton(int32_t x, int32_t y, int32_t iCaptWdt, int32_t iCaptHgt, bool fLarge);
bool IsActiveSheet();
public:
const char *GetTitle() { return sTitle.getData(); }
char GetHotkey() { return cHotkey; }
void SetTitle(const char *szNewTitle);
void SetCaptionColor(uint32_t dwNewClr=0) { dwCaptionClr=dwNewClr; }
virtual void UserClose() { delete this; } // user pressed close button
bool HasCloseButton() const { return fHasCloseButton; }
friend class Tabular;
};
enum TabPosition
{
tbNone=0, // no tabs
tbTop, // tabs on top
tbLeft // tabs to the left
};
private:
Sheet *pActiveSheet; // currently selected sheet
TabPosition eTabPos; // whither tabs shalt be shown or nay, en where art thy shown?
int32_t iMaxTabWidth; // maximum tab length; used when tabs are positioned left and do not have gfx
int32_t iSheetSpacing, iSheetOff; // distances of sheet captions
int32_t iCaptionLengthTotal, iCaptionScrollPos; // scrolling in captions (top only)
bool fScrollingLeft, fScrollingRight, fScrollingLeftDown, fScrollingRightDown; // scrolling in captions (top only)
C4TimeMilliseconds tLastScrollTime; // set when fScrollingLeftDown or fScrollingRightDown are true: Time for next scrolling if mouse is held down
int iSheetMargin;
bool fDrawSelf; // if border and bg shall be drawn
C4Facet *pfctBack, *pfctClip, *pfctIcons; // set for tabulars that have custom gfx
CStdFont *pSheetCaptionFont; // font to be used for caption drawing; nullptr if default GUI font is to be used
C4KeyBinding *pKeySelUp, *pKeySelDown, *pKeySelUp2, *pKeySelDown2, *pKeyCloseTab; // key bindings
void SelectionChanged(bool fByUser); // pActiveSheet changed: sound, tooltip, etc.
void SheetsChanged(); // update iMaxTabWidth by new set of sheet labels
void UpdateScrolling();
void DoCaptionScroll(int32_t iDir);
private:
bool HasGfx() { return pfctBack && pfctClip && pfctIcons; } // whether the control uses custom graphics
protected:
bool KeySelUp(); // keyboard callback: Select previous sheet
bool KeySelDown(); // keyboard callback: Select next sheet
bool KeyCloseTab(); // keyboard callback: Close current sheet if possible
virtual void DrawElement(C4TargetFacet &cgo);
void MouseLeaveCaptionArea();
virtual void MouseLeave(CMouse &rMouse);
virtual void OnGetFocus(bool fByMouse);
virtual Control *IsFocusElement() { return eTabPos ? this : nullptr; }; // this control can gain focus only if tabs are enabled only
virtual bool IsFocusOnClick() { return false; } // but never get focus on single mouse click, because this would de-focus any contained controls!
int32_t GetTopSize() { return (eTabPos == tbTop) ? 20 : 0; } // vertical size of tab selection bar
int32_t GetLeftSize() { return (eTabPos == tbLeft) ? (HasGfx() ? GetLeftClipSize(pfctClip) : 20+iMaxTabWidth) : 0; } // horizontal size of tab selection bar
bool HasLargeCaptions() { return eTabPos == tbLeft; }
virtual int32_t GetMarginTop() { return iSheetMargin+GetTopSize() + (HasGfx() ? (rcBounds.Hgt-GetTopSize())*30/483 : 0); }
virtual int32_t GetMarginLeft() { return iSheetMargin+GetLeftSize() + (HasGfx() ? (rcBounds.Wdt-GetLeftSize())*13/628 : 0); }
virtual int32_t GetMarginRight() { return iSheetMargin + (HasGfx() ? (rcBounds.Wdt-GetLeftSize())*30/628 : 0); }
virtual int32_t GetMarginBottom() { return iSheetMargin + (HasGfx() ? (rcBounds.Hgt-GetTopSize())*32/483 : 0); }
virtual void UpdateSize();
virtual bool IsSelectedChild(Element *pChild) { return pChild == pActiveSheet || (pActiveSheet && pActiveSheet->IsParentOf(pChild)); }
public:
Tabular(C4Rect &rtBounds, TabPosition eTabPos); // ctor
~Tabular(); // dtor
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam);
virtual void RemoveElement(Element *pChild); // clear ptr
Sheet *AddSheet(const char *szTitle, int32_t icoTitle = Ico_None);
void AddCustomSheet(Sheet *pAddSheet);
void ClearSheets(); // del all sheets
void SelectSheet(int32_t iIndex, bool fByUser);
void SelectSheet(Sheet *pSelSheet, bool fByUser);
Sheet *GetSheet(int32_t iIndex) { return (Sheet *) GetElementByIndex(iIndex); }
Sheet *GetActiveSheet() { return pActiveSheet; }
int32_t GetActiveSheetIndex();
int32_t GetSheetCount() { return GetElementCount(); }
void SetGfx(C4Facet *pafctBack, C4Facet *pafctClip, C4Facet *pafctIcons, CStdFont *paSheetCaptionFont, bool fResizeByAspect);
static int32_t GetLeftClipSize(C4Facet *pfctForClip) { return pfctForClip->Wdt*95/120; } // left clip area size by gfx
void SetSheetMargin(int32_t iMargin) { iSheetMargin = iMargin; UpdateOwnPos(); }
void SetDrawDecoration(bool fToVal) { fDrawSelf = fToVal; }
friend class Sheet;
};
// scrollable text box
class TextWindow : public Control
{
protected:
ScrollWindow *pClientWindow; // client scrolling window
Picture *pTitlePicture; // [optional]: Picture shown atop the text
MultilineLabel *pLogBuffer; // buffer holding text data
bool fDrawBackground, fDrawFrame; // whether dark background should be drawn (default true)
size_t iPicPadding;
virtual void DrawElement(C4TargetFacet &cgo); // draw text window
virtual void ElementSizeChanged(Element *pOfElement); // called when an element size is changed
virtual void ElementPosChanged(Element *pOfElement); // called when an element position is changed
virtual void UpdateSize();
virtual Control *IsFocusElement() { return nullptr; }; // no focus element for now, because there's nothing to do (2do: scroll?)
