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path: root/extension/src/openvic-extension/classes/GUINode.cpp
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#include "GUINode.hpp"

#include <godot_cpp/classes/style_box_texture.hpp>
#include <godot_cpp/variant/utility_functions.hpp>

#include "openvic-extension/utility/ClassBindings.hpp"
#include "openvic-extension/utility/UITools.hpp"
#include "openvic-extension/utility/Utilities.hpp"

using namespace godot;
using namespace OpenVic;

#define APPLY_TO_CHILD_TYPES(F) \
   F(Button, button) \
   F(CheckBox, check_box) \
   F(Label, label) \
   F(Panel, panel) \
   F(TextureProgressBar, progress_bar) \
   F(TextureRect, texture_rect) \
   F(GUIOverlappingElementsBox, gui_overlapping_elements_box)

#define APPLY_TO_TEXTURE_TYPES(F) \
   F(GFXSpriteTexture, gfx_sprite_texture) \
   F(GFXMaskedFlagTexture, gfx_masked_flag_texture) \
   F(GFXPieChartTexture, gfx_pie_chart_texture)

void GUINode::_bind_methods() {
   OV_BIND_SMETHOD(generate_gui_element, { "gui_scene", "gui_element", "name" }, DEFVAL(String {}));
   OV_BIND_METHOD(GUINode::add_gui_element, { "gui_scene", "gui_element", "name" }, DEFVAL(String {}));
   OV_BIND_SMETHOD(get_gui_position, { "gui_scene", "gui_position" });

#define GET_BINDINGS(type, name) \
   OV_BIND_SMETHOD(get_##name##_from_node, { "node" }); \
   OV_BIND_METHOD(GUINode::get_##name##_from_nodepath, { "path" });

   APPLY_TO_CHILD_TYPES(GET_BINDINGS)

   OV_BIND_SMETHOD(get_texture_from_node, { "node" });
   OV_BIND_METHOD(GUINode::get_texture_from_nodepath, { "path" });

   APPLY_TO_TEXTURE_TYPES(GET_BINDINGS)

#undef GET_BINDINGS

   OV_BIND_METHOD(GUINode::hide_node, { "path" });
   OV_BIND_METHOD(GUINode::hide_nodes, { "paths" });
}

GUINode::GUINode() {
   set_anchors_and_offsets_preset(PRESET_FULL_RECT);
   set_h_grow_direction(GROW_DIRECTION_BOTH);
   set_v_grow_direction(GROW_DIRECTION_BOTH);
   set_mouse_filter(MOUSE_FILTER_IGNORE);
}

Control* GUINode::generate_gui_element(String const& gui_scene, String const& gui_element, String const& name) {
   Control* result = nullptr;
   if (!UITools::generate_gui_element(gui_scene, gui_element, name, result)) {
      UtilityFunctions::push_error("Error generating GUI element ", gui_element, " from GUI scene ", gui_scene);
   }
   return result;
}

Error GUINode::add_gui_element(String const& gui_scene, String const& gui_element, String const& name) {
   Error err = OK;
   Control* result = nullptr;
   if (!UITools::generate_gui_element(gui_scene, gui_element, name, result)) {
      UtilityFunctions::push_error("Error generating GUI element ", gui_element, " from GUI scene ", gui_scene);
      err = FAILED;
   }
   if (result != nullptr) {
      add_child(result);
   }
   return err;
}

Vector2 GUINode::get_gui_position(String const& gui_scene, String const& gui_position) {
   GUI::Position const* position = UITools::get_gui_position(gui_scene, gui_position);
   ERR_FAIL_NULL_V(position, {});
   return Utilities::to_godot_fvec2(position->get_position());
}

template<std::derived_from<godot::Node> T>
static T* _cast_node(Node* node) {
   ERR_FAIL_NULL_V(node, nullptr);
   T* result = Object::cast_to<T>(node);
   ERR_FAIL_NULL_V_MSG(
      result, nullptr,
      vformat("Failed to cast node %s from type %s to %s", node->get_name(), node->get_class(), T::get_class_static())
   );
   return result;
}

