irrlicht/source/Irrlicht/CGUIEnvironment.h
bitplane bcf61ee6ce Added StarSonata GUI patch from the tracker, const corrected. Fixed some bugs and changed the style and behaviour of the tabs. Tables aren't fully tested and don't serialize properly yet.
Changed gui editor to show off and test the new tab features.
Updated project files and makefile, have only tested vc8 and dev-cpp. Didn't know how to do the OSX project so I'll leave it for Dean.
Moved EGUI_ALIGNMENT into separate header.
Added getArea and getVolume for bounding boxes, no real reason for them.

git-svn-id: http://svn.code.sf.net/p/irrlicht/code/trunk@1124 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-12-22 07:49:29 +00:00

300 lines
10 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_GUI_ENVIRNMENT_H_INCLUDED__
#define __C_GUI_ENVIRNMENT_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_GUI_
#include "IGUIEnvironment.h"
#include "IGUIElement.h"
#include "irrArray.h"
#include "IFileSystem.h"
#include "IOSOperator.h"
namespace irr
{
namespace io
{
class IXMLWriter;
}
namespace gui
{
class CGUIEnvironment : public IGUIEnvironment, public IGUIElement
{
public:
//! constructor
CGUIEnvironment(io::IFileSystem* fs, video::IVideoDriver* driver, IOSOperator* op);
//! destructor
virtual ~CGUIEnvironment();
//! draws all gui elements
virtual void drawAll();
//! returns the current video driver
virtual video::IVideoDriver* getVideoDriver() const;
//! returns pointer to the filesystem
virtual io::IFileSystem* getFileSystem() const;
//! returns a pointer to the OS operator
virtual IOSOperator* getOSOperator() const;
//! posts an input event to the environment
virtual bool postEventFromUser(const SEvent& event);
//! 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.
virtual void setUserEventReceiver(IEventReceiver* evr);
//! removes all elements from the environment
virtual void clear();
//! called if an event happened.
virtual bool OnEvent(const SEvent& event);
//! returns the current gui skin
virtual IGUISkin* getSkin() const;
//! Sets a new GUI Skin
virtual void setSkin(IGUISkin* skin);
//! 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. */
virtual IGUISkin* createSkin(EGUI_SKIN_TYPE type);
//! returns the font
virtual IGUIFont* getFont(const c8* filename);
//! returns the sprite bank
virtual IGUISpriteBank* getSpriteBank(const c8* filename);
//! returns the sprite bank
virtual IGUISpriteBank* addEmptySpriteBank(const c8* name);
//! adds an button. The returned pointer must not be dropped.
virtual IGUIButton* addButton(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0,const wchar_t* tooltiptext = 0);
//! adds a window. The returned pointer must not be dropped.
virtual IGUIWindow* addWindow(const core::rect<s32>& rectangle, bool modal = false,
const wchar_t* text=0, IGUIElement* parent=0, s32 id=-1);
//! adds a modal screen. The returned pointer must not be dropped.
virtual IGUIElement* addModalScreen(IGUIElement* parent);
//! Adds a message box.
virtual IGUIWindow* addMessageBox(const wchar_t* caption, const wchar_t* text=0,
bool modal = true, s32 flag = EMBF_OK, IGUIElement* parent=0, s32 id=-1);
//! adds a scrollbar. The returned pointer must not be dropped.
virtual IGUIScrollBar* addScrollBar(bool horizontal, const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1);
//! Adds an image element.
virtual IGUIImage* addImage(video::ITexture* image, core::position2d<s32> pos,
bool useAlphaChannel=true, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0);
//! adds an image. The returned pointer must not be dropped.
virtual IGUIImage* addImage(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0);
//! adds a checkbox
virtual IGUICheckBox* addCheckBox(bool checked, const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0);
//! adds a list box
virtual IGUIListBox* addListBox(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1, bool drawBackground=false);
//! adds an mesh viewer. The returned pointer must not be dropped.
virtual IGUIMeshViewer* addMeshViewer(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0);
//! Adds a file open dialog.
virtual IGUIFileOpenDialog* addFileOpenDialog(const wchar_t* title = 0, bool modal=true, IGUIElement* parent=0, s32 id=-1);
//! Adds a color select dialog.
virtual IGUIColorSelectDialog* addColorSelectDialog(const wchar_t* title = 0, bool modal=true, IGUIElement* parent=0, s32 id=-1);
//! adds a static text. The returned pointer must not be dropped.
virtual IGUIStaticText* addStaticText(const wchar_t* text, const core::rect<s32>& rectangle,
bool border=false, bool wordWrap=true, IGUIElement* parent=0, s32 id=-1, bool drawBackground = false);
//! Adds an edit box. The returned pointer must not be dropped.
virtual IGUIEditBox* addEditBox(const wchar_t* text, const core::rect<s32>& rectangle,
bool border=false, IGUIElement* parent=0, s32 id=-1);
//! Adds a spin box to the environment
virtual IGUISpinBox* addSpinBox(const wchar_t* text, const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1);
//! Adds a tab control to the environment.
