mirror of
https://github.com/Maschell/libgui-sdl.git
synced 2024-11-04 15:25:09 +01:00
630 lines
19 KiB
C++
630 lines
19 KiB
C++
/****************************************************************************
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* Copyright (C) 2015 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#pragma once
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#include <string>
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#include <vector>
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#include <malloc.h>
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <unistd.h>
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#include <cwchar>
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#include <cmath>
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#include <iostream>
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#include "sigslot.h"
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#include <gui/video/Renderer.h>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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enum {
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EFFECT_NONE = 0x00,
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EFFECT_SLIDE_TOP = 0x01,
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EFFECT_SLIDE_BOTTOM = 0x02,
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EFFECT_SLIDE_RIGHT = 0x04,
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EFFECT_SLIDE_LEFT = 0x08,
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EFFECT_SLIDE_IN = 0x10,
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EFFECT_SLIDE_OUT = 0x20,
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EFFECT_SLIDE_FROM = 0x40,
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EFFECT_FADE = 0x80,
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EFFECT_SCALE = 0x100,
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EFFECT_COLOR_TRANSITION = 0x200
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};
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enum {
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ALIGN_LEFT = 0x01,
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ALIGN_CENTER = 0x02,
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ALIGN_RIGHT = 0x04,
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ALIGN_TOP = 0x10,
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ALIGN_MIDDLE = 0x20,
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ALIGN_BOTTOM = 0x40,
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ALIGN_TOP_LEFT = ALIGN_LEFT | ALIGN_TOP,
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ALIGN_TOP_CENTER = ALIGN_CENTER | ALIGN_TOP,
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ALIGN_TOP_RIGHT = ALIGN_RIGHT | ALIGN_TOP,
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ALIGN_CENTERED = ALIGN_CENTER | ALIGN_MIDDLE,
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};
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//!Forward declaration
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class GuiController;
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class SDLSystem;
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//!Primary GUI class. Most other classes inherit from this class.
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class GuiElement {
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public:
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//!Constructor
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GuiElement();
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//!Destructor
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virtual ~GuiElement() = default;
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//!Set the element's parent
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//!\param e Pointer to parent element
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virtual void setParent(GuiElement *e) {
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parentElement = e;
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}
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//!Gets the element's parent
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//!\return Pointer to parent element
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virtual GuiElement *getParent() {
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return parentElement;
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}
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//!Gets the current leftmost coordinate of the element
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//!Considers horizontal alignment, x offset, width, and parent element's GetLeft() / GetWidth() values
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//!\return left coordinate
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virtual float getLeft();
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//!Gets the current topmost coordinate of the element
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//!Considers vertical alignment, y offset, height, and parent element's GetTop() / GetHeight() values
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//!\return top coordinate
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virtual float getTop();
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//!Gets the current Z coordinate of the element
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//!\return Z coordinate
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virtual float getDepth() {
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float zParent = 0.0f;
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if (parentElement) {
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zParent = parentElement->getDepth();
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}
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return zParent + zoffset;
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}
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virtual float getCenterX() {
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float pCenterX = 0.0f;
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if (parentElement) {
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pCenterX = parentElement->getCenterX();
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}
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pCenterX += xoffset + xoffsetDyn;
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if (alignment & ALIGN_LEFT) {
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float pWidth = 0.0f;
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float pScale = 0.0f;
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if (parentElement) {
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pWidth = parentElement->getWidth();
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pScale = parentElement->getScaleX();
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}
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pCenterX -= pWidth * 0.5f * pScale - width * 0.5f * getScaleX();
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} else if (alignment & ALIGN_RIGHT) {
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float pWidth = 0.0f;
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float pScale = 0.0f;
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if (parentElement) {
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pWidth = parentElement->getWidth();
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pScale = parentElement->getScaleX();
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}
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pCenterX += pWidth * 0.5f * pScale - width * 0.5f * getScaleX();
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}
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return pCenterX;
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}
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virtual float getCenterY() {
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float pCenterY = 0.0f;
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if (parentElement) {
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pCenterY = parentElement->getCenterY();
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}
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pCenterY += yoffset + yoffsetDyn;
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if (alignment & ALIGN_TOP) {
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float pHeight = 0.0f;
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float pScale = 0.0f;
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if (parentElement) {
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pHeight = parentElement->getHeight();
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pScale = parentElement->getScaleY();
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}
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pCenterY -= pHeight * 0.5f * pScale - getHeight() * 0.5f * getScaleY();
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} else if (alignment & ALIGN_BOTTOM) {
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float pHeight = 0.0f;
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float pScale = 0.0f;
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if (parentElement) {
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pHeight = parentElement->getHeight();
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pScale = parentElement->getScaleY();
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}
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pCenterY += pHeight * 0.5f * pScale - getHeight() * 0.5f * getScaleY();
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}
