244 lines
8.5 KiB
C++
Executable File
244 lines
8.5 KiB
C++
Executable File
/************************************************************************
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* Copyright (c) 2005-2007 tok@openlinux.org.uk *
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* *
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* This software is provided as-is, without any express or implied *
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* warranty. In no event will the authors be held liable for any *
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* damages arising from the use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute *
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* it freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must *
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* not claim that you wrote the original software. If you use this *
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* software in a product, an acknowledgment in the product documentation *
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* would be appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must *
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* not be misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source *
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* distribution. *
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************************************************************************/
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#ifndef UTIL_GUI_H
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#define UTIL_GUI_H
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#include <string>
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#include <list>
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#include <map>
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#include <SDL.h>
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#include "Singleton.h"
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#include "animation.h"
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#include "gl_pagedtexture.h"
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#include "image_loader.h"
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#include "font_cache.h"
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namespace GUI {
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struct Object;
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class Animation;
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/** Wrapper around GUI elements.
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*
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* Contains a number of lists of objects; mouse click events can be delegated
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* to any element. Elements are placed into "layers"; drawing is done from
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* low to high (0 .. 255), clicked-inside is tested high to low (255 ... 0).
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*
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* Objects _should_ have a unique id (removeById only finds the first match),
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* but this is neither ensured nor required.
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*
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* Finally there are helper functions (which are used by derived objects) to
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* load/access images/animations.
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*/
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class Manager {
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public:
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Manager() {}
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~Manager();
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void add(Object * obj, uint8_t onLevel);
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void remove(Object * obj);
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void removeById(size_t id);
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Object* findObject(const size_t id);
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void draw();
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void clearObjects();
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void clearCache();
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void cacheImageRAW(const std::string & file, size_t id);
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void cacheImageRAT(const std::string & file, const std::string & palette, size_t id);
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#ifdef WITH_SDL_IMAGE
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void cacheImageSDL(const std::string & file, size_t id);
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#endif
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ImageUtil::WidthHeightPair cacheStyleArrowSprite(const size_t id, int remap);
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const OpenGL::PagedTexture & getCachedImage(size_t id);
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void receive(SDL_MouseButtonEvent & mb_event);
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Animation* findAnimation(uint16_t id);
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void createAnimation(const std::vector<uint16_t> & indices, uint16_t fps, size_t asAnimId);
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void update(uint32_t nowTicks);
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private:
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bool isInside(Object & o, Uint16 x, Uint16 y) const;
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typedef std::map< size_t, OpenGL::PagedTexture > GuiTextureCache;
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GuiTextureCache::iterator findByCacheId(const size_t & Id);
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typedef std::map<uint16_t, Animation*> AnimationMap;
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AnimationMap guiAnimations;
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typedef std::list<Object*> GuiObjectList;
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typedef std::map< uint8_t, GuiObjectList > GuiObjectListMap;
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GuiObjectListMap::iterator findLayer(uint8_t l);
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GuiObjectListMap guiLayers;
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GuiTextureCache texCache;
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};
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typedef Loki::SingletonHolder<Manager> ManagerHolder;
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class Animation : public Util::Animation {
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public:
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Animation(const std::vector<uint16_t> & _indices, const uint16_t fps) :
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Util::Animation(_indices.size(), fps),
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indices(_indices) {}
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std::vector<uint16_t> indices;
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uint16_t getCurrentFrame();
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};
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/** Base-object - Can be used to draw coloured area & border.
