irrlicht/source/Irrlicht/CGUIEnvironment.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CGUIEnvironment.h"
#ifdef _IRR_COMPILE_WITH_GUI_
#include "IVideoDriver.h"
#include "CGUISkin.h"
#include "CGUIButton.h"
#include "CGUIWindow.h"
#include "CGUIScrollBar.h"
#include "CGUIFont.h"
#include "CGUISpriteBank.h"
#include "CGUIImage.h"
#include "CGUIMeshViewer.h"
#include "CGUICheckBox.h"
#include "CGUIListBox.h"
#include "CGUITreeView.h"
#include "CGUIImageList.h"
#include "CGUIFileOpenDialog.h"
#include "CGUIColorSelectDialog.h"
#include "CGUIStaticText.h"
#include "CGUIEditBox.h"
#include "CGUISpinBox.h"
#include "CGUIInOutFader.h"
#include "CGUIMessageBox.h"
#include "CGUIModalScreen.h"
#include "CGUITabControl.h"
#include "CGUIContextMenu.h"
#include "CGUIComboBox.h"
#include "CGUIMenu.h"
#include "CGUIToolBar.h"
#include "CGUITable.h"
#include "CGUIProfiler.h"
#include "CDefaultGUIElementFactory.h"
#include "IWriteFile.h"
#include "IXMLWriter.h"
#include "BuiltInFont.h"
#include "os.h"
namespace irr
{
namespace gui
{
const wchar_t IRR_XML_FORMAT_GUI_ENV[] = L"irr_gui";
const wchar_t IRR_XML_FORMAT_GUI_ELEMENT[] = L"element";
const wchar_t IRR_XML_FORMAT_GUI_ELEMENT_ATTR_TYPE[] = L"type";
const io::path CGUIEnvironment::DefaultFontName = "#DefaultFont";
//! constructor
CGUIEnvironment::CGUIEnvironment(io::IFileSystem* fs, video::IVideoDriver* driver, IOSOperator* op)
: IGUIElement(EGUIET_ROOT, 0, 0, 0, core::rect<s32>(driver ? core::dimension2d<s32>(driver->getScreenSize()) : core::dimension2d<s32>(0,0))),
Driver(driver), Hovered(0), HoveredNoSubelement(0), Focus(0), LastHoveredMousePos(0,0), CurrentSkin(0),
FileSystem(fs), UserReceiver(0), Operator(op), FocusFlags(EFF_SET_ON_LMOUSE_DOWN|EFF_SET_ON_TAB)
{
if (Driver)
Driver->grab();
if (FileSystem)
FileSystem->grab();
if (Operator)
Operator->grab();
#ifdef _DEBUG
IGUIEnvironment::setDebugName("CGUIEnvironment");
#endif
// gui factory
IGUIElementFactory* factory = new CDefaultGUIElementFactory(this);
registerGUIElementFactory(factory);
factory->drop();
loadBuiltInFont();
IGUISkin* skin = createSkin( gui::EGST_WINDOWS_METALLIC );
setSkin(skin);
skin->drop();
//set tooltip default
ToolTip.LastTime = 0;
ToolTip.EnterTime = 0;
ToolTip.LaunchTime = 1000;
ToolTip.RelaunchTime = 500;
ToolTip.Element = 0;
// environment is root tab group
Environment = this;
setTabGroup(true);
}
//! destructor
CGUIEnvironment::~CGUIEnvironment()
{
clearDeletionQueue();
if ( HoveredNoSubelement && HoveredNoSubelement != this )
{
HoveredNoSubelement->drop();
HoveredNoSubelement = 0;
}
if (Hovered && Hovered != this)
{
Hovered->drop();
Hovered = 0;
}
if (Focus)
{
Focus->drop();
Focus = 0;
}
if (ToolTip.Element)
{
ToolTip.Element->drop();
ToolTip.Element = 0;
}
// drop skin
if (CurrentSkin)
{
CurrentSkin->drop();
CurrentSkin = 0;
}
u32 i;
// delete all sprite banks
for (i=0; i<Banks.size(); ++i)
if (Banks[i].Bank)
Banks[i].Bank->drop();
// delete all fonts
for (i=0; i<Fonts.size(); ++i)
Fonts[i].Font->drop();
// remove all factories
for (i=0; i<GUIElementFactoryList.size(); ++i)
GUIElementFactoryList[i]->drop();
if (Operator)
{
Operator->drop();
Operator = 0;
}
if (FileSystem)
{
FileSystem->drop();
FileSystem = 0;
}
if (Driver)
{
Driver->drop();
Driver = 0;
}
}
void CGUIEnvironment::loadBuiltInFont()
{
io::IReadFile* file = FileSystem->createMemoryReadFile(BuiltInFontData,
BuiltInFontDataSize, DefaultFontName, false);
CGUIFont* font = new CGUIFont(this, DefaultFontName );
if (!font->load(file))
{
os::Printer::log("Error: Could not load built-in Font. Did you compile without the BMP loader?", ELL_ERROR);
font->drop();
file->drop();
return;
}
SFont f;
f.NamedPath.setPath(DefaultFontName);
f.Font = font;
Fonts.push_back(f);
file->drop();
}
//! draws all gui elements
void CGUIEnvironment::drawAll(bool useScreenSize)
{
if (useScreenSize && Driver)
{
core::dimension2d<s32> dim(Driver->getScreenSize());
if (AbsoluteRect.LowerRightCorner.X != dim.Width ||
AbsoluteRect.UpperLeftCorner.X != 0 ||
AbsoluteRect.LowerRightCorner.Y != dim.Height ||
AbsoluteRect.UpperLeftCorner.Y != 0
)
{
setRelativePosition(core::recti(0,0,dim.Width, dim.Height));
}
}
// make sure tooltip is always on top
if (ToolTip.Element)
bringToFront(ToolTip.Element);
draw();
OnPostRender ( os::Timer::getTime () );
clearDeletionQueue();
}
//! sets the focus to an element
bool CGUIEnvironment::setFocus(IGUIElement* element)
{
if (Focus == element)
{
return false;
}
// GUI Environment should just reset the focus to 0
if (element == this)
element = 0;
// stop element from being deleted
if (element)
element->grab();
// focus may change or be removed in this call
IGUIElement *currentFocus = 0;
if (Focus)
{
