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#pragma once
#include "openvic-simulation/interface/GFX.hpp"
namespace OpenVic {
class UIManager;
}
namespace OpenVic::GUI {
class Scene;
class Position final : public Named<> {
friend class LoadBase;
fvec2_t PROPERTY(position);
protected:
Position();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map) override;
public:
Position(Position&&) = default;
virtual ~Position() = default;
};
class Element : public Named<UIManager const&> {
friend class Scene;
public:
enum class orientation_t {
UPPER_LEFT, LOWER_LEFT, LOWER_RIGHT, UPPER_RIGHT, CENTER, CENTER_UP, CENTER_DOWN
};
private:
fvec2_t PROPERTY(position);
orientation_t PROPERTY(orientation);
protected:
Element();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
static bool _fill_elements_key_map(
NodeTools::case_insensitive_key_map_t& key_map, NodeTools::callback_t<std::unique_ptr<Element>&&> callback,
UIManager const& ui_manager
);
public:
Element(Element&&) = default;
virtual ~Element() = default;
OV_DETAIL_GET_BASE_TYPE(Element)
OV_DETAIL_GET_TYPE
};
using element_instance_registry_t = NamedInstanceRegistry<Element, UIManager const&>;
class Scene : public Named<UIManager const&> {
friend std::unique_ptr<Scene> std::make_unique<Scene>();
element_instance_registry_t IDENTIFIER_REGISTRY(scene_element);
NamedRegistry<Position> IDENTIFIER_REGISTRY(scene_position);
protected:
Scene() = default;
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
Scene(Scene&&) = default;
virtual ~Scene() = default;
OV_DETAIL_GET_TYPE
static NodeTools::node_callback_t expect_scene(
std::string_view scene_name, NodeTools::callback_t<std::unique_ptr<Scene>&&> callback, UIManager const& ui_manager
);
};
class Window final : public Element {
friend std::unique_ptr<Window> std::make_unique<Window>();
element_instance_registry_t IDENTIFIER_REGISTRY(window_element);
std::string PROPERTY(background); /* The name of a child button who's sprite is used as the background. */
fvec2_t PROPERTY(size);
bool PROPERTY(moveable);
bool PROPERTY(fullscreen);
// TODO - dontRender, horizontalBorder, verticalBorder
protected:
Window();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
Window(Window&&) = default;
virtual ~Window() = default;
OV_DETAIL_GET_TYPE
};
class Icon final : public Element {
friend std::unique_ptr<Icon> std::make_unique<Icon>();
GFX::Sprite const* PROPERTY(sprite);
GFX::frame_t PROPERTY(frame);
fixed_point_t PROPERTY(scale);
fixed_point_t PROPERTY(rotation); /* In radians, usually one of 0, PI/2 or -PI/2. */
protected:
Icon();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
Icon(Icon&&) = default;
virtual ~Icon() = default;
OV_DETAIL_GET_TYPE
};
class BaseButton : public Element {
GFX::Sprite const* PROPERTY(sprite);
std::string PROPERTY(text);
GFX::Font const* PROPERTY(font);
// TODO - shortcut
protected:
BaseButton();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
BaseButton(BaseButton&&) = default;
virtual ~BaseButton() = default;
OV_DETAIL_GET_TYPE
};
class Button final : public BaseButton {
friend std::unique_ptr<Button> std::make_unique<Button>();
fvec2_t PROPERTY(size);
fixed_point_t PROPERTY(rotation); /* In radians, usually one of 0, PI/2 or -PI/2. */
// TODO - clicksound
protected:
Button();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
Button(Button&&) = default;
virtual ~Button() = default;
OV_DETAIL_GET_TYPE
};
class Checkbox final : public BaseButton {
friend std::unique_ptr<Checkbox> std::make_unique<Checkbox>();
protected:
Checkbox() = default;
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
Checkbox(Checkbox&&) = default;
virtual ~Checkbox() = default;
OV_DETAIL_GET_TYPE
