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UINode.h
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UINode.h
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#pragma once
#include "common/EventHandler.h"
#include "common/System.h"
#include "common/IFrontend.h"
#include "textures/Texture.h"
#include <string>
#include <deque>
// forward decl
class UINode;
class IUILayout;
#define tr(in) UI::get().translate(in)
class UINodeListener {
public:
virtual ~UINodeListener ()
{
}
virtual void onClick ()
{
}
virtual void onAddFocus ()
{
}
virtual void onRemoveFocus ()
{
}
virtual void onValueChanged ()
{
}
};
typedef std::shared_ptr<UINodeListener> UINodeListenerPtr;
class OpenURLListener: public UINodeListener {
protected:
const std::string _url;
IFrontend *_frontend;
bool _newWindow;
public:
OpenURLListener (IFrontend *frontend, const std::string& url, bool newWindow = true) :
_url(url), _frontend(frontend), _newWindow(newWindow)
{
}
void onClick () override
{
_frontend->minimize();
System.openURL(_url, _newWindow);
}
};
#ifdef __EMSCRIPTEN__
class EmscriptenFullscreenListener: public UINodeListener {
public:
void onClick () {
EM_ASM({
Module.requestFullScreen();
});
}
};
#endif
enum UIFocusRemovalReason {
FOCUS_NEXT,
FOCUS_PREV,
FOCUS_MOVE_MOUSE_OUT,
FOCUS_CLICKED_FINGER_OUT,
FOCUS_LAST,
FOCUS_FIRST,
FOCUS_DISABLENODE,
FOCUS_INVISBLENODE,
FOCUS_POP
};
enum UIFocusAddReason {
FOCUSADD_FINGERMOTION,
FOCUSADD_MOUSEMOTION,
FOCUSADD_ACTIVE
};
enum UINodeAlign {
// horizontal
NODE_ALIGN_LEFT = 1 << 0,
NODE_ALIGN_RIGHT = 1 << 1,
NODE_ALIGN_CENTER = 1 << 2,
// vertical
NODE_ALIGN_TOP = 1 << 3,
NODE_ALIGN_BOTTOM = 1 << 4,
NODE_ALIGN_MIDDLE = 1 << 5
};
class UINode {
friend class UIWindow;
protected:
static int _counter;
struct NodeCoord {
float x;
float y;
NodeCoord (float _x, float _y) :
x(_x), y(_y)
{
}
NodeCoord () :
x(0.0f), y(0.0f)
{
}
};
NodeCoord _pos;
NodeCoord _size;
NodeCoord _minSize;
float _padding;
float _marginTop;
float _marginLeft;
typedef std::vector<UINode*> UINodeList;
typedef UINodeList::iterator UINodeListIter;
typedef UINodeList::const_iterator UINodeListConstIter;
typedef UINodeList::reverse_iterator UINodeListRevIter;
typedef UINodeList::const_reverse_iterator UINodeListConstRevIter;
UINodeList _nodes;
TexturePtr _texture;
std::string _onActivate;
float _focusAlpha;
// the focus mouse x coordinate
int _focusMouseX;
// the focus mouse y coordinate
int _focusMouseY;
bool _focus;
bool _visible;
bool _enabled;
bool _renderBorder;
// start positions of a drag
int _dragStartX;
int _dragStartY;
typedef std::vector<UINodeListenerPtr> Listeners;
Listeners _listeners;
float _alpha;
float _previousAlpha;
std::string _id;
Color _borderColor;
Color _backgroundColor;
IFrontend *_frontend;
int _align;
uint32_t _time;
uint32_t _flashMillis;
float _originalAlpha;
struct UINodeDelayedText {
std::string text;
uint32_t delayMillis;
NodeCoord pos;
BitmapFontPtr font;
UINodeDelayedText (const std::string& _text, uint32_t _delayMillis, const NodeCoord& _textPos, const BitmapFontPtr& _font) :
text(_text), delayMillis(_delayMillis), pos(_textPos), font(_font)
{
}
};
typedef std::deque<UINodeDelayedText> DelayedTexts;
typedef DelayedTexts::iterator DelayedTextsIter;
typedef DelayedTexts::const_iterator DelayedTextsConstIter;
DelayedTexts _texts;
IUILayout* _layout;
UINode* _parent;
std::string _tooltip;
bool _fingerPressed;
bool _mousePressed;
bool _autoId;
TexturePtr loadTexture (const std::string& name) const;