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*/
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struct Object {
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Object(const SDL_Rect & r);
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Object(const size_t Id, const SDL_Rect & r);
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Object(const size_t Id, const SDL_Rect & r, const SDL_Color & c);
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virtual ~Object() {}
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size_t id;
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SDL_Rect rect;
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SDL_Color color;
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SDL_Color borderColor;
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bool drawBorder;
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void copyRect(const SDL_Rect & src);
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void copyColor(const SDL_Color & src);
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virtual void draw();
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virtual void update(Uint32 ticks) {}
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virtual void receive(SDL_MouseButtonEvent & mb_event) {}
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void draw_border();
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Manager & manager;
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};
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struct TexturedObject : public Object {
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TexturedObject(const SDL_Rect & r, const size_t texid) : Object(r),
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texId(texid) {
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}
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TexturedObject(size_t Id, const SDL_Rect & r, const size_t texid) : Object(Id, r),
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texId(texid) {
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}
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size_t texId;
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void draw();
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};
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struct AnimatedTextureObject : public Object {
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AnimatedTextureObject(const SDL_Rect & r, const size_t animid) : Object(r),
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animId(animid) {
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animation = NULL;
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}
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AnimatedTextureObject(size_t Id, const SDL_Rect & r, const size_t animid) : Object(Id, r),
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animId(animid) {
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animation = NULL;
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}
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size_t animId;
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Animation * animation;
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void draw();
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};
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struct Label : public Object {
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Label(const SDL_Rect & r, const std::string & s,
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const std::string & fontFile, const size_t fontScale) : Object(r), text(s) {
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OpenGL::DrawableFont & fnt = OpenGTA::FontCacheHolder::Instance().getFont(fontFile, fontScale);
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font = &fnt;
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}
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Label(const size_t Id, const SDL_Rect & r, const std::string & s,
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const std::string & fontFile, const size_t fontScale) : Object(Id, r), text(s) {
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OpenGL::DrawableFont & fnt = OpenGTA::FontCacheHolder::Instance().getFont(fontFile, fontScale);
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font = &fnt;
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align = 0;
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}
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OpenGL::DrawableFont * font;
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std::string text;
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uint8_t align;
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void draw();
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};
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struct Pager : public Object {
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Pager(const size_t Id, const SDL_Rect & r, const size_t texid,
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const std::string & fontFile, const size_t fontScale) : Object(Id, r) {
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OpenGL::DrawableFont & fnt = OpenGTA::FontCacheHolder::Instance().getFont(fontFile, fontScale);
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font = &fnt;
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texId = texid;
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offset = r.w-5;
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}
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OpenGL::DrawableFont * font;
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size_t texId;
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void update(Uint32 ticks);
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void draw();
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std::string lastMsg;
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int offset;
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};
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struct WeaponDisplay : public Object {
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public:
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WeaponDisplay(const SDL_Rect & r);
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void setWeapon(const size_t wt);
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void draw();
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private:
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size_t getWeaponIdx(const size_t wt);
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TexturedObject img;
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Label label;
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};
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struct ScrollBar : public Object {
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ScrollBar(const size_t Id, const SDL_Rect & r) : Object(Id, r) {
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value = 0.5f;
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}
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void draw();
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void receive(SDL_MouseButtonEvent & mb_event);
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SDL_Color innerColor;
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float value;
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//typedef Loki::Functor<void, LOKI_TYPELIST_1(float)> SC_Functor;
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typedef std::function<void(float)> SC_Functor;
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SC_Functor changeCB;
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};
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template <class Child_T, typename V>
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struct Number2Status : public Object {
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Number2Status(const size_t Id, const SDL_Rect & r, const SDL_Rect & ir, const size_t vId) :
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Object(Id, r),
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item(r, vId),
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number(0), align(0),
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innerRect(ir) {}
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Child_T item;
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V number;
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uint8_t align;
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SDL_Rect innerRect;
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void draw() {
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innerRect.x = (align == 0 ? rect.x : rect.x + rect.w - innerRect.w);
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innerRect.y = rect.y;
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memcpy(&item.rect, &innerRect, sizeof(rect));
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for (V k = 0; k < number; k++) {
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item.draw();
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item.rect.x += (align == 0 ? item.rect.w + 1 : -item.rect.w - 1);
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}
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if (drawBorder)
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draw_border();
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}
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};
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typedef Number2Status<TexturedObject, int32_t> ImageStatusDisplay;
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typedef Number2Status<AnimatedTextureObject, int32_t> AnimStatusDisplay;
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void screen_gamma_callback(float v);
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void create_ingame_gui(bool is32bit);
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void update_ingame_gui_values();
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void remove_ingame_gui();
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static const uint32_t GAMMA_SCROLLBAR_ID = 100;
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static const uint32_t GAMMA_LABEL_ID = 101;
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static const uint32_t CASH_ID = 200;
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static const uint32_t WANTED_LEVEL_ID = 201;
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}
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#endif
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