public:
TextWindow(C4Rect &rtBounds, size_t iPicWdt=0, size_t iPicHgt=0, size_t iPicPadding=0, size_t iMaxLines=100, size_t iMaxTextLen=4096, const char *szIndentChars=" ", bool fAutoGrow=false, const C4Facet *pOverlayPic=nullptr, int iOverlayBorder=0, bool fMarkup=false); // ctor
void AddTextLine(const char *szText, CStdFont *pFont, DWORD dwClr, bool fDoUpdate, bool fMakeReadableOnBlack, CStdFont *pCaptionFont=nullptr) // add text in a new line
{ if (pLogBuffer) pLogBuffer->AddLine(szText, pFont, dwClr, fDoUpdate, fMakeReadableOnBlack, pCaptionFont); }
void ScrollToBottom() // set scrolling to bottom range
{ if (pClientWindow) pClientWindow->ScrollToBottom(); }
void ClearText(bool fDoUpdate)
{ if (pLogBuffer) pLogBuffer->Clear(fDoUpdate); }
int32_t GetScrollPos()
{ return pClientWindow ? pClientWindow->GetScrollY() : 0; }
void SetScrollPos(int32_t iPos)
{ if (pClientWindow) pClientWindow->ScrollRangeInView(iPos, 0); }
void UpdateHeight()
{ if (pLogBuffer) pLogBuffer->UpdateHeight(); }
void SetDecoration(bool fDrawBG, bool fDrawFrame, ScrollBarFacets *pToGfx, bool fAutoScroll)
{ fDrawBackground=fDrawBG; this->fDrawFrame=fDrawFrame; if (pClientWindow) pClientWindow->SetDecoration(pToGfx, fAutoScroll); }
void SetPicture(const C4Facet &rNewPic);
// get margins from bounds to client rect
virtual int32_t GetMarginTop() { return 8; }
virtual int32_t GetMarginLeft() { return 10; }
virtual int32_t GetMarginRight() { return 5; }
virtual int32_t GetMarginBottom() { return 8; }
};
// context menu opened on right-click
class ContextMenu : public Window
{
private:
// key bindings
class C4KeyBinding *pKeySelUp, *pKeySelDown, *pKeySubmenu, *pKeyBack, *pKeyAbort, *pKeyConfirm, *pKeyHotkey;
bool KeySelUp();
bool KeySelDown();
bool KeySubmenu();
bool KeyBack();
bool KeyAbort();
bool KeyConfirm();
bool KeyHotkey(const C4KeyCodeEx &key);
private:
static int32_t iGlobalMenuIndex;
int32_t iMenuIndex;
void UpdateElementPositions(); // stack all menu elements
// element adding made private: May only add entries
bool AddElement(Element *pChild);
bool InsertElement(Element *pChild, Element *pInsertBefore);
public:
// one text entry (icon+text+eventually right-arrow)
class Entry : public Element
{
private:
int32_t GetIconIndent() { return (icoIcon==-1) ? 0 : rcBounds.Hgt+2; }
protected:
StdStrBuf sText; // entry text
uint32_t cHotkey; // entry hotkey
Icons icoIcon; // icon to be drawn left of text
MenuHandler *pMenuHandler; // callback when item is selected
ContextHandler *pSubmenuHandler; // callback when submenu is opened
protected:
virtual void DrawElement(C4TargetFacet &cgo); // draw element
MenuHandler *GetAndZeroCallback()
{ MenuHandler *pMH = pMenuHandler; pMenuHandler=nullptr; return pMH; }
virtual void MouseLeave(CMouse &rMouse)
{ if (GetParent()) ((ContextMenu *) GetParent())->MouseLeaveEntry(rMouse, this); }
virtual bool OnHotkey(uint32_t cKey) { return cKey==cHotkey; }
virtual bool IsMenu() { return true; }
public:
Entry(const char *szText, Icons icoIcon=Ico_None, MenuHandler *pMenuHandler=nullptr, ContextHandler *pSubmenuHandler=nullptr); // ctor
~Entry()
{
if (pMenuHandler) delete pMenuHandler;
if (pSubmenuHandler) delete pSubmenuHandler;
}
const char *GetText() { return sText.getData(); }
friend class ContextMenu;
};
protected:
Element *pTarget; // target element; close menu if this is lost
Element *pSelectedItem; // currently highlighted menu item
ContextMenu *pSubmenu; // currently open submenu
// mouse movement or buttons forwarded from screen:
// Check bounds and forward as MouseInput to context menu or submenus
// return whether inside context menu bounds
bool CtxMouseInput(CMouse &rMouse, int32_t iButton, int32_t iScreenX, int32_t iScreenY, DWORD dwKeyParam);
virtual void RemoveElement(Element *pChild); // clear ptr - abort menu if target is destroyed
virtual bool CharIn(const char * c); // input: character key pressed - should return false for none-character-inputs
void MouseLeaveEntry(CMouse &rMouse, Entry *pOldEntry); // callback: mouse leaves - deselect menu item if no submenu is open (callback done by menu item)
virtual void DrawElement(C4TargetFacet &cgo); // draw BG
virtual void Draw(C4TargetFacet &cgo); // draw inherited (element+contents) plus submenu
virtual bool IsMenu() { return true; }
virtual Screen *GetScreen(); // return screen by static var
virtual int32_t GetMarginTop() { return 5; }
virtual int32_t GetMarginLeft() { return 5; }
virtual int32_t GetMarginRight() { return 5; }
virtual int32_t GetMarginBottom() { return 5; }
void SelectionChanged(bool fByUser); // other item selected: Close any submenu; do callbacks
virtual void ElementSizeChanged(Element *pOfElement); // called when an element size is changed
virtual void ElementPosChanged(Element *pOfElement); // called when an element position is changed
void CheckOpenSubmenu(); // open submenu if present for selected item
bool IsSubmenu(); // return whether it's a submenu
void DoOK(); // do OK for selected item
public:
ContextMenu(); // ctor
~ContextMenu(); // dtor
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse movement or buttons
void Open(Element *pTarget, int32_t iScreenX, int32_t iScreenY);
void Abort(bool fByUser);
void AddItem(const char *szText, const char *szToolTip=nullptr, Icons icoIcon=Ico_None, MenuHandler *pMenuHandler=nullptr, ContextHandler *pSubmenuHandler=nullptr)
{
Element *pNew = new ContextMenu::Entry(szText, icoIcon, pMenuHandler, pSubmenuHandler);
AddElement(pNew); pNew->SetToolTip(szToolTip);
}
Entry *GetIndexedEntry(int32_t iIndex) { return static_cast<Entry *>(GetElementByIndex(iIndex)); }
void SelectItem(int32_t iIndex);
int32_t GetMenuIndex() { return iMenuIndex; }
static int32_t GetLastMenuIndex() { return iGlobalMenuIndex; }
Dialog *GetTargetDialog() const { return pTarget ? pTarget->GetDlg() : nullptr; }
friend class Screen; friend class Entry; friend class Dialog;
};
// a button to open a context menu
class ContextButton : public Control
{
private:
C4KeyBinding *pKeyContext;
int32_t iOpenMenu; // associated menu (used to flag button down)
bool fMouseOver;
public:
ContextButton(C4Rect &rtBounds); // ctor
ContextButton(Element *pForEl, bool fAdd, int32_t iHIndent=4, int32_t iVIndent=4); // ctor creating at topright pos of element
~ContextButton();
private:
bool DoContext(int32_t iX=-1, int32_t iY=-1); // open context menu
bool KeyContext() { return DoContext(); }
void RegisterContextKey();
protected:
virtual void DrawElement(C4TargetFacet &cgo); // draw btn
virtual bool IsFocusOnClick() { return false; } // don't select control on click
public:
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse. left-click opens menu
virtual void MouseEnter(CMouse &rMouse);
virtual void MouseLeave(CMouse &rMouse);
};
// combo box filler
// should be ComboBox::FillCB; but nested class will cause internal compiler faults
class ComboBox_FillCB
{
private:
ComboBox *pCombo;
ContextMenu *pDrop;
public:
virtual ~ComboBox_FillCB() {}
void FillDropDown(ComboBox *pComboBox, ContextMenu *pDropdownList)
{ pCombo = pComboBox; pDrop = pDropdownList; FillDropDownCB(); }
virtual void FillDropDownCB() = 0;
virtual bool OnComboSelChange(ComboBox *pForCombo, int32_t idNewSelection) = 0;
// to be used in fill-callback only (crash otherwise!)
