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/* _______ __ __ __ ______ __ __ _______ __ __
* / _____/\ / /\ / /\ / /\ / ____/\ / /\ / /\ / ___ /\ / |\/ /\
* / /\____\// / // / // / // /\___\// /_// / // /\_/ / // , |/ / /
* / / /__ / / // / // / // / / / ___ / // ___ / // /| ' / /
* / /_// /\ / /_// / // / // /_/_ / / // / // /\_/ / // / | / /
* /______/ //______/ //_/ //_____/\ /_/ //_/ //_/ //_/ //_/ /|_/ /
* \______\/ \______\/ \_\/ \_____\/ \_\/ \_\/ \_\/ \_\/ \_\/ \_\/
*
* Copyright (c) 2004 - 2008 Olof Naess�n and Per Larsson
* Copyright (C) 2011-2012 The ManaPlus Developers
*
*
* Per Larsson a.k.a finalman
* Olof Naess�n a.k.a jansem/yakslem
*
* Visit: http://guichan.sourceforge.net
*
* License: (BSD)
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
* 3. Neither the name of Guichan nor the names of its contributors may
* be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
* TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef GCN_GUI_HPP
#define GCN_GUI_HPP
#include <list>
#include <deque>
#include "guichan/keyevent.hpp"
#include "guichan/mouseevent.hpp"
#include "guichan/mouseinput.hpp"
#include "guichan/platform.hpp"
namespace gcn
{
class FocusHandler;
class Graphics;
class Input;
class KeyListener;
class Widget;
// The following comment will appear in the doxygen main page.
/**
* @mainpage
* @section Introduction
* This documentation is mostly intended as a reference to the API.
* If you want to get started with Guichan, we suggest you check out
* the programs in the examples directory of the Guichan release.
* @n
* @n
* This documentation is, and will always be, work in progress.
* If you find any errors, typos or inconsistencies, or if you feel
* something needs to be explained in more detail - don't hesitate to
* tell us.
*/
/**
* Contains a Guichan GUI. This is the core class of Guichan to which
* implementations of back ends are passed, to make Guichan work with
* a specific library, and to where the top widget (root widget of GUI)
* is added. If you want to be able to have more then one widget in your
* GUI, the top widget should be a container.
*
* A Gui object cannot work properly without passing back end
* implementations to it. A Gui object must have an implementation of a
* Graphics and an implementation of Input.
*
* NOTE: A complete GUI also must have the ability to load images.
* Images are loaded with the Image class, so to make Guichan
* able to load images an implementation of ImageLoader must be
* passed to Image.
*
* @see Graphics, Input, Image
*/
class GCN_CORE_DECLSPEC Gui
{
public:
/**
* Constructor.
*/
Gui();
A_DELETE_COPY(Gui);
/**
* Destructor.
*/
virtual ~Gui();
/**
* Sets the top widget. The top widget is the root widget
* of the GUI. If you want a GUI to be able to contain more
* than one widget the top widget should be a container.
*
* @param top The top widget.
* @see Container
* @since 0.1.0
*/
virtual void setTop(Widget* top);
/**
* Gets the top widget. The top widget is the root widget
* of the GUI.
*
* @return The top widget. NULL if no top widget has been set.
* @since 0.1.0
*/
virtual Widget* getTop() const;
/**
* Sets the graphics object to use for drawing.
*
* @param graphics The graphics object to use for drawing.
* @see getGraphics, AllegroGraphics, HGEGraphics,
* OpenLayerGraphics, OpenGLGraphics, SDLGraphics
* @since 0.1.0
*/
virtual void setGraphics(Graphics* graphics);
/**
* Gets the graphics object used for drawing.
*
* @return The graphics object used for drawing. NULL if no
* graphics object has been set.
* @see setGraphics, AllegroGraphics, HGEGraphics,
* OpenLayerGraphics, OpenGLGraphics, SDLGraphics
* @since 0.1.0
*/
virtual Graphics* getGraphics() const;
/**
* Sets the input object to use for input handling.
*
* @param input The input object to use for input handling.
* @see getInput, AllegroInput, HGEInput, OpenLayerInput,
* SDLInput
* @since 0.1.0
*/
virtual void setInput(Input* input);
/**
* Gets the input object being used for input handling.
*
* @return The input object used for handling input. NULL if no
* input object has been set.
* @see setInput, AllegroInput, HGEInput, OpenLayerInput,
* SDLInput
* @since 0.1.0
*/
virtual Input* getInput() const;
/**
* Performs logic of the GUI. By calling this function all logic
* functions down in the GUI heirarchy will be called. When logic
* is called for Gui, user input will be handled.
*
* @see Widget::logic
* @since 0.1.0
*/
virtual void logic();
/**
* Draws the GUI. By calling this funcion all draw functions
* down in the GUI hierarchy will be called. When draw is called
* the used Graphics object will be initialised and drawing of
* the top widget will commence.
*
* @see Widget::draw
* @since 0.1.0
*/
virtual void draw();
/**
* Focuses none of the widgets in the Gui.