void renderImage (const TexturePtr& texture, int x, int y, int w = -1, int h = -1, float alpha = 1.0f) const;
void renderImage (const std::string& texture, int x, int y, int w, int h, float alpha = 1.0f) const;
void renderRect (int x, int y, int w, int h, const Color& color) const;
void renderFilledRect (int x, int y, int w, int h, const Color& rgba) const;
void renderLine (int x1, int y1, int x2, int y2, const Color& rgba = colorNull) const;
virtual void renderDebug (int x, int y, int textY) const;
inline bool checkAABB (float x, float y, float aabbX, float aabbY, float aabbW, float aabbH) const
{
if (x < aabbX)
return false;
if (y < aabbY)
return false;
if (aabbW > 0.0f && x >= aabbX + aabbW)
return false;
if (aabbH > 0.0f && y >= aabbY + aabbH)
return false;
return true;
}
inline void enableScissor (int x, int y) const
{
const int nx = x + getRenderX();
const int ny = y + getRenderY();
const int nw = getRenderWidth();
const int nh = getRenderHeight();
enableScissor(nx, ny, nw, nh);
}
inline void enableScissor (int x, int y, int w, int h) const
{
_frontend->enableScissor(x, y, w, h);
}
inline void disableScissor () const
{
_frontend->disableScissor();
}
virtual float getAutoWidth () const
{
if (_texture)
return _texture->getWidth() / static_cast<float>(_frontend->getWidth()) + 2.0f * getPadding();
return 0.0f;
}
virtual float getAutoHeight () const
{
if (_texture)
return _texture->getHeight() / static_cast<float>(_frontend->getHeight()) + 2.0f * getPadding();
return 0.0f;
}
inline void autoSize ()
{
const float w = std::max(_minSize.x, getAutoWidth());
const float h = std::max(_minSize.y, getAutoHeight());
setSize(w, h);
}
void updateAlignment ();
inline float getParentHeightf () const;
inline float getParentWidthf () const;
inline float getParentXf () const;
inline float getParentYf () const;
BitmapFontPtr getFont (const std::string& font = "") const;
bool isSmallScreen() const;
virtual bool execute ();
public:
UINode (IFrontend *frontend, const std::string& id = "");
virtual ~UINode ();
void doLayout ();
void setId (const std::string& id);
const std::string& getId () const;
// checks whether the given coordinates are inside the node area
virtual bool checkBounds (int x, int y) const;
void setFocusAlpha (float focusAlpha);
void addFront (UINode* node);
// inserts a node before another node - can be useful for the focus order
void addBefore (UINode* reference, UINode* node);
virtual void add (UINode* node);
bool hasImage () const;
virtual const TexturePtr& setImage (const std::string& texture);
// return false if the window that contains this node should not get removed from the ui stack. true otherwise
virtual bool onPop ();
// return false if the window that contains this node should not get pushed. true otherwise
virtual bool onPush ();
virtual void addFocus (int32_t x, int32_t y);
virtual void removeFocus (UIFocusRemovalReason reason);
virtual void update (uint32_t deltaTime);
virtual void render (int x, int y) const;
virtual void renderBack (int x, int y) const;
virtual void renderMiddle (int x, int y) const;
virtual void renderTop (int x, int y) const;
virtual void renderOnTop (int x, int y) const;
virtual void initDrag (int32_t x, int32_t y);
virtual void handleDrop (uint16_t x, uint16_t y);
virtual void setPos (float x = 0.0f, float y = 0.0f);
virtual void setSize (float w, float h = 1.0f);
virtual void setPadding (float padding);
void setPaddingPixel (int pixel);
// this command is executed whenever the node is activated.
// This is e.g. a left mouse release or a finger release.