void AddEntry(const char *szText, int32_t id);
bool FindEntry(const char *szText);
void ClearEntries();
void SelectEntry(int32_t iEntry); // select entry by index
};
template <class CB> class ComboBox_FillCallback : public ComboBox_FillCB
{
public:
typedef void (CB::*ComboFillFunc)(ComboBox_FillCB *pFiller);
typedef bool (CB::*ComboSelFunc)(ComboBox *pForCombo, int32_t idNewSelection);
private:
CB *pCBClass;
ComboFillFunc FillFunc;
ComboSelFunc SelFunc;
protected:
virtual void FillDropDownCB()
{ if (pCBClass && FillFunc) (pCBClass->*FillFunc)(this); }
virtual bool OnComboSelChange(ComboBox *pForCombo, int32_t idNewSelection)
{ if (pCBClass && SelFunc) return (pCBClass->*SelFunc)(pForCombo, idNewSelection); else return false; }
public:
ComboBox_FillCallback(CB * pCBClass, ComboFillFunc FillFunc, ComboSelFunc SelFunc) :
pCBClass(pCBClass), FillFunc(FillFunc), SelFunc(SelFunc) { }
};
// dropdown box to select elements from a list
class ComboBox : public Control
{
public:
struct ComboMenuCBStruct // struct used as menu callback parameter for dropdown menu
{
StdCopyStrBuf sText;
int32_t id;
ComboMenuCBStruct() : sText(), id(0) {}
ComboMenuCBStruct(const char *szText, int32_t id) : sText(szText), id(id) {}
};
private:
class C4KeyBinding *pKeyOpenCombo, *pKeyCloseCombo;
private:
int32_t iOpenMenu; // associated menu (used to flag dropped down)
ComboBox_FillCB *pFillCallback; // callback used to display the dropdown
char Text[C4MaxTitle+1]; // currently selected item
bool fReadOnly; // merely a label in ReadOnly-mode
bool fSimple; // combo without border and stuff
bool fMouseOver; // mouse hovering over this?
CStdFont *pUseFont; // font used to draw this control
uint32_t dwFontClr, dwBGClr, dwBorderClr; // colors used to draw this control
C4Facet *pFctSideArrow; // arrow gfx used to start combo-dropdown
private:
bool DoDropdown(); // open dropdown menu (context menu)
bool KeyDropDown() { return DoDropdown(); }
bool KeyAbortDropDown() { return AbortDropdown(true); }
bool AbortDropdown(bool fByUser); // abort dropdown menu, if it's open
protected:
virtual void DrawElement(C4TargetFacet &cgo); // draw combo box
virtual bool IsFocusOnClick() { return false; } // don't select control on click
virtual Control *IsFocusElement() { return fReadOnly ? nullptr : this; }; // this control can gain focus if not readonly
void OnCtxComboSelect(C4GUI::Element *pListItem, const ComboMenuCBStruct &rNewSel);
public:
ComboBox(const C4Rect &rtBounds);
~ComboBox();
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse. left-click opens menu
virtual void MouseEnter(CMouse &rMouse); // called when mouse cursor enters element region
virtual void MouseLeave(CMouse &rMouse); // called when mouse cursor leaves element region
void SetComboCB(ComboBox_FillCB *pNewFillCallback);
static int32_t GetDefaultHeight();
void SetText(const char *szToText);
void SetReadOnly(bool fToVal) { if ((fReadOnly = fToVal)) AbortDropdown(false); }
void SetSimple(bool fToVal) { fSimple = fToVal; }
const StdStrBuf GetText() { return StdStrBuf(Text, false); }
void SetFont(CStdFont *pToFont) { pUseFont=pToFont; }
void SetColors(uint32_t dwFontClr, uint32_t dwBGClr, uint32_t dwBorderClr)
{ this->dwFontClr=dwFontClr; this->dwBGClr=dwBGClr; this->dwBorderClr=dwBorderClr; }
void SetDecoration(C4Facet *pFctSideArrow)
{ this->pFctSideArrow = pFctSideArrow; }
friend class ComboBox_FillCB;
};
class Dialog;
// EM window class
class DialogWindow : public C4Window
{
public:
Dialog* pDialog;
DialogWindow(): C4Window(), pDialog(nullptr) {}
using C4Window::Init;
C4Window * Init(C4AbstractApp * pApp, const char * Title, const C4Rect &rcBounds, const char *szID);
virtual void Close();
virtual void PerformUpdate();
};
// information on how to draw dialog borders and face
class FrameDecoration
{
private:
int iRefCount;
bool SetFacetByAction(C4Def *pOfDef, class C4TargetFacet &rfctTarget, const char *szFacetName);
public:
C4Def *pSourceDef;
C4ID idSourceDef;
uint32_t dwBackClr; // background face color
C4TargetFacet fctTop, fctTopRight, fctRight, fctBottomRight, fctBottom, fctBottomLeft, fctLeft, fctTopLeft;
int iBorderTop, iBorderLeft, iBorderRight, iBorderBottom;
bool fHasGfxOutsideClientArea;
FrameDecoration() : iRefCount(0) { Clear(); }
void Clear(); // zero data
// create from ActMap and graphics of a definition (does some script callbacks to get parameters)
bool SetByDef(C4Def *pSrcDef);
bool SetByDef(C4ID idSourceDef); // a wrapper for the above method
bool UpdateGfx(); // update Surface, e.g. after def reload
void Ref() { ++iRefCount; }
void Deref() { if (!--iRefCount) delete this; }
void Draw(C4TargetFacet &cgo, C4Rect &rcDrawArea); // draw deco for given rect (rect includes border)
};
// a dialog
class Dialog: public Window
{
private:
enum Fade { eFadeNone=0, eFadeOut, eFadeIn };
C4KeyBinding *pKeyAdvanceControl, *pKeyAdvanceControlB, *pKeyHotkey, *pKeyEnter, *pKeyEscape, *pKeyFocusDefControl;
protected:
WoodenLabel *pTitle; // title bar text
CallbackButton<Dialog, C4GUI::IconButton> *pCloseBtn;
Control *pActiveCtrl; // control that has focus
bool fShow; // if set, the dlg is shown
bool fOK; // if set, the user pressed OK
int32_t iFade; // dlg fade (percent)
Fade eFade; // fading mode
bool fDelOnClose; // auto-delete when closing
StdStrBuf TitleString;
bool fViewportDlg; // set in ctor: if true, dlg is not independant, but drawn ad controlled within viewports