};
class AlignedElement : public Element {
public:
enum class format_t {
left, centre, right, justified
};
private:
format_t PROPERTY(format);
protected:
AlignedElement();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
AlignedElement(AlignedElement&&) = default;
virtual ~AlignedElement() = default;
OV_DETAIL_GET_TYPE
};
class Text final : public AlignedElement {
friend std::unique_ptr<Text> std::make_unique<Text>();
std::string PROPERTY(text);
GFX::Font const* PROPERTY(font);
fvec2_t PROPERTY(max_size); /* Defines keys: maxWidth, maxHeight */
fvec2_t PROPERTY(border_size);
// TODO - fixedsize, textureFile
protected:
Text();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
Text(Text&&) = default;
virtual ~Text() = default;
OV_DETAIL_GET_TYPE
};
class OverlappingElementsBox final : public AlignedElement {
friend std::unique_ptr<OverlappingElementsBox> std::make_unique<OverlappingElementsBox>();
fvec2_t PROPERTY(size);
fixed_point_t PROPERTY(spacing);
protected:
OverlappingElementsBox();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
OverlappingElementsBox(OverlappingElementsBox&&) = default;
virtual ~OverlappingElementsBox() = default;
OV_DETAIL_GET_TYPE
};
class ListBox final : public Element {
friend std::unique_ptr<ListBox> std::make_unique<ListBox>();
fvec2_t PROPERTY(size);
fvec2_t PROPERTY(offset);
fixed_point_t PROPERTY(spacing);
std::string PROPERTY(scrollbar_name); /* In vanilla this is always core's standardlistbox_slider */
// TODO - backGround, borderSize
protected:
ListBox();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
ListBox(ListBox&&) = default;
virtual ~ListBox() = default;
OV_DETAIL_GET_TYPE
};
class TextEditBox final : public Element {
friend std::unique_ptr<TextEditBox> std::make_unique<TextEditBox>();
std::string PROPERTY(text);
GFX::Font const* PROPERTY(font);
std::string PROPERTY(texture_file);
fvec2_t PROPERTY(size);
fvec2_t PROPERTY(border_size);
protected:
TextEditBox();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
TextEditBox(TextEditBox&&) = default;
virtual ~TextEditBox() = default;
OV_DETAIL_GET_TYPE
};
class Scrollbar final : public Element {
friend std::unique_ptr<Scrollbar> std::make_unique<Scrollbar>();
element_instance_registry_t IDENTIFIER_REGISTRY(scrollbar_element);
std::string PROPERTY(slider_button_name);
std::string PROPERTY(track_button_name);
std::string PROPERTY(less_button_name);
std::string PROPERTY(more_button_name);
fvec2_t PROPERTY(size);
fvec2_t PROPERTY(border_size);
fixed_point_t PROPERTY(min_value);
fixed_point_t PROPERTY(max_value);
fixed_point_t PROPERTY(step_size);
fixed_point_t PROPERTY(start_value);
bool PROPERTY_CUSTOM_PREFIX(horizontal, is)
bool PROPERTY_CUSTOM_PREFIX(range_limited, is);
fixed_point_t PROPERTY(range_limit_min);
fixed_point_t PROPERTY(range_limit_max);
std::string PROPERTY(range_limit_min_icon_name);
std::string PROPERTY(range_limit_max_icon_name);
template<std::derived_from<Element> T>
T const* get_element(std::string_view name, std::string_view type) const;
protected:
Scrollbar();
bool _fill_key_map(NodeTools::case_insensitive_key_map_t& key_map, UIManager const& ui_manager) override;
public:
Scrollbar(Scrollbar&&) = default;
virtual ~Scrollbar() = default;
Button const* get_slider_button() const; /* The button you grab and move up and down the scrollbar. */
Button const* get_track_button() const; /* The track/background the slider button moves along. */
Button const* get_less_button() const;
Button const* get_more_button() const;
Icon const* get_range_limit_min_icon() const;
Icon const* get_range_limit_max_icon() const;
OV_DETAIL_GET_TYPE
};
}
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