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return pCenterY;
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}
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//!Gets elements xoffset
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virtual float getOffsetX() {
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return xoffset;
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}
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//!Gets elements yoffset
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virtual float getOffsetY() {
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return yoffset;
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}
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//!Gets the current width of the element. Does not currently consider the scale
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//!\return width
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virtual float getWidth() {
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return width;
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};
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//!Gets the height of the element. Does not currently consider the scale
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//!\return height
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virtual float getHeight() {
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return height;
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}
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//!Sets the size (width/height) of the element
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//!\param w Width of element
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//!\param h Height of element
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virtual void setSize(float w, float h) {
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width = w;
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height = h;
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}
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//!Sets the element's visibility
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//!\param v Visibility (true = visible)
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virtual void setVisible(bool v) {
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visible = v;
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visibleChanged(this, v);
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}
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//!Checks whether or not the element is visible
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//!\return true if visible, false otherwise
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virtual bool isVisible() const {
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return !isStateSet(STATE_HIDDEN) && visible;
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};
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//!Checks whether or not the element is selectable
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//!\return true if selectable, false otherwise
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virtual bool isSelectable() {
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return !isStateSet(STATE_DISABLED) && selectable;
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}
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virtual bool isDrawOverOnlyWhenSelected() {
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return drawOverOnlyWhenSelected;
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}
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virtual void setdrawOverOnlyWhenSelected(bool s) {
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drawOverOnlyWhenSelected = s;
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}
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//!Checks whether or not the element is clickable
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//!\return true if clickable, false otherwise
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virtual bool isClickable() {
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return !isStateSet(STATE_DISABLED) && clickable;
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}
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//!Checks whether or not the element is holdable
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//!\return true if holdable, false otherwise
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virtual bool isHoldable() {
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return !isStateSet(STATE_DISABLED) && holdable;
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}
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//!Sets whether or not the element is selectable
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//!\param s Selectable
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virtual void setSelectable(bool s) {
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selectable = s;
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}
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//!Sets whether or not the element is clickable
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//!\param c Clickable
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virtual void setClickable(bool c) {
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clickable = c;
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}
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//!Sets whether or not the element is holdable
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//!\param c Holdable
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virtual void setHoldable(bool d) {
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holdable = d;
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}
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//!Sets the element's state
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//!\param s State (STATE_DEFAULT, STATE_SELECTED, STATE_CLICKED, STATE_DISABLED)
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//!\param c Controller channel (0-3, -1 = none)
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virtual void setState(uint32_t s, int32_t c) {
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if (c >= 0 && c < 5) {
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state[c] |= s;
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} else {
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for (int32_t i = 0; i < 5; i++) {
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state[i] |= s;
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}
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}
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stateChan = c;
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stateChanged(this, s, c);
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}
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virtual void clearState(uint32_t s, int32_t c) {
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if (c >= 0 && c < 5) {
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state[c] &= ~s;
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} else {
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for (unsigned int & i : state) {
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i &= ~s;
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}
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}
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stateChan = c;
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stateChanged(this, s, c);
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}
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virtual bool isStateSet(uint32_t s, int32_t c = -1) const {
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if (c >= 0 && c < 5) {
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return (state[c] & s) != 0;
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} else {
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for (unsigned int i : state) {
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if ((i & s) != 0) {
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return true;
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}
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}
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return false;
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}
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}
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//!Gets the element's current state
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//!\return state
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virtual int32_t getState(int32_t c) {
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return state[c];
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};
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//!Gets the controller channel that last changed the element's state
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//!\return Channel number (0-3, -1 = no channel)
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virtual int32_t getStateChan() {
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return stateChan;
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};
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//!Resets the element's state to STATE_DEFAULT
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virtual void resetState() {
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for (unsigned int & i : state) {
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i = STATE_DEFAULT;
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}