DialogWindow *pWindow; // window in console mode
FrameDecoration *pFrameDeco;
bool CreateConsoleWindow();
void DestroyConsoleWindow();
virtual void UpdateSize(); // called when own size changed - update assigned pWindow
virtual void UpdatePos(); // Dialogs with their own windows can only be at 0/0
public:
Dialog(int32_t iWdt, int32_t iHgt, const char *szTitle, bool fViewportDlg); // ctor
virtual ~Dialog(); // dtor
virtual void RemoveElement(Element *pChild); // clear ptr
virtual void Draw(C4TargetFacet &cgo); // render dialog (published)
virtual void DrawElement(C4TargetFacet &cgo); // draw dlg bg
virtual bool IsComponentOutsideClientArea() { return !!pTitle; } // pTitle lies outside client area
virtual const char *GetID() { return nullptr; }
// special handling for viewport dialogs
virtual void ApplyElementOffset(int32_t &riX, int32_t &riY);
virtual void ApplyInvElementOffset(int32_t &riX, int32_t &riY);
virtual bool IsFocused(Control *pCtrl) { return pCtrl == pActiveCtrl; }
void SetFocus(Control *pCtrl, bool fByMouse);
Control *GetFocus() { return pActiveCtrl; }
virtual Dialog *GetDlg() { return this; } // this is the dialog
virtual DialogWindow* GetDialogWindow() { return pWindow; }
virtual bool CharIn(const char * c); // input: character key pressed - should return false for none-character-inputs (forward to focused control)
private:
bool KeyHotkey(const C4KeyCodeEx &key);
bool KeyFocusDefault();
public:
virtual void MouseInput(CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse. forwards to child controls
// default control to be set if unprocessed keyboard input has been detected
virtual class Control *GetDefaultControl() { return nullptr; }
// default dlg actions for enter/escape
virtual bool OnEnter() { UserClose(true); return true; }
bool KeyEnter() { return OnEnter(); }
virtual bool OnEscape() { UserClose(false); return true; }
bool KeyEscape() { return OnEscape(); }
void AdvanceFocus(bool fBackwards); // change focus to next component
bool KeyAdvanceFocus(bool fBackwards) { AdvanceFocus(fBackwards); return true; }
virtual int32_t GetMarginTop() { return (pTitle ? pTitle->GetBounds().Hgt : 0) + (pFrameDeco ? pFrameDeco->iBorderTop : Window::GetMarginTop()); }
virtual int32_t GetMarginLeft() { return pFrameDeco ? pFrameDeco->iBorderLeft : Window::GetMarginLeft(); }
virtual int32_t GetMarginRight() { return pFrameDeco ? pFrameDeco->iBorderRight: Window::GetMarginRight(); }
virtual int32_t GetMarginBottom() { return pFrameDeco ? pFrameDeco->iBorderBottom: Window::GetMarginBottom(); }
static int32_t GetDefaultTitleHeight();
bool IsShown() { return fShow; } // returns whether dlg is on screen (may be invisible)
bool IsOK() { return fOK; } // returns whether user pressed OK
bool IsAborted() { return !fShow && !fOK; } // returns whether dialog has been aborted
bool IsActive(bool fForKeyboard); // return whether dlg has mouse control focus
bool IsFading() { return eFade != eFadeNone; }
virtual bool IsFullscreenDialog() { return false; }
virtual bool HasBackground() { return false; } // true if dlg draws screen background (fullscreen dialogs only)
// true for dialogs that should span the whole screen
// not just the mouse-viewport
virtual bool IsFreePlaceDialog() { return false; }
// true for dialogs that should be placed at the bottom of the screen (chat)
virtual bool IsBottomPlacementDialog() { return false; }
// true for dialogs that receive full keyboard and mouse input even in shared mode
virtual bool IsExclusiveDialog() { return false; }
// some dialogs, like menus or chat control, don't really need a mouse
// so do not enable it for those in shared mode if mouse control is disabled
virtual bool IsMouseControlled() { return true; }
// For dialogs associated to a viewport: Return viewport (for placement)
virtual C4Viewport *GetViewport() { return nullptr; }
bool IsViewportDialog() { return fViewportDlg; }
// for custom placement procedures; should call SetPos
virtual bool DoPlacement(Screen *pOnScreen, const C4Rect &rPreferredDlgRect) { return false; }
// true for dialogs drawn externally
virtual bool IsExternalDrawDialog() { return false; }
// z-ordering used for dialog placement
virtual int32_t GetZOrdering() { return C4GUI_Z_DEFAULT; }
bool Show(Screen *pOnScreen, bool fCB); // show dialog on screen - default to last created screen
void Close(bool fOK); // close dlg
bool FadeIn(Screen *pOnScreen); // fade dlg into screen
void FadeOut(bool fCloseWithOK); // fade out dlg
bool DoModal(); // execute message loop until dlg is closed (or GUI destructed) - returns whether dlg was OK
bool Execute(); // execute dialog - does message handling, gfx output and idle proc; return false if dlg got closed or GUI deleted
bool Execute2(); // execute dialog - does message handling, gfx output and idle proc; return false and deletes self if dlg got closed or GUI deleted
void SetDelOnClose(bool fToVal=true) { fDelOnClose=fToVal; } // dialog will delete itself when closed
void SetTitle(const char *szToTitle, bool fShowCloseButton = true); // change title text; creates or removes title bar if necessary
void SetFrameDeco(FrameDecoration *pNewDeco) // change border decoration
{
if (pFrameDeco) pFrameDeco->Deref();
if ((pFrameDeco = pNewDeco)) pNewDeco->Ref();
UpdateOwnPos(); // margin may have changed; might need to reposition stuff
}
void ClearFrameDeco() // clear border decoration; no own pos update!