currentFocus = Focus;
currentFocus->grab();
SEvent e;
e.EventType = EET_GUI_EVENT;
e.GUIEvent.Caller = Focus;
e.GUIEvent.Element = element;
e.GUIEvent.EventType = EGET_ELEMENT_FOCUS_LOST;
if (Focus->OnEvent(e))
{
if (element)
element->drop();
currentFocus->drop();
return false;
}
currentFocus->drop();
currentFocus = 0;
}
if (element)
{
currentFocus = Focus;
if (currentFocus)
currentFocus->grab();
// send focused event
SEvent e;
e.EventType = EET_GUI_EVENT;
e.GUIEvent.Caller = element;
e.GUIEvent.Element = Focus;
e.GUIEvent.EventType = EGET_ELEMENT_FOCUSED;
if (element->OnEvent(e))
{
if (element)
element->drop();
if (currentFocus)
currentFocus->drop();
return false;
}
}
if (currentFocus)
currentFocus->drop();
if (Focus)
Focus->drop();
// element is the new focus so it doesn't have to be dropped
Focus = element;
return true;
}
//! returns the element with the focus
IGUIElement* CGUIEnvironment::getFocus() const
{
return Focus;
}
//! returns the element last known to be under the mouse cursor
IGUIElement* CGUIEnvironment::getHovered() const
{
return Hovered;
}
//! removes the focus from an element
bool CGUIEnvironment::removeFocus(IGUIElement* element)
{
if (Focus && Focus==element)
{
SEvent e;
e.EventType = EET_GUI_EVENT;
e.GUIEvent.Caller = Focus;
e.GUIEvent.Element = 0;
e.GUIEvent.EventType = EGET_ELEMENT_FOCUS_LOST;
if (Focus->OnEvent(e))
{
return false;
}
}
if (Focus)
{
Focus->drop();
Focus = 0;
}
return true;
}
//! Returns whether the element has focus
bool CGUIEnvironment::hasFocus(const IGUIElement* element, bool checkSubElements) const
{
if (element == Focus)
return true;
if ( !checkSubElements || !element )
return false;
IGUIElement* f = Focus;
while ( f && f->isSubElement() )
{
f = f->getParent();
if ( f == element )
return true;
}
return false;
}
//! returns the current video driver
video::IVideoDriver* CGUIEnvironment::getVideoDriver() const
{
return Driver;
}
//! returns the current file system
io::IFileSystem* CGUIEnvironment::getFileSystem() const
{
return FileSystem;
}
//! returns a pointer to the OS operator
IOSOperator* CGUIEnvironment::getOSOperator() const
{
return Operator;
}
//! clear all GUI elements
void CGUIEnvironment::clear()
{
// Remove the focus
if (Focus)
{
Focus->drop();
Focus = 0;
}
if (Hovered && Hovered != this)
{
Hovered->drop();
Hovered = 0;
}
if ( HoveredNoSubelement && HoveredNoSubelement != this)
{
HoveredNoSubelement->drop();
HoveredNoSubelement = 0;
}
// get the root's children in case the root changes in future
const core::list<IGUIElement*>& children = getRootGUIElement()->getChildren();
while (!children.empty())
(*children.getLast())->remove();
}
//! called by ui if an event happened.
bool CGUIEnvironment::OnEvent(const SEvent& event)
{
bool ret = false;
if (UserReceiver
&& (event.EventType != EET_MOUSE_INPUT_EVENT)
&& (event.EventType != EET_KEY_INPUT_EVENT)
&& (event.EventType != EET_GUI_EVENT || event.GUIEvent.Caller != this))
{
ret = UserReceiver->OnEvent(event);
}
return ret;
}
//
void CGUIEnvironment::OnPostRender( u32 time )
{
// launch tooltip
if ( ToolTip.Element == 0 &&
HoveredNoSubelement && HoveredNoSubelement != this &&
(time - ToolTip.EnterTime >= ToolTip.LaunchTime
|| (time - ToolTip.LastTime >= ToolTip.RelaunchTime && time - ToolTip.LastTime < ToolTip.LaunchTime)) &&
HoveredNoSubelement->getToolTipText().size() &&
getSkin() &&
getSkin()->getFont(EGDF_TOOLTIP)
)
{
core::rect<s32> pos;
pos.UpperLeftCorner = LastHoveredMousePos;
core::dimension2du dim = getSkin()->getFont(EGDF_TOOLTIP)->getDimension(HoveredNoSubelement->getToolTipText().c_str());
dim.Width += getSkin()->getSize(EGDS_TEXT_DISTANCE_X)*2;
dim.Height += getSkin()->getSize(EGDS_TEXT_DISTANCE_Y)*2;
pos.UpperLeftCorner.Y -= dim.Height+1;
pos.LowerRightCorner.Y = pos.UpperLeftCorner.Y + dim.Height-1;
pos.LowerRightCorner.X = pos.UpperLeftCorner.X + dim.Width;
pos.constrainTo(getAbsolutePosition());
ToolTip.Element = addStaticText(HoveredNoSubelement->getToolTipText().c_str(), pos, true, true, this, -1, true);
ToolTip.Element->setOverrideColor(getSkin()->getColor(EGDC_TOOLTIP));
ToolTip.Element->setBackgroundColor(getSkin()->getColor(EGDC_TOOLTIP_BACKGROUND));
ToolTip.Element->setOverrideFont(getSkin()->getFont(EGDF_TOOLTIP));
ToolTip.Element->setSubElement(true);
ToolTip.Element->grab();
s32 textHeight = ToolTip.Element->getTextHeight();
pos = ToolTip.Element->getRelativePosition();
pos.LowerRightCorner.Y = pos.UpperLeftCorner.Y + textHeight;
ToolTip.Element->setRelativePosition(pos);
}
if (ToolTip.Element && ToolTip.Element->isVisible() ) // (isVisible() check only because we might use visibility for ToolTip one day)
{
ToolTip.LastTime = time;
// got invisible or removed in the meantime?