#define CHILD_GET_FUNCTIONS(type, name) \
   type* GUINode::get_##name##_from_node(Node* node) { \
      return _cast_node<type>(node); \
   } \
   type* GUINode::get_##name##_from_nodepath(NodePath const& path) const { \
      return _cast_node<type>(get_node_internal(path)); \
   }

APPLY_TO_CHILD_TYPES(CHILD_GET_FUNCTIONS)

#undef CHILD_GET_FUNCTIONS

Ref<Texture2D> GUINode::get_texture_from_node(Node* node) {
   ERR_FAIL_NULL_V(node, nullptr);
   if (TextureRect const* texture_rect = Object::cast_to<TextureRect>(node); texture_rect != nullptr) {
      const Ref<Texture2D> texture = texture_rect->get_texture();
      ERR_FAIL_NULL_V_MSG(texture, nullptr, vformat("Failed to get Texture2D from TextureRect %s", node->get_name()));
      return texture;
   } else if (Button const* button = Object::cast_to<Button>(node); button != nullptr) {
      static const StringName theme_name_normal = "normal";
      const Ref<StyleBox> stylebox = button->get_theme_stylebox(theme_name_normal);
      ERR_FAIL_NULL_V_MSG(
         stylebox, nullptr, vformat("Failed to get StyleBox %s from Button %s", theme_name_normal, node->get_name())
      );
      const Ref<StyleBoxTexture> stylebox_texture = stylebox;
      ERR_FAIL_NULL_V_MSG(
         stylebox_texture, nullptr, vformat(
            "Failed to cast StyleBox %s from Button %s to type StyleBoxTexture", theme_name_normal, node->get_name()
         )
      );
      const Ref<Texture2D> result = stylebox_texture->get_texture();
      ERR_FAIL_NULL_V_MSG(
         result, nullptr,
         vformat("Failed to get Texture2D from StyleBoxTexture %s from Button %s", theme_name_normal, node->get_name())
      );
      return result;
   }
   ERR_FAIL_V_MSG(
      nullptr, vformat("Failed to cast node %s from type %s to TextureRect or Button", node->get_name(), node->get_class())
   );
}

Ref<Texture2D> GUINode::get_texture_from_nodepath(NodePath const& path) const {
   return get_texture_from_node(get_node_internal(path));
}

template<std::derived_from<Texture2D> T>
static Ref<T> _cast_texture(Ref<Texture2D> const& texture) {
   ERR_FAIL_NULL_V(texture, nullptr);
   const Ref<T> result = texture;
   ERR_FAIL_NULL_V_MSG(
      result, nullptr, vformat("Failed to cast Texture2D from type %s to %s", texture->get_class(), T::get_class_static())
   );
   return result;
}

#define TEXTURE_GET_FUNCTIONS(type, name) \
   Ref<type> GUINode::get_##name##_from_node(Node* node) { \
      return _cast_texture<type>(get_texture_from_node(node)); \
   } \
   Ref<type> GUINode::get_##name##_from_nodepath(NodePath const& path) const { \
      return _cast_texture<type>(get_texture_from_nodepath(path)); \
   }

APPLY_TO_TEXTURE_TYPES(TEXTURE_GET_FUNCTIONS)

#undef TEXTURE_GET_FUNCTIONS

#undef APPLY_TO_CHILD_TYPES

Error GUINode::hide_node(NodePath const& path) const {
   CanvasItem* node = _cast_node<CanvasItem>(get_node_internal(path));
   ERR_FAIL_NULL_V(node, FAILED);
   node->hide();
   return OK;
}

Error GUINode::hide_nodes(TypedArray<NodePath> const& paths) const {
   Error ret = OK;
   for (int32_t i = 0; i < paths.size(); ++i) {
      if (hide_node(paths[i]) != OK) {
         ret = FAILED;
      }
   }
   return ret;
}