{if (pFrameDeco) pFrameDeco->Deref(); pFrameDeco = nullptr; }
FrameDecoration *GetFrameDecoration() const { return pFrameDeco; }
void SetClientSize(int32_t iToWdt, int32_t iToHgt); // resize dialog so its client area has the specified size
void OnUserClose(C4GUI::Control *btn) // user presses close btn: Usually close dlg with abort
{ UserClose(false); }
virtual void UserClose(bool fOK) { Close(fOK); }
virtual void OnClosed(bool fOK); // callback when dlg got closed
virtual void OnShown() {} // callback when shown - should not delete the dialog
virtual void OnIdle() {} // idle proc in DoModal
virtual ContextHandler *GetContextHandler() // always use own context handler only (no fall-through to screen)
{ return pContextHandler; }
#ifdef _WIN32
static bool RegisterWindowClass(HINSTANCE hInst); // registers WNDCLASS for console mode dialogs
#endif
friend class Screen;
};
// a dialog covering the whole screen (using UpperBoard-caption)
class FullscreenDialog : public Dialog
{
protected:
Label *pFullscreenTitle, *pSubTitle; // subtitle to be put in upper-right corner
int32_t iDlgMarginX, iDlgMarginY; // dialog margin set by screen size
virtual const char *GetID() { return 0; } // no ID needed, because it's never created as a window
public:
FullscreenDialog(const char *szTitle, const char *szSubtitle); // ctor
void SetTitle(const char *szToTitle); // change title text; creates or removes title bar if necessary
protected:
virtual void DrawElement(C4TargetFacet &cgo); // draw dlg bg
// fullscreen dialogs are not closed on Enter
virtual bool OnEnter() { return false; }
virtual bool IsComponentOutsideClientArea() { return true; }
virtual bool HasUpperBoard() { return false; } // standard fullscreen dialog: UpperBoard no longer present
virtual bool IsFullscreenDialog() { return true; }
virtual bool DoPlacement(Screen *pOnScreen, const C4Rect &rPreferredDlgRect) { return true; } // fullscreen dlg already placed
virtual int32_t GetMarginTop() { return (HasUpperBoard() ? C4UpperBoardHeight : C4GUI_FullscreenDlg_TitleHeight) + iDlgMarginY; }
virtual int32_t GetMarginLeft() { return iDlgMarginX; }
virtual int32_t GetMarginRight() { return iDlgMarginX; }
virtual int32_t GetMarginBottom() { return iDlgMarginY; }
virtual void UpdateOwnPos(); // called when element bounds were changed externally
// helper func: draw facet to screen background
void DrawBackground(C4TargetFacet &cgo, C4Facet &rFromFct);
};
// a button closing the Dlg
class CloseButton : public Button
{
protected:
bool fCloseResult;
virtual void OnPress()
{ Dialog *pDlg; if ((pDlg = GetDlg())) pDlg->UserClose(fCloseResult); }
public:
CloseButton(const char *szBtnText, const C4Rect &rtBounds, bool fResult) // ctor
: Button(szBtnText, rtBounds), fCloseResult(fResult) { }
};
class CloseIconButton : public IconButton
{
protected:
bool fCloseResult;
virtual void OnPress()
{ Dialog *pDlg; if ((pDlg = GetDlg())) pDlg->UserClose(fCloseResult); }
public:
CloseIconButton(const C4Rect &rtBounds, Icons eIcon, bool fResult) // ctor
: IconButton(eIcon, rtBounds, 0), fCloseResult(fResult) { }
};
// OK button
class OKButton : public CloseButton
{
public: OKButton(const C4Rect &rtBounds) // ctor
: CloseButton(LoadResStr("IDS_DLG_OK"), rtBounds, true) {} };
class OKIconButton : public CloseIconButton
{
public: OKIconButton(const C4Rect &rtBounds, Icons eIcon) // ctor
: CloseIconButton(rtBounds, eIcon, true) {} };
// cancel button
class CancelButton : public CloseButton
{
public: CancelButton(const C4Rect &rtBounds) // ctor
: CloseButton(LoadResStr("IDS_DLG_CANCEL"), rtBounds, false) {} };
class CancelIconButton : public CloseIconButton
{
public: CancelIconButton(const C4Rect &rtBounds, Icons eIcon) // ctor
: CloseIconButton(rtBounds, eIcon, false) {} };
// regular close button
class DlgCloseButton : public CloseButton
{
public: DlgCloseButton(const C4Rect &rtBounds) // ctor
: CloseButton(LoadResStr("IDS_DLG_CLOSE"), rtBounds, true) {} };
// Yes button
class YesButton : public CloseButton
{
public: YesButton(const C4Rect &rtBounds) // ctor
: CloseButton(LoadResStr("IDS_DLG_YES"), rtBounds, true) {} };
// No button
class NoButton : public CloseButton
{
public: NoButton(const C4Rect &rtBounds) // ctor
: CloseButton(LoadResStr("IDS_DLG_NO"), rtBounds, false) {} };
// Retry button
class RetryButton : public CloseButton
{
public: RetryButton(const C4Rect &rtBounds) // ctor
: CloseButton(LoadResStr("IDS_BTN_RETRY"), rtBounds, true) {} };
// Reset button
class ResetButton : public CloseButton
{
public: ResetButton(const C4Rect &rtBounds) // ctor
: CloseButton(LoadResStr("IDS_BTN_RESET"), rtBounds, true) {} };
// a simple message dialog
class MessageDialog : public Dialog
{
private:
bool fHasOK;
int32_t *piConfigDontShowAgainSetting;
class C4KeyBinding *pKeyCopy;
StdCopyStrBuf sCopyText; // text that goes into clipboard if user presses Ctrl+C on this window
public:
enum Buttons { btnOK=1, btnAbort=2, btnYes=4, btnNo=8, btnRetry=16, btnReset=32,
btnOKAbort=btnOK|btnAbort, btnYesNo=btnYes|btnNo, btnRetryAbort=btnRetry|btnAbort
};
enum DlgSize { dsRegular=C4GUI_MessageDlgWdt, dsMedium=C4GUI_MessageDlgWdtMedium, dsSmall=C4GUI_MessageDlgWdtSmall };
MessageDialog(const char *szMessage, const char *szCaption, DWORD dwButtons, Icons icoIcon, DlgSize eSize=dsRegular, int32_t *piConfigDontShowAgainSetting=nullptr, bool fDefaultNo=false);
~MessageDialog();
protected:
virtual bool OnEnter() { if (!fHasOK) return false; Close(true); return true; }
void OnDontShowAgainCheck(C4GUI::Element *pCheckBox)
{ if (piConfigDontShowAgainSetting) *piConfigDontShowAgainSetting = static_cast<C4GUI::CheckBox *>(pCheckBox)->GetChecked(); }
bool KeyCopy();
virtual const char *GetID() { return "MessageDialog"; }
virtual int32_t GetZOrdering() { return C4GUI_Z_INPUT; }
};
// a confirmation dialog, which performs a callback after confirmation
class ConfirmationDialog : public MessageDialog
{
private:
BaseCallbackHandler *pCB;
public:
ConfirmationDialog(const char *szMessage, const char *szCaption, BaseCallbackHandler *pCB, DWORD dwButtons=MessageDialog::btnOKAbort, bool fSmall=false, Icons icoIcon=Ico_Confirm);
~ConfirmationDialog() { if (pCB) pCB->DeRef(); }
protected:
virtual void OnClosed(bool fOK); // callback when dlg got closed
};
// a simple progress dialog
class ProgressDialog : public Dialog
{
protected:
ProgressBar *pBar; // progress bar component
virtual const char *GetID() { return "ProgressDialog"; }
public:
ProgressDialog(const char *szMessage, const char *szCaption, int32_t iMaxProgress, int32_t iInitialProgress, Icons icoIcon);
void SetProgress(int32_t iToProgress) { pBar->SetProgress(iToProgress); } // change progress
virtual bool OnEnter() { return false; } // don't close on Enter!