if ( !HoveredNoSubelement ||
!HoveredNoSubelement->isVisible() ||
!HoveredNoSubelement->getParent()
) // got invisible or removed in the meantime?
{
ToolTip.Element->remove();
ToolTip.Element->drop();
ToolTip.Element = 0;
}
}
IGUIElement::OnPostRender ( time );
}
void CGUIEnvironment::addToDeletionQueue(IGUIElement* element)
{
if (!element)
return;
element->grab();
DeletionQueue.push_back(element);
}
void CGUIEnvironment::clearDeletionQueue()
{
if (DeletionQueue.empty())
return;
for (u32 i=0; i<DeletionQueue.size(); ++i)
{
DeletionQueue[i]->remove();
DeletionQueue[i]->drop();
}
DeletionQueue.clear();
}
//
void CGUIEnvironment::updateHoveredElement(core::position2d<s32> mousePos)
{
IGUIElement* lastHovered = Hovered;
IGUIElement* lastHoveredNoSubelement = HoveredNoSubelement;
LastHoveredMousePos = mousePos;
Hovered = getElementFromPoint(mousePos);
if ( ToolTip.Element && Hovered == ToolTip.Element )
{
// When the mouse is over the ToolTip we remove that so it will be re-created at a new position.
// Note that ToolTip.EnterTime does not get changed here, so it will be re-created at once.
ToolTip.Element->remove();
ToolTip.Element->drop();
ToolTip.Element = 0;
// Get the real Hovered
Hovered = getElementFromPoint(mousePos);
}
// for tooltips we want the element itself and not some of it's subelements
HoveredNoSubelement = Hovered;
while ( HoveredNoSubelement && HoveredNoSubelement->isSubElement() )
{
HoveredNoSubelement = HoveredNoSubelement->getParent();
}
if (Hovered && Hovered != this)
Hovered->grab();
if ( HoveredNoSubelement && HoveredNoSubelement != this)
HoveredNoSubelement->grab();
if (Hovered != lastHovered)
{
SEvent event;
event.EventType = EET_GUI_EVENT;
if (lastHovered)
{
event.GUIEvent.Caller = lastHovered;
event.GUIEvent.Element = 0;
event.GUIEvent.EventType = EGET_ELEMENT_LEFT;
lastHovered->OnEvent(event);
}
if ( Hovered )
{
event.GUIEvent.Caller = Hovered;
event.GUIEvent.Element = Hovered;
event.GUIEvent.EventType = EGET_ELEMENT_HOVERED;
Hovered->OnEvent(event);
}
}
if ( lastHoveredNoSubelement != HoveredNoSubelement )
{
if (ToolTip.Element)
{
ToolTip.Element->remove();
ToolTip.Element->drop();
ToolTip.Element = 0;
}
if ( HoveredNoSubelement )
{
u32 now = os::Timer::getTime();
ToolTip.EnterTime = now;
}
}
if (lastHovered && lastHovered != this)
lastHovered->drop();
if (lastHoveredNoSubelement && lastHoveredNoSubelement != this)
lastHoveredNoSubelement->drop();
}
//! This sets a new event receiver for gui events. Usually you do not have to
//! use this method, it is used by the internal engine.
void CGUIEnvironment::setUserEventReceiver(IEventReceiver* evr)
{
UserReceiver = evr;
}
//! posts an input event to the environment
bool CGUIEnvironment::postEventFromUser(const SEvent& event)
{
switch(event.EventType)
{
case EET_GUI_EVENT:
{
// hey, why is the user sending gui events..?
}
break;
case EET_MOUSE_INPUT_EVENT:
updateHoveredElement(core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y));
if ( Hovered != Focus )
{
IGUIElement * focusCandidate = Hovered;
// Only allow enabled elements to be focused (unless EFF_CAN_FOCUS_DISABLED is set)
if ( Hovered && !Hovered->isEnabled() && !(FocusFlags & EFF_CAN_FOCUS_DISABLED))
focusCandidate = NULL; // we still remove focus from the active element
// Please don't merge this into a single if clause, it's easier to debug the way it is
if (FocusFlags & EFF_SET_ON_LMOUSE_DOWN &&
event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN )
{
setFocus(focusCandidate);
}
else if ( FocusFlags & EFF_SET_ON_RMOUSE_DOWN &&
event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN )
{
setFocus(focusCandidate);
}
else if ( FocusFlags & EFF_SET_ON_MOUSE_OVER &&
event.MouseInput.Event == EMIE_MOUSE_MOVED )
{
setFocus(focusCandidate);
}
}
// sending input to focus
if (Focus && Focus->OnEvent(event))
return true;
// focus could have died in last call
if (!Focus && Hovered)
{
return Hovered->OnEvent(event);
}
break;
case EET_KEY_INPUT_EVENT:
{
if (Focus && Focus->OnEvent(event))
return true;
// For keys we handle the event before changing focus to give elements the chance for catching the TAB
// Send focus changing event
// CAREFUL when changing - there's an identical check in CGUIModalScreen::OnEvent
if (FocusFlags & EFF_SET_ON_TAB &&
event.KeyInput.PressedDown &&
event.KeyInput.Key == KEY_TAB)
{
IGUIElement *next = getNextElement(event.KeyInput.Shift, event.KeyInput.Control);
if (next && next != Focus)
{
if (setFocus(next))
return true;
}
}
}
break;
default:
break;
} // end switch
return false;
}
//! returns the current gui skin
IGUISkin* CGUIEnvironment::getSkin() const
{
return CurrentSkin;
}
//! Sets a new GUI Skin
void CGUIEnvironment::setSkin(IGUISkin* skin)
{
if (CurrentSkin==skin)
return;
if (CurrentSkin)
CurrentSkin->drop();
CurrentSkin = skin;
if (CurrentSkin)
CurrentSkin->grab();
}
//! Creates a new GUI Skin based on a template.
