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213 lines
6.5 KiB
C++
213 lines
6.5 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_GRAPHCOMPONENT_H_
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#define _GLEST_GAME_GRAPHCOMPONENT_H_
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#include <string>
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#include <vector>
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#include <map>
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#include <typeinfo>
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#include "font.h"
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#include "leak_dumper.h"
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using std::string;
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using std::vector;
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using Shared::Graphics::Font2D;
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namespace Glest{ namespace Game{
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class GraphicComponent;
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// ===========================================================
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// class GraphicComponent
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//
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// OpenGL renderer GUI components
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// ===========================================================
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class GraphicComponent {
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public:
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static const float animSpeed;
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static const float fadeSpeed;
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static std::map<std::string, std::map<std::string, GraphicComponent *> > registeredGraphicComponentList;
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protected:
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int x, y, w, h;
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string text;
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const Font2D *font;
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bool enabled;
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bool editable;
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bool visible;
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static float anim;
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static float fade;
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string instanceName;
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public:
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GraphicComponent(std::string containerName="", std::string objName="");
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virtual ~GraphicComponent(){}
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static void clearRegisteredComponents(std::string containerName="");
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static void clearRegisterGraphicComponent(std::string containerName, std::string objName);
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static void clearRegisterGraphicComponent(std::string containerName, std::vector<std::string> objNameList);
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virtual void registerGraphicComponent(std::string containerName, std::string objName);
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static GraphicComponent * findRegisteredComponent(std::string containerName, std::string objName);
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static void applyAllCustomProperties(std::string containerName);
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virtual void applyCustomProperties(std::string containerName);
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static bool saveAllCustomProperties(std::string containerName);
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virtual bool saveCustomProperties(std::string containerName);
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virtual void init(int x, int y, int w, int h);
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virtual int getX() const {return x;}
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virtual int getY() const {return y;}
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virtual int getW() const {return w;}
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virtual int getH() const {return h;}
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virtual const string &getText() const {return text;}
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virtual const Font2D *getFont() const {return font;}
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virtual bool getEnabled() const {return enabled;}
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virtual bool getEditable() const {return editable;}
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virtual bool getVisible() const {return visible;}
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virtual void setX(int x) {this->x= x;}
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virtual void setY(int y) {this->y= y;}
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virtual void setText(const string &text) {this->text= text;}
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virtual void setFont(const Font2D *font) {this->font= font;}
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virtual void setEnabled(bool enabled) {this->enabled= enabled;}
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virtual void setEditable(bool editable) {this->editable= editable;}
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virtual void setVisible(bool value) {this->visible = value;}
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virtual bool mouseMove(int x, int y);
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virtual bool mouseClick(int x, int y);
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static void update();
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static void resetFade();
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static float getAnim() {return anim;}
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static float getFade() {return fade;}
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};
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// ===========================================================
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// class GraphicLabel
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// ===========================================================
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class GraphicLabel: public GraphicComponent {
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public:
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static const int defH;
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static const int defW;
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private:
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bool centered;
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public:
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void init(int x, int y, int w=defW, int h=defH, bool centered= false);
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bool getCentered() const {return centered;}
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void setCentered(bool centered) {this->centered= centered;}
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};
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// ===========================================================
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// class GraphicButton
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// ===========================================================
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class GraphicButton: public GraphicComponent {
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public:
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static const int defH;
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static const int defW;
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private:
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bool lighted;
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public:
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void init(int x, int y, int w=defW, int h=defH);
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bool getLighted() const {return lighted;}
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void setLighted(bool lighted) {this->lighted= lighted;}
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virtual bool mouseMove(int x, int y);
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};
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// ===========================================================
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// class GraphicListBox
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// ===========================================================
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class GraphicListBox: public GraphicComponent {
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public:
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static const int defH;
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static const int defW;
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private:
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GraphicButton graphButton1, graphButton2;
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vector<string> items;
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int selectedItemIndex;
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public:
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void init(int x, int y, int w=defW, int h=defH);
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int getItemCount() const {return items.size();}
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string getItem(int index) const {return items[index];}
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int getSelectedItemIndex() const {return selectedItemIndex;}
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string getSelectedItem() const {return items[selectedItemIndex];}
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const GraphicButton *getButton1() const {return &graphButton1;}
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const GraphicButton *getButton2() const {return &graphButton2;}
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void pushBackItem(string item);
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void setItems(const vector<string> &items);
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void setSelectedItemIndex(int index, bool errorOnMissing=true);
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void setSelectedItem(string item, bool errorOnMissing=true);
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void setEditable(bool editable);
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virtual bool mouseMove(int x, int y);
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virtual bool mouseClick(int x, int y);
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};
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// ===========================================================
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// class GraphicMessageBox
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// ===========================================================
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class GraphicMessageBox: public GraphicComponent {
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public:
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static const int defH;
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static const int defW;
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private:
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GraphicButton button1;
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GraphicButton button2;
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int buttonCount;
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string header;
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public:
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void init(const string &button1Str, const string &button2Str);
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void init(const string &button1Str);
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int getButtonCount() const {return buttonCount;}
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const GraphicButton *getButton1() const {return &button1;}
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const GraphicButton *getButton2() const {return &button2;}
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string getHeader() const {return header;}
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virtual void setX(int x);
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virtual void setY(int y);
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void setHeader(string header) {this->header= header;}
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virtual bool mouseMove(int x, int y);
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virtual bool mouseClick(int x, int y);
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bool mouseClick(int x, int y, int &clickedButton);
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};
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}}//end namespace
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#endif
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