virtual void setOnActivate (const std::string& onActivateCmd);
virtual void setAlpha (float alpha);
float getAlpha () const;
void restoreAlpha ();
void setMinWidth (float minWidth);
void setMinHeight (float minHeight);
float getPadding () const;
void setTooltip (const std::string& tooltip);
void setLayout (IUILayout* layout);
float getWidth () const;
float getHeight () const;
float getBottom () const;
float getCenter () const;
float getMiddle () const;
float getTop () const;
float getLeft () const;
float getRight () const;
float getX () const;
float getY () const;
virtual bool runFocusNode ();
bool checkFocus (UIFocusAddReason reason, int32_t x, int32_t y);
virtual bool isActive () const;
UINode* getNode (const std::string& nodeId, bool check = false);
virtual bool nextFocus (bool cursordown);
virtual bool prevFocus (bool cursorup);
virtual bool addLastFocus ();
virtual bool addFirstFocus ();
inline IFrontend* getFrontend () { return _frontend; }
inline int getRenderX (bool includePadding = true) const
{
return static_cast<int>(getRenderXf(includePadding) * _frontend->getWidth());
}
inline int getRenderY (bool includePadding = true) const
{
return static_cast<int>(getRenderYf(includePadding) * _frontend->getHeight());
}
inline int getRenderCenterX () const
{
return static_cast<int>(getRenderCenterXf() * _frontend->getWidth());
}
inline int getRenderCenterY () const
{
return static_cast<int>(getRenderCenterYf() * _frontend->getHeight());
}
inline int getRenderWidth (bool includePadding = true) const
{
return static_cast<int>(getRenderWidthf(includePadding) * _frontend->getWidth());
}
inline int getRenderHeight (bool includePadding = true) const
{
return static_cast<int>(getRenderHeightf(includePadding) * _frontend->getHeight());
}
inline float getRenderXf (bool includePadding = true) const
{
if (includePadding)
return _pos.x + _padding + _marginLeft;
return _pos.x + _marginLeft;
}
inline float getRenderYf (bool includePadding = true) const
{
if (includePadding)
return _pos.y + _padding + _marginTop;
return _pos.y + _marginTop;
}
inline float getRenderCenterXf () const
{
return getRenderWidthf() / 2.0f + getRenderXf();
}
inline float getRenderCenterYf () const
{
return getRenderHeightf() / 2.0f + getRenderYf();
}
inline float getRenderWidthf (bool includePadding = true) const
{
if (includePadding)
return _size.x - _padding * 2.0f;
return _size.x;
}
inline float getRenderHeightf (bool includePadding = true) const
{
if (includePadding)
return _size.y - _padding * 2.0f;
return _size.y;
}
void alignTo (const UINode* node, int align = NODE_ALIGN_CENTER | NODE_ALIGN_MIDDLE, float padding = 0.0f);
void flash (uint32_t flashMillis = 2000);
virtual void displayText (const std::string& text, uint32_t delayMillis = 3000, float x = -1.0f, float y = -1.0f);
virtual bool onTextInput (const std::string& text);
/**
* @param[in] finger The id of the finger that was released
* @param[in] x The x screen coordinate where the finger was released
* @param[in] y The y screen coordinate where the finger was released
* @param[in] motion This is true if the release was the result of a motion event before.
* A motion event happens if the delta of the x and y coordinates exceeds a special threshold.
* See @c onMouseMotion for more details.
* @return @c true if the event was handled by the node, @c false otherwise
*/
virtual bool onFingerRelease (int64_t finger, uint16_t x, uint16_t y, bool motion);
virtual bool onFingerPress (int64_t finger, uint16_t x, uint16_t y);
virtual bool onFingerMotion (int64_t finger, uint16_t x, uint16_t y, int16_t dx, int16_t dy);
virtual bool onKeyPress (int32_t key, int16_t modifier);
virtual bool onKeyRelease (int32_t key);
virtual bool onMouseButtonRelease (int32_t x, int32_t y, unsigned char button);
virtual bool onMouseButtonPress (int32_t x, int32_t y, unsigned char button);
virtual bool onGesture (int64_t gestureId, float error, int32_t numFingers);
virtual void onWindowResize ();
/**
* @param[in] theta the amount that the fingers rotated during this motion
* @param[in] dist the amount that the fingers pinched during this motion
* @param[in] numFingers the number of fingers used in the gesture
*/
virtual bool onMultiGesture (float theta, float dist, int32_t numFingers);
virtual bool onGestureRecord (int64_t gestureId);
virtual bool onMouseLeftRelease (int32_t x, int32_t y);
virtual bool onMouseMiddleRelease (int32_t x, int32_t y);
virtual bool onMouseRightRelease (int32_t x, int32_t y);
virtual bool onMouseLeftPress (int32_t x, int32_t y);
virtual bool onMouseMiddlePress (int32_t x, int32_t y);
virtual bool onMouseRightPress (int32_t x, int32_t y);
virtual bool onMouseWheel (int32_t x, int32_t y);
virtual void onMouseMotion (int32_t x, int32_t y, int32_t relX, int32_t relY);
virtual void onControllerDeviceRemoved (uint32_t id) {}