/** \return Returns a pointer to the created skin.
If you no longer need the skin, you should call IGUISkin::drop().
See IReferenceCounted::drop() for more information. */
IGUISkin* CGUIEnvironment::createSkin(EGUI_SKIN_TYPE type)
{
IGUISkin* skin = new CGUISkin(type, Driver);
IGUIFont* builtinfont = getBuiltInFont();
IGUIFontBitmap* bitfont = 0;
if (builtinfont && builtinfont->getType() == EGFT_BITMAP)
bitfont = (IGUIFontBitmap*)builtinfont;
IGUISpriteBank* bank = 0;
skin->setFont(builtinfont);
if (bitfont)
bank = bitfont->getSpriteBank();
skin->setSpriteBank(bank);
return skin;
}
//! Returns the default element factory which can create all built in elements
IGUIElementFactory* CGUIEnvironment::getDefaultGUIElementFactory() const
{
return getGUIElementFactory(0);
}
//! Adds an element factory to the gui environment.
/** Use this to extend the gui environment with new element types which it should be
able to create automatically, for example when loading data from xml files. */
void CGUIEnvironment::registerGUIElementFactory(IGUIElementFactory* factoryToAdd)
{
if (factoryToAdd)
{
factoryToAdd->grab();
GUIElementFactoryList.push_back(factoryToAdd);
}
}
//! Returns amount of registered scene node factories.
u32 CGUIEnvironment::getRegisteredGUIElementFactoryCount() const
{
return GUIElementFactoryList.size();
}
//! Returns a scene node factory by index
IGUIElementFactory* CGUIEnvironment::getGUIElementFactory(u32 index) const
{
if (index < GUIElementFactoryList.size())
return GUIElementFactoryList[index];
else
return 0;
}
//! adds a GUI Element using its name
IGUIElement* CGUIEnvironment::addGUIElement(const c8* elementName, IGUIElement* parent)
{
IGUIElement* node=0;
if (!parent)
parent = this;
for (s32 i=GUIElementFactoryList.size()-1; i>=0 && !node; --i)
node = GUIElementFactoryList[i]->addGUIElement(elementName, parent);
return node;
}
//! Saves the current gui into a file.
//! \param filename: Name of the file .
bool CGUIEnvironment::saveGUI(const io::path& filename, IGUIElement* start)
{
io::IWriteFile* file = FileSystem->createAndWriteFile(filename);
if (!file)
{
return false;
}
bool ret = saveGUI(file, start);
file->drop();
return ret;
}
//! Saves the current gui into a file.
bool CGUIEnvironment::saveGUI(io::IWriteFile* file, IGUIElement* start)
{
if (!file)
{
return false;
}
io::IXMLWriter* writer = FileSystem->createXMLWriter(file);
if (!writer)
{
return false;
}
writer->writeXMLHeader();
writeGUIElement(writer, start ? start : this);
writer->drop();
return true;
}
//! Loads the gui. Note that the current gui is not cleared before.
//! \param filename: Name of the file.
bool CGUIEnvironment::loadGUI(const io::path& filename, IGUIElement* parent)
{
io::IReadFile* read = FileSystem->createAndOpenFile(filename);
if (!read)
{
os::Printer::log("Unable to open gui file", filename, ELL_ERROR);
return false;
}
bool ret = loadGUI(read, parent);
read->drop();
return ret;
}
//! Loads the gui. Note that the current gui is not cleared before.
bool CGUIEnvironment::loadGUI(io::IReadFile* file, IGUIElement* parent)
{
if (!file)
{
os::Printer::log("Unable to open GUI file", ELL_ERROR);
return false;
}
io::IXMLReader* reader = FileSystem->createXMLReader(file);
if (!reader)
{
os::Printer::log("GUI is not a valid XML file", file->getFileName(), ELL_ERROR);
return false;
}
// read file
while(reader->read())
{
readGUIElement(reader, parent);
}
// finish up
reader->drop();
return true;
}
//! reads an element
void CGUIEnvironment::readGUIElement(io::IXMLReader* reader, IGUIElement* node)
{
if (!reader)
return;
io::EXML_NODE nodeType = reader->getNodeType();
if (nodeType == io::EXN_NONE || nodeType == io::EXN_UNKNOWN || nodeType == io::EXN_ELEMENT_END)
return;
IGUIElement* deferedNode = 0;
if (!wcscmp(IRR_XML_FORMAT_GUI_ENV, reader->getNodeName()))
{
// GuiEnvironment always must be this as it would serialize into a wrong element otherwise.