};
class BaseInputCallback
{
public:
virtual void OnOK(const StdStrBuf &sText) = 0;
virtual ~BaseInputCallback() {}
};
template <class T> class InputCallback : public BaseInputCallback
{
public:
typedef void (T::*CBFunc)(const StdStrBuf &);
private:
T *pTarget;
CBFunc pCBFunc;
public:
InputCallback(T *pTarget, CBFunc pCBFunc) : pTarget(pTarget), pCBFunc(pCBFunc) {}
virtual void OnOK(const StdStrBuf &sText) { (pTarget->*pCBFunc)(sText); }
};
// a dialog for a one-line text input; contains OK and cancel button
class InputDialog : public Dialog
{
protected:
Edit *pEdit; // edit for text input
BaseInputCallback *pCB;
C4Rect rcEditBounds;
bool fChatLayout;
Label *pChatLbl;
virtual const char *GetID() { return "InputDialog"; }
public:
InputDialog(const char *szMessage, const char *szCaption, Icons icoIcon, BaseInputCallback *pCB, bool fChatLayout=false);
~InputDialog() { if (pCB) delete pCB; }
virtual void OnClosed(bool fOK) { if (pCB && fOK) pCB->OnOK(StdStrBuf(pEdit->GetText())); Dialog::OnClosed(fOK); } // close CB
void SetMaxText(int32_t iMaxLen) { pEdit->SetMaxText(iMaxLen); }
void SetInputText(const char *szToText);
const char *GetInputText() { return pEdit->GetText(); }
void SetCustomEdit(Edit *pCustomEdit);
};
// a dialog showing some information text
class InfoDialog : public Dialog, private C4ApplicationSec1Timer
{
private:
int32_t iScroll; // current scroll pos; backup for text update
protected:
TextWindow *pTextWin;
void CreateSubComponents(); // ctor func
// add text to the info window
void AddLine(const char *szText);
void AddLineFmt(const char *szFmtString, ...) GNUC_FORMAT_ATTRIBUTE_O;
void BeginUpdateText(); // backup scrolling and clear text window
void EndUpdateText(); // restore scroll pos; set last update time
virtual void UpdateText() {}; // function to be overwritten for timed dlgs: Update window text
virtual void OnSec1Timer(); // idle proc: update text if necessary
public:
InfoDialog(const char *szCaption, int32_t iLineCount); // ctor
InfoDialog(const char *szCaption, int iLineCount, const StdStrBuf &sText); // ctor - init w/o timer
~InfoDialog();
};
// a keyboard event that's only executed if the dialog is activated
template <class TargetClass> class DlgKeyCB : public C4KeyCB<TargetClass>
{
private:
typedef C4KeyCB<TargetClass> Base;
typedef bool(TargetClass::*CallbackFunc)();
public:
DlgKeyCB(TargetClass &rTarget, CallbackFunc pFuncDown, CallbackFunc pFuncUp=nullptr, CallbackFunc pFuncPressed=nullptr)
: Base(rTarget, pFuncDown, pFuncUp, pFuncPressed) {}
virtual bool CheckCondition() { return Base::rTarget.IsInActiveDlg(true) && Base::rTarget.IsVisible(); }
};
template <class TargetClass> class DlgKeyCBPassKey : public C4KeyCBPassKey<TargetClass>
{
private:
typedef C4KeyCBPassKey<TargetClass> Base;
typedef bool(TargetClass::*CallbackFunc)(const C4KeyCodeEx &key);
public:
DlgKeyCBPassKey(TargetClass &rTarget, CallbackFunc pFuncDown, CallbackFunc pFuncUp=nullptr, CallbackFunc pFuncPressed=nullptr)
: Base(rTarget, pFuncDown, pFuncUp, pFuncPressed) {}
virtual bool CheckCondition() { return Base::rTarget.IsInActiveDlg(true) && Base::rTarget.IsVisible(); }
};
template <class TargetClass, class ParameterType> class DlgKeyCBEx : public C4KeyCBEx<TargetClass, ParameterType>
{
private:
typedef C4KeyCBEx<TargetClass, ParameterType> Base;
typedef bool(TargetClass::*CallbackFunc)(ParameterType par);
public:
DlgKeyCBEx(TargetClass &rTarget, const ParameterType &par, CallbackFunc pFuncDown, CallbackFunc pFuncUp=nullptr, CallbackFunc pFuncPressed=nullptr)
: Base(rTarget, par, pFuncDown, pFuncUp, pFuncPressed) {}
virtual bool CheckCondition() { return Base::rTarget.IsInActiveDlg(true) && Base::rTarget.IsVisible(); }
};
// a keyboard event that's only executed if the control has focus
template <class TargetClass> class ControlKeyCB : public C4KeyCB<TargetClass>
{
private:
typedef C4KeyCB<TargetClass> Base;
typedef bool(TargetClass::*CallbackFunc)();
public:
ControlKeyCB(TargetClass &rTarget, CallbackFunc pFuncDown, CallbackFunc pFuncUp=nullptr, CallbackFunc pFuncPressed=nullptr)
: Base(rTarget, pFuncDown, pFuncUp, pFuncPressed) {}
virtual bool CheckCondition() { return Base::rTarget.HasDrawFocus(); }
};
template <class TargetClass, class ParameterType> class ControlKeyCBExPassKey : public C4KeyCBExPassKey<TargetClass, ParameterType>
{
private:
typedef C4KeyCBExPassKey<TargetClass, ParameterType> Base;
typedef bool(TargetClass::*CallbackFunc)(const C4KeyCodeEx &key, const ParameterType &par);
public:
ControlKeyCBExPassKey(TargetClass &rTarget, const ParameterType &rPar, CallbackFunc pFuncDown, CallbackFunc pFuncUp=nullptr, CallbackFunc pFuncPressed=nullptr)
: Base(rTarget, rPar, pFuncDown, pFuncUp, pFuncPressed) {}
virtual bool CheckCondition() { return Base::rTarget.HasDrawFocus(); }
};
// key event that checks whether a control is active, but forwards to the dialog
template <class TargetClass> class ControlKeyDlgCB : public C4KeyCB<TargetClass>
{
private:
class Control *pCtrl;
typedef C4KeyCB<TargetClass> Base;
typedef bool(TargetClass::*CallbackFunc)();
public:
ControlKeyDlgCB(Control *pCtrl, TargetClass &rTarget, CallbackFunc pFuncDown, CallbackFunc pFuncUp=nullptr, CallbackFunc pFuncPressed=nullptr)
: Base(rTarget, pFuncDown, pFuncUp, pFuncPressed), pCtrl(pCtrl) {}
virtual bool CheckCondition() { return pCtrl && pCtrl->IsInActiveDlg(true) && pCtrl->IsVisible(); }
};
// mouse cursor control
class CMouse
{
public:
int32_t x,y; // cursor position
bool LDown, MDown, RDown; // mouse button states
int32_t LDownX, LDownY; // position where left button was pressed last
DWORD dwKeys; // shift, ctrl, etc.