virtual IGUITabControl* addTabControl(const core::rect<s32>& rectangle,
IGUIElement* parent=0, bool fillbackground=false, bool border=true, s32 id=-1);
//! Adds tab to the environment.
virtual IGUITab* addTab(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1);
//! Adds a context menu to the environment.
virtual IGUIContextMenu* addContextMenu(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1);
//! Adds a menu to the environment.
virtual IGUIContextMenu* addMenu(IGUIElement* parent=0, s32 id=-1);
//! Adds a toolbar to the environment. It is like a menu is always placed on top
//! in its parent, and contains buttons.
virtual IGUIToolBar* addToolBar(IGUIElement* parent=0, s32 id=-1);
//! Adds a combo box to the environment.
virtual IGUIComboBox* addComboBox(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1);
//! Adds a table element.
virtual IGUITable* addTable(const core::rect<s32>& rectangle,
IGUIElement* parent=0, s32 id=-1, bool drawBackground=false);
//! sets the focus to an element
virtual bool setFocus(IGUIElement* element);
//! removes the focus from an element
virtual bool removeFocus(IGUIElement* element);
//! Returns if the element has focus
virtual bool hasFocus(IGUIElement* element) const;
//! Returns the element with the focus
virtual IGUIElement* getFocus() const;
//! returns default font
virtual IGUIFont* getBuiltInFont() const;
//! Adds an element for fading in or out.
virtual IGUIInOutFader* addInOutFader(const core::rect<s32>* rectangle=0, IGUIElement* parent=0, s32 id=-1);
//! Returns the root gui element.
virtual IGUIElement* getRootGUIElement();
virtual void OnPostRender( u32 time );
//! Returns the default element factory which can create all built in elements
virtual IGUIElementFactory* getDefaultGUIElementFactory() const;
//! 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 automaticly, for example when loading data from xml files. */
virtual void registerGUIElementFactory(IGUIElementFactory* factoryToAdd);
//! Returns amount of registered scene node factories.
virtual u32 getRegisteredGUIElementFactoryCount() const;
//! Returns a scene node factory by index
virtual IGUIElementFactory* getGUIElementFactory(u32 index) const;
//! Adds a GUI Element by its name
virtual IGUIElement* addGUIElement(const c8* elementName, IGUIElement* parent=0);
//! Saves the current gui into a file.
/** \param filename: Name of the file.
\param start: The element to start saving from.
if not specified, the root element will be used */
virtual bool saveGUI(const c8* filename, IGUIElement* start=0);
//! Saves the current gui into a file.
/** \param file: The file to save the GUI to.
\param start: The element to start saving from.
if not specified, the root element will be used */
virtual bool saveGUI(io::IWriteFile* file, IGUIElement* start=0);
//! Loads the gui. Note that the current gui is not cleared before.
/** \param filename: Name of the file.
\param parent: The parent of all loaded GUI elements,
if not specified, the root element will be used */
virtual bool loadGUI(const c8* filename, IGUIElement* parent=0);
//! Loads the gui. Note that the current gui is not cleared before.
/** \param file: IReadFile to load the GUI from
\param parent: The parent of all loaded GUI elements,
if not specified, the root element will be used */
virtual bool loadGUI(io::IReadFile* file, IGUIElement* parent=0);
//! Writes attributes of the environment
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
//! Reads attributes of the environment.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! writes an element
virtual void writeGUIElement(io::IXMLWriter* writer, IGUIElement* node);
//! reads an element
virtual void readGUIElement(io::IXMLReader* reader, IGUIElement* parent);
private:
IGUIElement* getNextElement(bool reverse=false, bool group=false);
void updateHoveredElement(core::position2d<s32> mousePos);
void loadBuiltInFont();
struct SFont
{
core::stringc Filename;
IGUIFont* Font;
bool operator < (const SFont& other) const
{
return (Filename < other.Filename);
}
};
struct SSpriteBank
{
core::stringc Filename;
IGUISpriteBank* Bank;
bool operator < (const SSpriteBank& other) const
{
return (Filename < other.Filename);
}
};
struct SToolTip
{
u32 LastTime;
u32 LaunchTime;
IGUIStaticText* Element;
};
SToolTip ToolTip;
core::array<IGUIElementFactory*> GUIElementFactoryList;
core::array<SFont> Fonts;
core::array<SSpriteBank> Banks;
video::IVideoDriver* Driver;
IGUIElement* Hovered;
IGUIElement* Focus;
core::position2d<s32> LastHoveredMousePos;
IGUISkin* CurrentSkin;
io::IFileSystem* FileSystem;
IEventReceiver* UserReceiver;
IOSOperator* Operator;
};
} // end namespace gui
} // end namespace irr
#endif // _IRR_COMPILE_WITH_GUI_
#endif // __C_GUI_ENVIRNMENT_H_INCLUDED__