// So we use the given node next time
if ( node && node != this )
deferedNode = node;
node = this; // root
}
else if (!wcscmp(IRR_XML_FORMAT_GUI_ELEMENT, reader->getNodeName()))
{
// find node type and create it
const core::stringc attrName = reader->getAttributeValue(IRR_XML_FORMAT_GUI_ELEMENT_ATTR_TYPE);
node = addGUIElement(attrName.c_str(), node);
if (!node)
os::Printer::log("Could not create GUI element of unknown type", attrName.c_str());
}
// read attributes
while(reader->read())
{
bool endreached = false;
switch (reader->getNodeType())
{
case io::EXN_ELEMENT_END:
if (!wcscmp(IRR_XML_FORMAT_GUI_ELEMENT, reader->getNodeName()) ||
!wcscmp(IRR_XML_FORMAT_GUI_ENV, reader->getNodeName()))
{
endreached = true;
}
break;
case io::EXN_ELEMENT:
if (!wcscmp(L"attributes", reader->getNodeName()))
{
// read attributes
io::IAttributes* attr = FileSystem->createEmptyAttributes(Driver);
attr->read(reader, true);
if (node)
node->deserializeAttributes(attr);
attr->drop();
}
else
if (!wcscmp(IRR_XML_FORMAT_GUI_ELEMENT, reader->getNodeName()) ||
!wcscmp(IRR_XML_FORMAT_GUI_ENV, reader->getNodeName()))
{
if ( deferedNode )
readGUIElement(reader, deferedNode);
else
readGUIElement(reader, node);
}
else
{
os::Printer::log("Found unknown element in irrlicht GUI file",
core::stringc(reader->getNodeName()).c_str());
}
break;
default:
break;
}
if (endreached)
break;
}
}
//! writes an element
void CGUIEnvironment::writeGUIElement(io::IXMLWriter* writer, IGUIElement* node)
{
if (!writer || !node )
return;
const wchar_t* name = 0;
// write properties
io::IAttributes* attr = FileSystem->createEmptyAttributes();
node->serializeAttributes(attr);
// all gui elements must have at least one attribute
// if they have nothing then we ignore them.
if (attr->getAttributeCount() != 0)
{
if (node == this)
{
name = IRR_XML_FORMAT_GUI_ENV;
writer->writeElement(name, false);
}
else
{
name = IRR_XML_FORMAT_GUI_ELEMENT;
writer->writeElement(name, false, IRR_XML_FORMAT_GUI_ELEMENT_ATTR_TYPE,
core::stringw(node->getTypeName()).c_str());
}
writer->writeLineBreak();
attr->write(writer);
}
// write children
core::list<IGUIElement*>::ConstIterator it = node->getChildren().begin();
for (; it != node->getChildren().end(); ++it)
{
if (!(*it)->isSubElement())
{
writer->writeLineBreak();
writeGUIElement(writer, (*it));
}
}
// write closing brace if required
if (attr->getAttributeCount() != 0)
{
writer->writeClosingTag(name);
writer->writeLineBreak();
}
attr->drop();
}
//! Writes attributes of the environment
void CGUIEnvironment::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
IGUISkin* skin = getSkin();
if (skin)
{
out->addEnum("Skin", getSkin()->getType(), GUISkinTypeNames);
skin->serializeAttributes(out, options);
}
}
//! Reads attributes of the environment
void CGUIEnvironment::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
if (in->existsAttribute("Skin"))
{
IGUISkin *skin = getSkin();
EGUI_SKIN_TYPE t = (EGUI_SKIN_TYPE) in->getAttributeAsEnumeration("Skin",GUISkinTypeNames);
if ( !skin || t != skin->getType())
{
skin = createSkin(t);
setSkin(skin);
skin->drop();
}
skin = getSkin();
if (skin)
{
skin->deserializeAttributes(in, options);
}
}
RelativeRect = AbsoluteRect =
core::rect<s32>(Driver ? core::dimension2di(Driver->getScreenSize()) : core::dimension2d<s32>(0,0));
}
//! adds a button. The returned pointer must not be dropped.
IGUIButton* CGUIEnvironment::addButton(const core::rect<s32>& rectangle, IGUIElement* parent, s32 id, const wchar_t* text, const wchar_t *tooltiptext)
{
IGUIButton* button = new CGUIButton(this, parent ? parent : this, id, rectangle);
if (text)
button->setText(text);
if ( tooltiptext )
button->setToolTipText ( tooltiptext );
button->drop();
return button;
}
//! adds a window. The returned pointer must not be dropped.
IGUIWindow* CGUIEnvironment::addWindow(const core::rect<s32>& rectangle, bool modal,
const wchar_t* text, IGUIElement* parent, s32 id)
{
parent = parent ? parent : this;
IGUIWindow* win = new CGUIWindow(this, parent, id, rectangle);
if (text)
win->setText(text);
win->drop();
if (modal)
{
// Careful, don't just set the modal as parent above. That will mess up the focus (and is hard to change because we have to be very
// careful not to get virtual function call, like OnEvent, in the window.
CGUIModalScreen * modalScreen = new CGUIModalScreen(this, parent, -1);
modalScreen->drop();
modalScreen->addChild(win);
}
return win;
}
//! adds a modal screen. The returned pointer must not be dropped.
IGUIElement* CGUIEnvironment::addModalScreen(IGUIElement* parent, int blinkMode)
{
parent = parent ? parent : this;
CGUIModalScreen *win = new CGUIModalScreen(this, parent, -1);
win->setBlinkMode(blinkMode);
win->drop();
return win;
}
//! Adds a message box.