bool fActive;
C4TimeMilliseconds tLastMovementTime; // C4TimeMilliseconds::Now() when the mouse pos changed last
// whether last input was done by mouse
// set to true whenever mouse pos changes or buttons are pressed
// reset by keyboard actions to avoid tooltips where the user isn't even doing anything
bool fActiveInput;
enum TooltipShowState
{
TTST_None = 0, // show no tooltips
TTST_Immediate = 1, // show only tooltips of elements that require immediate show (i.e. otherwise unlabeled buttons)
TTST_All = 2, // show all tooltips (mouse hovered on same element for some time)
};
public:
Element *pMouseOverElement, *pPrevMouseOverElement; // elements at mouse position (after and before processing of mouse event)
Element *pDragElement; // element at pos where left mouse button was clicked last
public:
CMouse(int32_t iX, int32_t iY); // ctor
~CMouse(); // dtor
void Draw(C4TargetFacet &cgo, TooltipShowState draw_tool_tips); // draw cursor
void Input(int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // process mouse input
bool IsLDown() { return LDown; }
void GetLastXY(int32_t &rX, int32_t &rY, DWORD &rdwKeys) { rX=x; rY=y; rdwKeys=dwKeys; }
void ResetElements() // reset MouseOver/etc.-controls
{ pMouseOverElement=pPrevMouseOverElement=pDragElement=nullptr; }
void ReleaseElements(); // reset MouseOver/etc.-controls, doing the appropriate callbacks
void OnElementGetsInvisible(Element *pChild); // clear ptr
void RemoveElement(Element *pChild); // clear ptr
void SetOwnedMouse(bool fToVal) { fActive=fToVal; }
void ResetToolTipTime() { tLastMovementTime = C4TimeMilliseconds::Now(); }
bool IsMouseStill() { return C4TimeMilliseconds::Now()-tLastMovementTime >= C4GUI_ToolTipShowTime; }
void ResetActiveInput() { fActiveInput = false; }
bool IsActiveInput() { return fActiveInput; }
void ReleaseButtons() { LDown = RDown = MDown = false; }
};
// the dialog client area
class Screen : public Window
{
public:
CMouse Mouse;
protected:
Dialog *pActiveDlg; // current, active dialog
ContextMenu *pContext; // currently opened context menu (lowest submenu)
bool fExclusive; // default true. if false, input is shared with the game
C4Rect PreferredDlgRect; // rectangle in which dialogs should be placed
float fZoom;
static Screen *pScreen; // static singleton var
public:
virtual void RemoveElement(Element *pChild); // clear ptr
const C4Rect &GetPreferredDlgRect() { return PreferredDlgRect; }
protected:
using Window::Draw;
virtual void Draw(C4TargetFacet &cgo, bool fDoBG); // draw screen contents
virtual void ElementPosChanged(Element *pOfElement); // called when a dialog is moved
public:
void ShowDialog(Dialog *pDlg, bool fFade); // present dialog to user
void CloseDialog(Dialog *pDlg, bool fFade);// hide dialog from user
void ActivateDialog(Dialog *pDlg); // set dlg as active
void RecheckActiveDialog();
Dialog *GetTopDialog(); // get topmost dlg
public:
Screen();
~Screen();
void Init(int32_t tx, int32_t ty, int32_t twdt, int32_t thgt);
void Clear();
void Render(bool fDoBG); // render to pDraw
void RenderMouse(C4TargetFacet &cgo); // draw mouse only
virtual Screen *GetScreen() { return this; }; // return contained screen
static Screen *GetScreenS() { return pScreen; } // get global screen
float GetZoom() const { return fZoom; }; // get GUI zoom
bool IsActive() { return !!GetTopDialog(); } // return whether GUI is active
bool KeyAny(); // to be called on keystrokes; resets some tooltip-times
virtual bool CharIn(const char * c); // input: character key pressed - should return false for none-character-inputs
using Window::MouseInput;
bool MouseInput(int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam, Dialog *pDlg, class C4Viewport *pVP); // input: mouse movement or buttons; sends MouseEnter/Leave; return whether inside dialog
void MouseMove(int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam, class C4Viewport *pVP); // pVP specified for console mode viewports only
void SetMouseInGUI(bool fInGUI, bool fByMouse);
bool RecheckMouseInput(); // do mouse movement iusing last input flags
bool ShowMessage(const char *szMessage, const char *szCaption, Icons icoIcon, int32_t *piConfigDontShowAgainSetting=nullptr); // show message
bool ShowErrorMessage(const char *szMessage); // show message: Error caption and icon
bool ShowMessageModal(const char *szMessage, const char *szCaption, DWORD dwButtons, Icons icoIcon, int32_t *piConfigDontShowAgainSetting=nullptr); // show modal message dlg
ProgressDialog *ShowProgressDlg(const char *szMessage, const char *szCaption, int32_t iMaxProgress=100, int32_t iInitialProgress=0, Icons icoIcon=Ico_Wait); // create and show a progress dialog
bool ShowModalDlg(Dialog *pDlg, bool fDestruct=true); // show any dialog modal and destruct it afterwards
bool ShowRemoveDlg(Dialog *pDlg); // show dialog, and flag it to delete itself when closed; return immediately
void CloseAllDialogs(bool fWithOK); // close all dialogs on the screen; top dlgs first
void SetPreferredDlgRect(const C4Rect &rtNewPref) { PreferredDlgRect = rtNewPref; }
#ifdef USE_WIN32_WINDOWS
Dialog *GetDialog(HWND hWindow); // get console dialog
#endif
Dialog *GetDialog(C4Window * pWindow); // get console dialog
void DoContext(ContextMenu *pNewCtx, Element *pAtElement, int32_t iX, int32_t iY); // open context menu (closes any other contextmenu)
void AbortContext(bool fByUser) { if (pContext) pContext->Abort(fByUser); } // close context menu
int32_t GetContextMenuIndex() { return pContext ? pContext->GetMenuIndex() : 0; } // get current context-menu (lowest level)
int32_t GetLastContextMenuIndex() { return ContextMenu::GetLastMenuIndex(); } // get last opened context-menu (lowest level)
bool HasContext() { return !!pContext; }
bool HasFullscreenDialog(bool fIncludeFading); // true if on fullscreen dialog is visible
Dialog *GetFullscreenDialog(bool fIncludeFading); // return dlg pointer to first found fullscreen dialog
// callback from C4Game from message-handling of WM_TIMER; forwards to dialog-timer
void OnSec1Timer();
// exclusive
void SetExclusive(bool fToState) { fExclusive = fToState; Mouse.SetOwnedMouse(fExclusive); UpdateMouseFocus(); }
bool IsExclusive() { return fExclusive; }
bool HasKeyboardFocus()
{
// always hook keyboard in exclusive mode; only on exclusive top dialogs in shared mode
if (IsExclusive()) return true;
Dialog *pDlg = GetTopDialog();
return pDlg && pDlg->IsExclusiveDialog();
}
bool HasMouseFocus() // return whether mouse controls GUI only
{ return HasKeyboardFocus(); }
int32_t GetMouseControlledDialogCount(); // count dlgs with that flag set
void UpdateMouseFocus(); // when exclusive mode has changed: Make sure mouse clip is correct