virtual void onControllerDeviceAdded (uint32_t id) {}
/**
* @param[in] axis SDL_GameControllerAxis
* @param[in] value -32768 to 32767
* @param[in] id game controller id
*/
virtual bool onControllerMotion (uint8_t axis, int value, uint32_t id);
virtual bool onControllerButtonPress (int x, int y, const std::string& button, uint32_t id);
virtual void onAdd ();
void setParent (UINode *parent);
UINode *getParent ();
void centerUnder (UINode *node, float gap = 0.01f);
void putUnder (UINode *node, float gap = 0.01f);
void putUnderRight (UINode *node, float gap = 0.01f);
void putAbove (UINode *node, float gap = 0.01f);
void putAboveRight (UINode *node, float gap = 0.01f);
void putRight (UINode *node, float gap = 0.01f);
void putLeft (UINode *node, float gap = 0.01f);
bool isVisible () const;
virtual void setVisible (bool visible);
void setAlignment (int align);
void setMargin (float top, float left);
void setEnabled (bool enable);
void setBorder (bool border);
void setBackgroundColor (const Color color);
void setBorderColor (const Color color);
inline void addListener (const UINodeListenerPtr &listener)
{
_listeners.push_back(listener);
}
inline void removeListener (const UINodeListenerPtr &listener)
{
Listeners::iterator i = std::remove(_listeners.begin(), _listeners.end(), listener);
if (i == _listeners.end())
return;
_listeners.erase(i, _listeners.end());
}
inline void setStandardPadding ()
{
setPadding(2.0f / static_cast<float>(_frontend->getWidth()));
}
inline float getScreenPadding ()
{
return System.getScreenPadding() / static_cast<float>(std::max(_frontend->getWidth(), _frontend->getHeight()));
}
inline void setSystemPadding ()
{
setPadding(getScreenPadding());
}
inline bool hasFocus () const
{
return _focus;
}
};
inline void UINode::putAboveRight (UINode *node, float gap)
{
setPos(node->getRight() - getWidth(), node->getTop() - gap - getHeight());
}
inline void UINode::putUnderRight (UINode *node, float gap)
{
setPos(node->getRight() - getWidth(), node->getBottom() + gap);
}
inline void UINode::putAbove (UINode *node, float gap)
{
setPos(node->getLeft(), node->getTop() - gap - getHeight());
}
inline void UINode::centerUnder (UINode *node, float gap)
{
setPos(node->getCenter() - getWidth() / 2.0f, node->getBottom() + gap);
}
inline void UINode::putUnder (UINode *node, float gap)
{
setPos(node->getLeft(), node->getBottom() + gap);
}
inline void UINode::putRight (UINode *node, float gap)
{
setPos(node->getRight() + gap, node->getTop());
}
inline void UINode::putLeft (UINode *node, float gap)
{
setPos(node->getLeft() - gap - getWidth(), node->getTop());
}
inline bool UINode::isVisible () const
{
return _visible;
}
inline void UINode::setBackgroundColor (const Color color)
{
for (int i = 0; i < 4; ++i) {
_backgroundColor[i] = color[i];
}
}
inline void UINode::setBorderColor (const Color color)
{
for (int i = 0; i < 4; ++i) {
_borderColor[i] = color[i];
}
}
inline void UINode::setBorder (bool border)
{
_renderBorder = border;
}
inline float UINode::getX () const
{
return _pos.x;
}
inline float UINode::getY () const
{
return _pos.y;
}
inline float UINode::getWidth () const
{
return _size.x;
}
inline float UINode::getHeight () const
{
return _size.y;
}
inline float UINode::getBottom () const
{
return getTop() + getHeight();
}
inline float UINode::getCenter () const
{
return getLeft() + getWidth() / 2.0f;
}
inline float UINode::getMiddle () const
{
return getTop() + getHeight() / 2.0f;
}
inline float UINode::getTop () const
{
return getY();
}
inline float UINode::getLeft () const
{
return getX();
}
inline float UINode::getRight () const
{
return getLeft() + getWidth();
}
inline float UINode::getPadding () const
{
return _padding;
}
inline void UINode::setMinWidth (float minWidth)
{
_minSize.x = minWidth;
}
inline void UINode::setMinHeight (float minHeight)
{
_minSize.y = minHeight;
}
inline void UINode::setAlpha (float alpha)
{
_previousAlpha = _alpha;
_alpha = clamp(alpha, 0.0f, 1.0f);
}
inline void UINode::restoreAlpha ()
{
_alpha = _previousAlpha;
}
inline void UINode::setPadding (float padding)
{
_padding = padding;
}
inline void UINode::setPaddingPixel (int pixel)
{
setPadding(10 / static_cast<float>(_frontend->getWidth()));
}
inline void UINode::setOnActivate (const std::string& onActivateCmd)
{
_onActivate = onActivateCmd;
}
inline void UINode::setId (const std::string& id)
{
_id = id;
_autoId = false;
}
inline const std::string& UINode::getId () const
{
return _id;
}
inline void UINode::setFocusAlpha (float focusAlpha)
{
_focusAlpha = focusAlpha;
}
inline float UINode::getAlpha () const
{
return _alpha;
}
inline void UINode::setMargin (float top, float left)
{
_marginTop = top;
_marginLeft = left;
}
inline void UINode::setParent (UINode *parent)
{
_parent = parent;
}
inline UINode *UINode::getParent ()
{
return _parent;
}