IGUIWindow* CGUIEnvironment::addMessageBox(const wchar_t* caption, const wchar_t* text,
bool modal, s32 flag, IGUIElement* parent, s32 id, video::ITexture* image)
{
if (!CurrentSkin)
return 0;
parent = parent ? parent : this;
core::rect<s32> rect;
core::dimension2d<u32> screenDim, msgBoxDim;
screenDim.Width = parent->getAbsolutePosition().getWidth();
screenDim.Height = parent->getAbsolutePosition().getHeight();
msgBoxDim.Width = 2;
msgBoxDim.Height = 2;
rect.UpperLeftCorner.X = (screenDim.Width - msgBoxDim.Width) / 2;
rect.UpperLeftCorner.Y = (screenDim.Height - msgBoxDim.Height) / 2;
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + msgBoxDim.Width;
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + msgBoxDim.Height;
IGUIWindow* win = new CGUIMessageBox(this, caption, text, flag,
parent, id, rect, image);
win->drop();
if (modal)
{
// Careful, don't just set the modal as parent above. That will mess up the focus (and is hard to change because we have to be very
// careful not to get virtual function call, like OnEvent, in the CGUIMessageBox.
CGUIModalScreen * modalScreen = new CGUIModalScreen(this, parent, -1);
modalScreen->drop();
modalScreen->addChild( win );
}
return win;
}
//! adds a scrollbar. The returned pointer must not be dropped.
IGUIScrollBar* CGUIEnvironment::addScrollBar(bool horizontal, const core::rect<s32>& rectangle, IGUIElement* parent, s32 id)
{
IGUIScrollBar* bar = new CGUIScrollBar(horizontal, this, parent ? parent : this, id, rectangle);
bar->drop();
return bar;
}
//! Adds a table to the environment
IGUITable* CGUIEnvironment::addTable(const core::rect<s32>& rectangle, IGUIElement* parent, s32 id, bool drawBackground)
{
CGUITable* b = new CGUITable(this, parent ? parent : this, id, rectangle, true, drawBackground, false);
b->drop();
return b;
}
//! Adds an element to display the information from the Irrlicht profiler
IGUIProfiler* CGUIEnvironment::addProfilerDisplay(const core::rect<s32>& rectangle, IGUIElement* parent, s32 id)
{
CGUIProfiler* p = new CGUIProfiler(this, parent ? parent : this, id, rectangle, NULL);
p->drop();
return p;
}
//! Adds an image element.
IGUIImage* CGUIEnvironment::addImage(video::ITexture* image, core::position2d<s32> pos,
bool useAlphaChannel, IGUIElement* parent, s32 id, const wchar_t* text)
{
core::dimension2d<s32> sz(0,0);
if (image)
sz = core::dimension2d<s32>(image->getOriginalSize());
IGUIImage* img = new CGUIImage(this, parent ? parent : this,
id, core::rect<s32>(pos, sz));
if (text)
img->setText(text);
if (useAlphaChannel)
img->setUseAlphaChannel(true);
if (image)
img->setImage(image);
img->drop();
return img;
}
//! adds an image. The returned pointer must not be dropped.
IGUIImage* CGUIEnvironment::addImage(const core::rect<s32>& rectangle, IGUIElement* parent, s32 id, const wchar_t* text, bool useAlphaChannel)
{
IGUIImage* img = new CGUIImage(this, parent ? parent : this,
id, rectangle);
if (text)
img->setText(text);
if ( useAlphaChannel )
img->setUseAlphaChannel(true);
img->drop();
return img;
}
//! adds an mesh viewer. The returned pointer must not be dropped.
IGUIMeshViewer* CGUIEnvironment::addMeshViewer(const core::rect<s32>& rectangle, IGUIElement* parent, s32 id, const wchar_t* text)
{
IGUIMeshViewer* v = new CGUIMeshViewer(this, parent ? parent : this,
id, rectangle);
if (text)
v->setText(text);
v->drop();
return v;
}
//! adds a checkbox
IGUICheckBox* CGUIEnvironment::addCheckBox(bool checked, const core::rect<s32>& rectangle, IGUIElement* parent, s32 id, const wchar_t* text)
{
IGUICheckBox* b = new CGUICheckBox(checked, this,
parent ? parent : this , id , rectangle);
if (text)
b->setText(text);
b->drop();
return b;
}
//! adds a list box
IGUIListBox* CGUIEnvironment::addListBox(const core::rect<s32>& rectangle,
IGUIElement* parent, s32 id, bool drawBackground)
{
IGUIListBox* b = new CGUIListBox(this, parent ? parent : this, id, rectangle,
true, drawBackground, false);
if (CurrentSkin && CurrentSkin->getSpriteBank())
{
b->setSpriteBank(CurrentSkin->getSpriteBank());
}
else if (getBuiltInFont() && getBuiltInFont()->getType() == EGFT_BITMAP)
{
b->setSpriteBank( ((IGUIFontBitmap*)getBuiltInFont())->getSpriteBank());
}
b->drop();
return b;
}
//! adds a tree view
IGUITreeView* CGUIEnvironment::addTreeView(const core::rect<s32>& rectangle,
IGUIElement* parent, s32 id,
bool drawBackground,
bool scrollBarVertical, bool scrollBarHorizontal)
{
IGUITreeView* b = new CGUITreeView(this, parent ? parent : this, id, rectangle,
true, drawBackground, scrollBarVertical, scrollBarHorizontal);
b->setIconFont ( getBuiltInFont () );
b->drop();
return b;
}
//! adds a file open dialog. The returned pointer must not be dropped.