// draw a tooltip in a box
static void DrawToolTip(const char *szTip, C4TargetFacet &cgo, float guix, float guiy);
// gamepad
void UpdateGamepadGUIControlEnabled(); // callback when gamepad gui option changed
friend class Dialog; friend class ContextMenu;
};
// menu handler bound to member functions of another class
template <class CBClass> class CBMenuHandler : public MenuHandler
{
private:
CBClass *pCBTarget; // callback target
typename DlgCallback<CBClass>::ContextClickFunc pCallbackFn; // callback function
public:
// ctor
CBMenuHandler<CBClass>(CBClass *pCBTarget, typename DlgCallback<CBClass>::ContextClickFunc pCallbackFn, int32_t iaExtra=0)
: MenuHandler(), pCBTarget(pCBTarget), pCallbackFn(pCallbackFn) { }
virtual void OnOK(Element *pTargetElement)
{
if (!pCBTarget /* || !pCallbackFn */) return;
// do callback
(pCBTarget->*pCallbackFn)(pTargetElement);
}
};
// menu handler bound to member functions of another class, providing extra storage for parameters
template <class CBClass, class TEx> class CBMenuHandlerEx : public MenuHandler
{
private:
CBClass *pCBTarget; // callback target
typename DlgCallbackEx<CBClass, const TEx &>::ContextClickFunc pCallbackFn; // callback function
TEx Extra; // extra data
public:
// ctor
CBMenuHandlerEx<CBClass, TEx>(CBClass *pCBTarget, typename DlgCallbackEx<CBClass, const TEx &>::ContextClickFunc pCallbackFn, TEx aExtra)
: MenuHandler(), pCBTarget(pCBTarget), pCallbackFn(pCallbackFn), Extra(aExtra) { }
CBMenuHandlerEx<CBClass, TEx>(CBClass *pCBTarget, typename DlgCallbackEx<CBClass, const TEx &>::ContextClickFunc pCallbackFn)
: MenuHandler(), pCBTarget(pCBTarget), pCallbackFn(pCallbackFn), Extra() { }
const TEx &GetExtra() const { return Extra; }
void SetExtra(const TEx &e) { Extra = e; }
virtual void OnOK(Element *pTargetElement)
{
if (!pCBTarget || !pCallbackFn) return;
// do callback
(pCBTarget->*pCallbackFn)(pTargetElement, Extra);
}
};
// context handler bound to member functions of another class
template <class CBClass> class CBContextHandler : public ContextHandler
{
private:
CBClass *pCBTarget; // callback target
typename DlgCallback<CBClass>::ContextFunc pCallbackFn; // callback function
public:
// ctor
CBContextHandler<CBClass>(CBClass *pCBTarget, typename DlgCallback<CBClass>::ContextFunc pCallbackFn)
: ContextHandler(), pCBTarget(pCBTarget), pCallbackFn(pCallbackFn) { }
virtual bool OnContext(Element *pOnElement, int32_t iX, int32_t iY)
{
DlgCallback<CBClass>();
if (!pCBTarget) return false;
// if (!pCallbackFn) return false;
Screen *pScreen = pOnElement->GetScreen();
if (!pScreen) return false;
// let CB func create context menu
ContextMenu *pNewMenu = (pCBTarget->*pCallbackFn)(pOnElement, iX, iY);
if (!pNewMenu) return false;
// open it on screen
pScreen->DoContext(pNewMenu, pOnElement, iX, iY);
// done, success
return true;
}
virtual C4GUI::ContextMenu *OnSubcontext(Element *pOnElement)
{
// query directly
return (pCBTarget->*pCallbackFn)(pOnElement, 0, 0);
}
friend class Dialog;
};
// a helper used to align elements
class ComponentAligner
{
protected:
C4Rect rcClientArea; // free client area
int32_t iMarginX, iMarginY; // horizontal and vertical margins of components
static C4Rect rcTemp; // temp rect
public:
ComponentAligner(const C4Rect &rcArea, int32_t iMarginX, int32_t iMarginY, bool fZeroAreaXY=false) // ctor
: rcClientArea(rcArea), iMarginX(iMarginX), iMarginY(iMarginY)
{ if (fZeroAreaXY) rcClientArea.x=rcClientArea.y=0; }
bool GetFromTop(int32_t iHgt, int32_t iWdt, C4Rect &rcOut); // get a portion from the top
bool GetFromLeft(int32_t iWdt, int32_t iHgt, C4Rect &rcOut); // get a portion from the left
bool GetFromRight(int32_t iWdt, int32_t iHgt, C4Rect &rcOut); // get a portion from the right
bool GetFromBottom(int32_t iHgt, int32_t iWdt, C4Rect &rcOut); // get a portion from the bottom
void GetAll(C4Rect &rcOut); // get remaining client area
bool GetCentered(int32_t iWdt, int32_t iHgt, C4Rect &rcOut); // get centered subregion within area
C4Rect &GetFromTop(int32_t iHgt, int32_t iWdt=-1) { GetFromTop(iHgt, iWdt, rcTemp); return rcTemp; } // get a portion from the top
C4Rect &GetFromLeft(int32_t iWdt, int32_t iHgt=-1) { GetFromLeft(iWdt, iHgt, rcTemp); return rcTemp; } // get a portion from the left
C4Rect &GetFromRight(int32_t iWdt, int32_t iHgt=-1) { GetFromRight(iWdt, iHgt, rcTemp); return rcTemp; } // get a portion from the right
C4Rect &GetFromBottom(int32_t iHgt, int32_t iWdt=-1) { GetFromBottom(iHgt, iWdt, rcTemp); return rcTemp; } // get a portion from the bottom
C4Rect &GetAll() { GetAll(rcTemp); return rcTemp; } // get remaining client are
C4Rect &GetCentered(int32_t iWdt, int32_t iHgt) { GetCentered(iWdt, iHgt, rcTemp); return rcTemp; } // get centered subregion within area (w/o size checks)
C4Rect &GetGridCell(int32_t iSectX, int32_t iSectXMax, int32_t iSectY, int32_t iSectYMax, int32_t iSectSizeX=-1, int32_t iSectSizeY=-1, bool fCenterPos=false, int32_t iSectNumX=1, int32_t iSectNumY=1);
int32_t GetWidth() const { return rcClientArea.Wdt; }
int32_t GetHeight() const { return rcClientArea.Hgt; }
int32_t GetHMargin() const { return iMarginX; }
int32_t GetVMargin() const { return iMarginY; }
int32_t GetInnerWidth() const { return rcClientArea.Wdt-2*iMarginX; }
int32_t GetInnerHeight() const { return rcClientArea.Hgt-2*iMarginY; }
void ExpandTop(int32_t iByHgt) { rcClientArea.y-=iByHgt; rcClientArea.Hgt+=iByHgt; } // enlarge client rect
void ExpandLeft(int32_t iByWdt) { rcClientArea.x-=iByWdt; rcClientArea.Wdt+=iByWdt; } // enlarge client rect
void ExpandRight(int32_t iByWdt) { rcClientArea.Wdt+=iByWdt; } // enlarge client rect
void ExpandBottom(int32_t iByHgt) { rcClientArea.Hgt+=iByHgt; } // enlarge client rect
void LogIt(const char *szName);
};
// shortcut for check whether GUI is active
inline bool IsActive() { return Screen::GetScreenS()->IsActive(); }
inline bool IsExclusive() { return Screen::GetScreenS()->IsExclusive(); }
// shortcut for GUI screen size
inline int32_t GetScreenWdt() { return Screen::GetScreenS()->GetBounds().Wdt; }
inline int32_t GetScreenHgt() { return Screen::GetScreenS()->GetBounds().Hgt; }
// sound effect in GUI: Only if enabled
void GUISound(const char *szSound);
// Zoom
inline float GetZoom() { return Screen::GetScreenS()->GetZoom(); }
inline void MouseMove(int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam, class C4Viewport *pVP) // pVP specified for console mode viewports only
{ Screen::GetScreenS()->MouseMove(iButton, iX, iY, dwKeyParam, pVP); }
extern Screen TheScreen;
} // end of namespace
typedef C4GUI::Screen C4GUIScreen;
extern C4GUIScreen *pGUI;
#endif