irrlicht/source/Irrlicht/CGUIEnvironment.h

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// 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 "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();
//! returns pointer to the filesystem
virtual io::IFileSystem* getFileSystem();
//! returns a pointer to the OS operator
virtual IOSOperator* getOSOperator();
//! posts an input event to the environment
virtual bool postEventFromUser(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(SEvent event);
//! returns the current gui skin
virtual IGUISkin* getSkin();
//! 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 IUnknown::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);
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);
//! sets the focus to an element
virtual void setFocus(IGUIElement* element);
//! removes the focus from an element
virtual void removeFocus(IGUIElement* element);
//! Returns if the element has focus
virtual bool hasFocus(IGUIElement* element);
//! Returns the element with the focus
virtual IGUIElement* getFocus();
//! returns default font
virtual IGUIFont* getBuiltInFont();
//! 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();
//! 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 s32 getRegisteredGUIElementFactoryCount();
//! Returns a scene node factory by index
virtual IGUIElementFactory* getGUIElementFactory(s32 index);
//! 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);
//! 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:
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;
void updateHoveredElement(core::position2d<s32> mousePos);
void loadBuiltInFont();
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