IGUIFileOpenDialog* CGUIEnvironment::addFileOpenDialog(const wchar_t* title,
bool modal, IGUIElement* parent, s32 id,
bool restoreCWD, io::path::char_type* startDir)
{
parent = parent ? parent : this;
IGUIFileOpenDialog* d = new CGUIFileOpenDialog(title, this, parent, id,
restoreCWD, startDir);
d->drop();
if (modal)
{
// Careful, don't just set the modal as parent above. That will mess up the focus (and is hard to change because we have to be very
// careful not to get virtual function call, like OnEvent, in the window.
CGUIModalScreen * modalScreen = new CGUIModalScreen(this, parent, -1);
modalScreen->drop();
modalScreen->addChild(d);
}
return d;
}
//! adds a color select dialog. The returned pointer must not be dropped.
IGUIColorSelectDialog* CGUIEnvironment::addColorSelectDialog(const wchar_t* title,
bool modal, IGUIElement* parent, s32 id)
{
parent = parent ? parent : this;
IGUIColorSelectDialog* d = new CGUIColorSelectDialog( title,
this, parent, id);
d->drop();
if (modal)
{
// Careful, don't just set the modal as parent above. That will mess up the focus (and is hard to change because we have to be very
// careful not to get virtual function call, like OnEvent, in the window.
CGUIModalScreen * modalScreen = new CGUIModalScreen(this, parent, -1);
modalScreen->drop();
modalScreen->addChild(d);
}
return d;
}
//! adds a static text. The returned pointer must not be dropped.
IGUIStaticText* CGUIEnvironment::addStaticText(const wchar_t* text,
const core::rect<s32>& rectangle,
bool border, bool wordWrap,
IGUIElement* parent, s32 id, bool background)
{
IGUIStaticText* d = new CGUIStaticText(text, border, this,
parent ? parent : this, id, rectangle, background);
d->setWordWrap(wordWrap);
d->drop();
return d;
}
//! Adds an edit box. The returned pointer must not be dropped.
IGUIEditBox* CGUIEnvironment::addEditBox(const wchar_t* text,
const core::rect<s32>& rectangle, bool border,
IGUIElement* parent, s32 id)
{
IGUIEditBox* d = new CGUIEditBox(text, border, this,
parent ? parent : this, id, rectangle);
d->drop();
return d;
}
//! Adds a spin box to the environment
IGUISpinBox* CGUIEnvironment::addSpinBox(const wchar_t* text,
const core::rect<s32> &rectangle,
bool border,IGUIElement* parent, s32 id)
{
IGUISpinBox* d = new CGUISpinBox(text, border,this,
parent ? parent : this, id, rectangle);
d->drop();
return d;
}
//! Adds a tab control to the environment.
IGUITabControl* CGUIEnvironment::addTabControl(const core::rect<s32>& rectangle,
IGUIElement* parent, bool fillbackground, bool border, s32 id)
{
IGUITabControl* t = new CGUITabControl(this, parent ? parent : this,
rectangle, fillbackground, border, id);
t->drop();
return t;
}
//! Adds tab to the environment.
IGUITab* CGUIEnvironment::addTab(const core::rect<s32>& rectangle,
IGUIElement* parent, s32 id)
{
IGUITab* t = new CGUITab(this, parent ? parent : this,
rectangle, id);
t->drop();
return t;
}
//! Adds a context menu to the environment.
IGUIContextMenu* CGUIEnvironment::addContextMenu(const core::rect<s32>& rectangle,
IGUIElement* parent, s32 id)
{
IGUIContextMenu* c = new CGUIContextMenu(this,
parent ? parent : this, id, rectangle, true);
c->drop();
return c;
}
//! Adds a menu to the environment.
IGUIContextMenu* CGUIEnvironment::addMenu(IGUIElement* parent, s32 id)
{
if (!parent)
parent = this;
IGUIContextMenu* c = new CGUIMenu(this,
parent, id, core::rect<s32>(0,0,
parent->getAbsolutePosition().getWidth(),
parent->getAbsolutePosition().getHeight()));
c->drop();
return c;
}
//! Adds a toolbar to the environment. It is like a menu is always placed on top
//! in its parent, and contains buttons.
IGUIToolBar* CGUIEnvironment::addToolBar(IGUIElement* parent, s32 id)
{
if (!parent)
parent = this;
IGUIToolBar* b = new CGUIToolBar(this, parent, id, core::rect<s32>(0,0,10,10));
b->drop();
return b;
}
//! Adds an element for fading in or out.
IGUIInOutFader* CGUIEnvironment::addInOutFader(const core::rect<s32>* rectangle, IGUIElement* parent, s32 id)
{
core::rect<s32> rect;
if (rectangle)
rect = *rectangle;
else if (Driver)
rect = core::rect<s32>(core::dimension2di(Driver->getScreenSize()));
if (!parent)
parent = this;
IGUIInOutFader* fader = new CGUIInOutFader(this, parent, id, rect);
fader->drop();
return fader;
}
//! Adds a combo box to the environment.
IGUIComboBox* CGUIEnvironment::addComboBox(const core::rect<s32>& rectangle,
IGUIElement* parent, s32 id)
{
IGUIComboBox* t = new CGUIComboBox(this, parent ? parent : this,
id, rectangle);
t->drop();
return t;
}
//! returns the font
IGUIFont* CGUIEnvironment::getFont(const io::path& filename)
{
// search existing font
SFont f;
f.NamedPath.setPath(filename);
s32 index = Fonts.binary_search(f);
if (index != -1)
return Fonts[index].Font;
// font doesn't exist, attempt to load it
// does the file exist?