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stateChan = -1;
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}
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//!Sets the element's alpha value
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//!\param a alpha value
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virtual void setAlpha(float a) {
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alpha = a;
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}
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//!Gets the element's alpha value
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//!Considers alpha, alphaDyn, and the parent element's getAlpha() value
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//!\return alpha
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virtual float getAlpha() {
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float a;
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if (alphaDyn >= 0) {
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a = alphaDyn;
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} else {
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a = alpha;
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}
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if (parentElement) {
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a = (a * parentElement->getAlpha());
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}
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return a;
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}
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//!Sets the element's scale
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//!\param s scale (1 is 100%)
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virtual void setScale(float s) {
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scaleX = s;
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scaleY = s;
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scaleZ = s;
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}
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//!Sets the element's scale
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//!\param s scale (1 is 100%)
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virtual void setScaleX(float s) {
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scaleX = s;
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}
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//!Sets the element's scale
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//!\param s scale (1 is 100%)
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virtual void setScaleY(float s) {
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scaleY = s;
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}
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//!Sets the element's scale
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//!\param s scale (1 is 100%)
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virtual void setScaleZ(float s) {
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scaleZ = s;
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}
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//!Gets the element's current scale
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//!Considers scale, scaleDyn, and the parent element's getScale() value
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virtual float getScale() {
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float s = 0.5f * (scaleX + scaleY) * scaleDyn;
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if (parentElement) {
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s *= parentElement->getScale();
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}
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return s;
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}
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//!Gets the element's current scale
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//!Considers scale, scaleDyn, and the parent element's getScale() value
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virtual float getScaleX() {
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float s = scaleX * scaleDyn;
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if (parentElement) {
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s *= parentElement->getScaleX();
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}
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return s;
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}
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//!Gets the element's current scale
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//!Considers scale, scaleDyn, and the parent element's getScale() value
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virtual float getScaleY() {
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float s = scaleY * scaleDyn;
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if (parentElement) {
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s *= parentElement->getScaleY();
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}
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return s;
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}
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//!Gets the element's current scale
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//!Considers scale, scaleDyn, and the parent element's getScale() value
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virtual float getScaleZ() {
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float s = scaleZ;
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if (parentElement) {
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s *= parentElement->getScaleZ();
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}
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return s;
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}
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//!Checks whether rumble was requested by the element
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//!\return true is rumble was requested, false otherwise
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virtual bool isRumbleActive() {
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return rumble;
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}
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//!Sets whether or not the element is requesting a rumble event
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//!\param r true if requesting rumble, false if not
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virtual void setRumble(bool r) {
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rumble = r;
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}
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//!Set an effect for the element
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//!\param e Effect to enable
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//!\param a Amount of the effect (usage varies on effect)
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//!\param t Target amount of the effect (usage varies on effect)
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virtual void setEffect(uint32_t e, int32_t a, int32_t t);
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//!Sets an effect to be enabled on wiimote cursor over
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//!\param e Effect to enable
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//!\param a Amount of the effect (usage varies on effect)
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//!\param t Target amount of the effect (usage varies on effect)
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virtual void setEffectOnOver(uint32_t e, int32_t a, int32_t t);
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//!Shortcut to SetEffectOnOver(EFFECT_SCALE, 4, 110)
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virtual void setEffectGrow() {
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setEffectOnOver(EFFECT_SCALE, 4, 110);
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}
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//!Reset all applied effects
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virtual void resetEffects();
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//!Gets the current element effects
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//!\return element effects
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virtual int32_t getEffect() const {
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return effects;
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}
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//!\return true if element animation is on going
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virtual bool isAnimated() const {
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return (parentElement != 0) && (getEffect() > 0);
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}
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//!Checks whether the specified coordinates are within the element's boundaries
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//!\param x X coordinate
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//!\param y Y coordinate
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//!\return true if contained within, false otherwise
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virtual bool isInside(float x, float y) {
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float rotatedX = x;
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float rotatedY = y;
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if (getAngle() != 0.f) {
