ES-DE/es-core/src/GuiComponent.h

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#pragma once
#ifndef ES_CORE_GUI_COMPONENT_H
#define ES_CORE_GUI_COMPONENT_H
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#include "math/Misc.h"
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#include "math/Transform4x4f.h"
#include "HelpPrompt.h"
#include "HelpStyle.h"
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#include "InputConfig.h"
#include <functional>
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#include <memory>
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class Animation;
class AnimationController;
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class Font;
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class InputConfig;
class ThemeData;
class Window;
class GuiComponent
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{
public:
GuiComponent(Window* window);
virtual ~GuiComponent();
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virtual void textInput(const char* text);
//Called when input is received.
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//Return true if the input is consumed, false if it should continue to be passed to other children.
virtual bool input(InputConfig* config, Input input);
//Called when time passes. Default implementation calls updateSelf(deltaTime) and updateChildren(deltaTime) - so you should probably call GuiComponent::update(deltaTime) at some point (or at least updateSelf so animations work).
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virtual void update(int deltaTime);
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//Called when it's time to render. By default, just calls renderChildren(parentTrans * getTransform()).
//You probably want to override this like so:
//1. Calculate the new transform that your control will draw at with Transform4x4f t = parentTrans * getTransform().
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//2. Set the renderer to use that new transform as the model matrix - Renderer::setMatrix(t);
//3. Draw your component.
//4. Tell your children to render, based on your component's transform - renderChildren(t).
virtual void render(const Transform4x4f& parentTrans);
Vector3f getPosition() const;
inline void setPosition(const Vector3f& offset) { setPosition(offset.x(), offset.y(), offset.z()); }
void setPosition(float x, float y, float z = 0.0f);
virtual void onPositionChanged() {};
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//Sets the origin as a percentage of this image (e.g. (0, 0) is top left, (0.5, 0.5) is the center)
Vector2f getOrigin() const;
void setOrigin(float originX, float originY);
inline void setOrigin(Vector2f origin) { setOrigin(origin.x(), origin.y()); }
virtual void onOriginChanged() {};
//Sets the rotation origin as a percentage of this image (e.g. (0, 0) is top left, (0.5, 0.5) is the center)
Vector2f getRotationOrigin() const;
void setRotationOrigin(float originX, float originY);
inline void setRotationOrigin(Vector2f origin) { setRotationOrigin(origin.x(), origin.y()); }
Vector2f getSize() const;
inline void setSize(const Vector2f& size) { setSize(size.x(), size.y()); }
void setSize(float w, float h);
virtual void onSizeChanged() {};
virtual Vector2f getRotationSize() const { return getSize(); };
float getRotation() const;
void setRotation(float rotation);
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inline void setRotationDegrees(float rotation) { setRotation((float)ES_DEG_TO_RAD(rotation)); }
float getScale() const;
void setScale(float scale);
float getZIndex() const;
void setZIndex(float zIndex);
float getDefaultZIndex() const;
void setDefaultZIndex(float zIndex);
// Returns the center point of the image (takes origin into account).
Vector2f getCenter() const;
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void setParent(GuiComponent* parent);
GuiComponent* getParent() const;
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void addChild(GuiComponent* cmp);
void removeChild(GuiComponent* cmp);
void clearChildren();
void sortChildren();
unsigned int getChildCount() const;
GuiComponent* getChild(unsigned int i) const;
// animation will be automatically deleted when it completes or is stopped.
bool isAnimationPlaying(unsigned char slot) const;
bool isAnimationReversed(unsigned char slot) const;
int getAnimationTime(unsigned char slot) const;
void setAnimation(Animation* animation, int delay = 0, std::function<void()> finishedCallback = nullptr, bool reverse = false, unsigned char slot = 0);
bool stopAnimation(unsigned char slot);
bool cancelAnimation(unsigned char slot); // Like stopAnimation, but doesn't call finishedCallback - only removes the animation, leaving things in their current state. Returns true if successful (an animation was in this slot).
bool finishAnimation(unsigned char slot); // Calls update(1.f) and finishedCallback, then deletes the animation - basically skips to the end. Returns true if successful (an animation was in this slot).
bool advanceAnimation(unsigned char slot, unsigned int time); // Returns true if successful (an animation was in this slot).
void stopAllAnimations();
void cancelAllAnimations();
virtual unsigned char getOpacity() const;
virtual void setOpacity(unsigned char opacity);
const Transform4x4f& getTransform();
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virtual std::string getValue() const;
virtual void setValue(const std::string& value);
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virtual void onFocusGained() {};
virtual void onFocusLost() {};
virtual void onShow();
virtual void onHide();
virtual void onScreenSaverActivate();
virtual void onScreenSaverDeactivate();
virtual void topWindow(bool isTop);
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// Default implementation just handles <pos> and <size> tags as normalized float pairs.
// You probably want to keep this behavior for any derived classes as well as add your own.
virtual void applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view, const std::string& element, unsigned int properties);
// Returns a list of help prompts.
virtual std::vector<HelpPrompt> getHelpPrompts() { return std::vector<HelpPrompt>(); };
// Called whenever help prompts change.
void updateHelpPrompts();
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virtual HelpStyle getHelpStyle();
// Returns true if the component is busy doing background processing (e.g. HTTP downloads)
bool isProcessing() const;
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protected:
void renderChildren(const Transform4x4f& transform) const;
void updateSelf(int deltaTime); // updates animations
void updateChildren(int deltaTime); // updates animations
unsigned char mOpacity;
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Window* mWindow;
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GuiComponent* mParent;
std::vector<GuiComponent*> mChildren;
Vector3f mPosition;
Vector2f mOrigin;
Vector2f mRotationOrigin;
Vector2f mSize;
float mRotation = 0.0;
float mScale = 1.0;
float mDefaultZIndex = 0;
float mZIndex = 0;
bool mIsProcessing;
public:
const static unsigned char MAX_ANIMATIONS = 4;
private:
Transform4x4f mTransform; //Don't access this directly! Use getTransform()!
AnimationController* mAnimationMap[MAX_ANIMATIONS];
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};
#endif // ES_CORE_GUI_COMPONENT_H