if (!FileSystem->existFile(filename))
{
os::Printer::log("Could not load font because the file does not exist", f.NamedPath.getPath(), ELL_ERROR);
return 0;
}
IGUIFont* ifont=0;
io::IXMLReader *xml = FileSystem->createXMLReader(filename );
if (xml)
{
// this is an XML font, but we need to know what type
EGUI_FONT_TYPE t = EGFT_CUSTOM;
bool found=false;
while(!found && xml->read())
{
if (xml->getNodeType() == io::EXN_ELEMENT)
{
if (core::stringw(L"font") == xml->getNodeName())
{
if (core::stringw(L"vector") == xml->getAttributeValue(L"type"))
{
t = EGFT_VECTOR;
found=true;
}
else if (core::stringw(L"bitmap") == xml->getAttributeValue(L"type"))
{
t = EGFT_BITMAP;
found=true;
}
else found=true;
}
}
}
if (t==EGFT_BITMAP)
{
CGUIFont* font = new CGUIFont(this, filename);
ifont = (IGUIFont*)font;
// load the font
io::path directory;
core::splitFilename(filename, &directory);
if (!font->load(xml, directory))
{
font->drop();
font = 0;
ifont = 0;
}
}
else if (t==EGFT_VECTOR)
{
// todo: vector fonts
os::Printer::log("Unable to load font, XML vector fonts are not supported yet", f.NamedPath, ELL_ERROR);
//CGUIFontVector* font = new CGUIFontVector(Driver);
//ifont = (IGUIFont*)font;
//if (!font->load(xml))
}
xml->drop();
}
if (!ifont)
{
CGUIFont* font = new CGUIFont(this, f.NamedPath.getPath() );
ifont = (IGUIFont*)font;
if (!font->load(f.NamedPath.getPath()))
{
font->drop();
return 0;
}
}
// add to fonts.
f.Font = ifont;
Fonts.push_back(f);
return ifont;
}
//! add an externally loaded font
IGUIFont* CGUIEnvironment::addFont(const io::path& name, IGUIFont* font)
{
if (font)
{
SFont f;
f.NamedPath.setPath(name);
s32 index = Fonts.binary_search(f);
if (index != -1)
return Fonts[index].Font;
f.Font = font;
Fonts.push_back(f);
font->grab();
}
return font;
}
//! remove loaded font
void CGUIEnvironment::removeFont(IGUIFont* font)
{
if ( !font )
return;
for ( u32 i=0; i<Fonts.size(); ++i )
{
if ( Fonts[i].Font == font )
{
Fonts[i].Font->drop();
Fonts.erase(i);
return;
}
}
}
//! returns default font
IGUIFont* CGUIEnvironment::getBuiltInFont() const
{
if (Fonts.empty())
return 0;
return Fonts[0].Font;
}
IGUISpriteBank* CGUIEnvironment::getSpriteBank(const io::path& filename)
{
// search for the file name
SSpriteBank b;
b.NamedPath.setPath(filename);
s32 index = Banks.binary_search(b);
if (index != -1)
return Banks[index].Bank;
// we don't have this sprite bank, we should load it
if (!FileSystem->existFile(b.NamedPath.getPath()))
{
if ( filename != DefaultFontName )
{
os::Printer::log("Could not load sprite bank because the file does not exist", b.NamedPath.getPath(), ELL_DEBUG);
}
return 0;
}
// todo: load it!
return 0;
}
IGUISpriteBank* CGUIEnvironment::addEmptySpriteBank(const io::path& name)
{
// no duplicate names allowed
SSpriteBank b;
b.NamedPath.setPath(name);
const s32 index = Banks.binary_search(b);
if (index != -1)
return 0;
// create a new sprite bank
b.Bank = new CGUISpriteBank(this);
Banks.push_back(b);
return b.Bank;
}
//! Creates the image list from the given texture.
IGUIImageList* CGUIEnvironment::createImageList( video::ITexture* texture,
core::dimension2d<s32> imageSize, bool useAlphaChannel )
{
CGUIImageList* imageList = new CGUIImageList( Driver );
if( !imageList->createImageList( texture, imageSize, useAlphaChannel ) )
{
imageList->drop();
return 0;
}
return imageList;
}
//! Returns the root gui element.
IGUIElement* CGUIEnvironment::getRootGUIElement()
{
return this;
}
//! Returns the next element in the tab group starting at the focused element
IGUIElement* CGUIEnvironment::getNextElement(bool reverse, bool group)
{
// start the search at the root of the current tab group
IGUIElement *startPos = Focus ? Focus->getTabGroup() : 0;
s32 startOrder = -1;
// if we're searching for a group
if (group && startPos)
{
startOrder = startPos->getTabOrder();
}
else
if (!group && Focus && !Focus->isTabGroup())
{
startOrder = Focus->getTabOrder();
if (startOrder == -1)
{
// this element is not part of the tab cycle,
// but its parent might be...
IGUIElement *el = Focus;
while (el && el->getParent() && startOrder == -1)
{
el = el->getParent();
startOrder = el->getTabOrder();
}
}
}
if (group || !startPos)
startPos = this; // start at the root
// find the element
IGUIElement *closest = 0;
IGUIElement *first = 0;
startPos->getNextElement(startOrder, reverse, group, first, closest, false, (FocusFlags & EFF_CAN_FOCUS_DISABLED) != 0);
if (closest)
return closest; // we found an element
else if (first)
return first; // go to the end or the start
else if (group)
return this; // no group found? root group
else
return 0;
}
void CGUIEnvironment::setFocusBehavior(u32 flags)
{
FocusFlags = flags;
}
u32 CGUIEnvironment::getFocusBehavior() const
{
return FocusFlags;
}
//! creates an GUI Environment
IGUIEnvironment* createGUIEnvironment(io::IFileSystem* fs,
video::IVideoDriver* Driver,
IOSOperator* op)
{
return new CGUIEnvironment(fs, Driver, op);
}
} // end namespace gui
} // end namespace irr
#endif // _IRR_COMPILE_WITH_GUI_