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// translate input point
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float tempX = x - getCenterX();
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float tempY = y - getCenterY();
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// Conver to Rad
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auto angleInRad = (float) ((getAngle() * -1.0f) * M_PI / 180.0f);
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// now apply rotation
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rotatedX = tempX * cos((angleInRad)) - tempY * sin(angleInRad);
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rotatedY = tempX * sin(angleInRad) + tempY * cos(angleInRad);
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// translate back
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rotatedX = rotatedX + getCenterX();
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rotatedY = rotatedY + getCenterY();
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}
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return (rotatedX > (this->getCenterX() - getScaleX() * getWidth() * 0.5f)
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&& rotatedX < (this->getCenterX() + getScaleX() * getWidth() * 0.5f)
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&& rotatedY > (this->getCenterY() - getScaleY() * getHeight() * 0.5f)
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&& rotatedY < (this->getCenterY() + getScaleY() * getHeight() * 0.5f));
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}
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//!Sets the element's position
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//!\param x X coordinate
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//!\param y Y coordinate
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virtual void setPosition(float x, float y) {
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xoffset = x;
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yoffset = y;
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}
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//!Sets the element's position
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//!\param x X coordinate
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//!\param y Y coordinate
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//!\param z Z coordinate
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virtual void setPosition(float x, float y, float z) {
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xoffset = x;
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yoffset = y;
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zoffset = z;
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}
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//!Gets whether or not the element is in STATE_SELECTED
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//!\return true if selected, false otherwise
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virtual int32_t getSelected() {
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return -1;
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}
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//!Sets the element's alignment respective to its parent element
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//!Bitwise ALIGN_LEFT | ALIGN_RIGHT | ALIGN_CENTRE, ALIGN_TOP, ALIGN_BOTTOM, ALIGN_MIDDLE)
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//!\param align Alignment
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virtual void setAlignment(int32_t a) {
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alignment = a;
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}
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//!Gets the element's alignment
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virtual int32_t getAlignment() const {
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return alignment;
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}
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//!Angle of the object
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virtual void setAngle(float a) {
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angle = a;
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}
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//!Angle of the object
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virtual float getAngle() const {
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float r_angle = angle;
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if (parentElement) { r_angle += parentElement->getAngle(); }
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return r_angle;
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}
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//!Called constantly to allow the element to respond to the current input data
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//!\param t Pointer to a GuiController, containing the current input data from PAD/WPAD/VPAD
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virtual void update(GuiController *t) {}
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//!Called constantly to redraw the element
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virtual void draw(Renderer * v) {}
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//!Called constantly to process stuff in the element
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virtual void process() {}
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//!Updates the element's effects (dynamic values)
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//!Called by Draw(), used for animation purposes
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virtual void updateEffects();
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typedef struct _POINT {
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int32_t x;
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int32_t y;
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} POINT;
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enum {
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STATE_DEFAULT = 0,
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STATE_SELECTED = 0x01,
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STATE_CLICKED = 0x02,
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STATE_HELD = 0x04,
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STATE_OVER = 0x08,
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STATE_HIDDEN = 0x10,
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STATE_DISABLE_INPUT = 0x20,
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|
STATE_CLICKED_TOUCH = 0x40,
|
|
STATE_DISABLED = 0x80
|
|
};
|
|
|
|
//! Switch pointer from control to screen position
|
|
POINT PtrToScreen(POINT p) {
|
|
//! TODO for 3D
|
|
//POINT r = { p.x + getLeft(), p.y + getTop() };
|
|
return p;
|
|
}
|
|
|
|
//! Switch pointer screen to control position
|
|
POINT PtrToControl(POINT p) {
|
|
//! TODO for 3D
|
|
//POINT r = { p.x - getLeft(), p.y - getTop() };
|
|
return p;
|
|
}
|
|
|
|
//! Signals
|
|
sigslot::signal2<GuiElement *, bool> visibleChanged;
|
|
sigslot::signal3<GuiElement *, int32_t, int32_t> stateChanged;
|
|
sigslot::signal1<GuiElement *> effectFinished;
|
|
protected:
|
|
bool rumble; //!< Wiimote rumble (on/off) - set to on when this element requests a rumble event
|
|
bool visible; //!< Visibility of the element. If false, Draw() is skipped
|
|
bool selectable; //!< Whether or not this element selectable (can change to SELECTED state)
|
|
bool clickable; //!< Whether or not this element is clickable (can change to CLICKED state)
|
|
bool holdable; //!< Whether or not this element is holdable (can change to HELD state)
|
|
bool drawOverOnlyWhenSelected; //!< Whether or not this element is holdable (can change to HELD state)
|
|
float width; //!< Element width
|
|
float height; //!< Element height
|
|
float xoffset; //!< Element X offset
|
|
float yoffset; //!< Element Y offset
|
|
float zoffset; //!< Element Z offset
|
|
float alpha; //!< Element alpha value (0-255)
|
|
float angle; //!< Angle of the object (0-360)
|
|
float scaleX; //!< Element scale (1 = 100%)
|
|
float scaleY; //!< Element scale (1 = 100%)
|
|
float scaleZ; //!< Element scale (1 = 100%)
|
|
uint32_t alignment; //!< Horizontal element alignment, respective to parent element
|
|
uint32_t state[5]{}; //!< Element state (DEFAULT, SELECTED, CLICKED, DISABLED)
|
|
int32_t stateChan; //!< Which controller channel is responsible for the last change in state
|
|
GuiElement *parentElement; //!< Parent element
|
|
|
|
//! TODO: Move me to some Animator class
|
|
int32_t xoffsetDyn; //!< Element X offset, dynamic (added to xoffset value for animation effects)
|
|
int32_t yoffsetDyn; //!< Element Y offset, dynamic (added to yoffset value for animation effects)
|
|
float alphaDyn; //!< Element alpha, dynamic (multiplied by alpha value for blending/fading effects)
|
|
float scaleDyn; //!< Element scale, dynamic (multiplied by alpha value for blending/fading effects)
|
|
uint32_t effects; //!< Currently enabled effect(s). 0 when no effects are enabled
|
|
int32_t effectAmount; //!< Effect amount. Used by different effects for different purposes
|
|
int32_t effectTarget; //!< Effect target amount. Used by different effects for different purposes
|
|
uint32_t effectsOver; //!< Effects to enable when wiimote cursor is over this element. Copied to effects variable on over event
|
|
int32_t effectAmountOver; //!< EffectAmount to set when wiimote cursor is over this element
|
|
int32_t effectTargetOver; //!< EffectTarget to set when wiimote cursor is over this element
|
|
};
|