*
* @since 0.1.0
*/
virtual void focusNone();
/**
* Sets tabbing enabled, or not. Tabbing is the usage of
* changing focus by utilising the tab key.
*
* @param tabbing True if tabbing should be enabled, false
* otherwise.
* @see isTabbingEnabled
* @since 0.1.0
*/
virtual void setTabbingEnabled(bool tabbing);
/**
* Checks if tabbing is enabled.
*
* @return True if tabbing is enabled, false otherwise.
* @see setTabbingEnabled
* @since 0.1.0
*/
virtual bool isTabbingEnabled();
/**
* Adds a global key listener to the Gui. A global key listener
* will receive all key events generated from the GUI and global
* key listeners will receive the events before key listeners
* of widgets.
*
* @param keyListener The key listener to add.
* @see removeGlobalKeyListener
* @since 0.5.0
*/
virtual void addGlobalKeyListener(KeyListener* keyListener);
/**
* Removes global key listener from the Gui.
*
* @param keyListener The key listener to remove.
* @throws Exception if the key listener hasn't been added.
* @see addGlobalKeyListener
* @since 0.5.0
*/
virtual void removeGlobalKeyListener(KeyListener* keyListener);
protected:
/**
* Handles all mouse input.
*
* @since 0.6.0
*/
virtual void handleMouseInput();
/**
* Handles key input.
*
* @since 0.6.0
*/
virtual void handleKeyInput();
/**
* Handles mouse moved input.
*
* @param mouseInput The mouse input to handle.
* @since 0.6.0
*/
virtual void handleMouseMoved(const MouseInput& mouseInput);
/**
* Handles mouse pressed input.
*
* @param mouseInput The mouse input to handle.
* @since 0.6.0
*/
virtual void handleMousePressed(const MouseInput& mouseInput);
/**
*
* Handles mouse wheel moved down input.
*
* @param mouseInput The mouse input to handle.
* @since 0.6.0
*/
virtual void handleMouseWheelMovedDown(const MouseInput& mouseInput);
/**
* Handles mouse wheel moved up input.
*
* @param mouseInput The mouse input to handle.
* @since 0.6.0
*/
virtual void handleMouseWheelMovedUp(const MouseInput& mouseInput);
/**
* Handles mouse released input.
*
* @param mouseInput The mouse input to handle.
* @since 0.6.0
*/
virtual void handleMouseReleased(const MouseInput& mouseInput);
/**
* Handles modal focus. Modal focus needs to be checked at
* each logic iteration as it might be necessary to distribute
* mouse entered or mouse exited events.
*
* @since 0.8.0
*/
virtual void handleModalFocus();
/**
* Handles modal mouse input focus. Modal mouse input focus needs
* to be checked at each logic iteration as it might be necessary to
* distribute mouse entered or mouse exited events.
*
* @since 0.8.0
*/
virtual void handleModalMouseInputFocus();
/**
* Handles modal focus gained. If modal focus has been gained it might
* be necessary to distribute mouse entered or mouse exited events.
*
* @since 0.8.0
*/
virtual void handleModalFocusGained();
/**
* Handles modal mouse input focus gained. If modal focus has been
* gained it might be necessary to distribute mouse entered or mouse
* exited events.
*
* @since 0.8.0
*/
virtual void handleModalFocusReleased();
/**
* Distributes a mouse event.
*
* @param type The type of the event to distribute,
* @param button The button of the event (if any used) to distribute.
* @param x The x coordinate of the event.
* @param y The y coordinate of the event.
* @param fource indicates whether the distribution should be forced or not.
* A forced distribution distributes the event even if a widget
* is not enabled, not visible, another widget has modal
* focus or another widget has modal mouse input focus.
* Default value is false.
* @param toSourceOnly indicates whether the distribution should be to the
* source widget only or to it's parent's mouse listeners
* as well.
*
* @since 0.6.0
*/
virtual void distributeMouseEvent(Widget* source,
int type,
int button,
int x,
int y,
bool force = false,
bool toSourceOnly = false);
/**
* Distributes a key event.
*
* @param keyEvent The key event to distribute.
* @since 0.6.0
*/
virtual void distributeKeyEvent(KeyEvent& keyEvent);
/**
* Distributes a key event to the global key listeners.
*
* @param keyEvent The key event to distribute.
*
* @since 0.6.0
*/
virtual void distributeKeyEventToGlobalKeyListeners(KeyEvent&
keyEvent);
/**
* Gets the widget at a certain position.
*
* @return The widget at a certain position.
* @since 0.6.0
*/
virtual Widget* getWidgetAt(int x, int y);
/**
* Gets the source of the mouse event.
*
* @return The source widget of the mouse event.
* @since 0.6.0
*/
virtual Widget* getMouseEventSource(int x, int y);
/**
* Gets the source of the key event.
*
* @return The source widget of the key event.
* @since 0.6.0
*/
virtual Widget* getKeyEventSource();
/**
* Holds the top widget.
*/
Widget* mTop;
/**
* Holds the graphics implementation used.
*/
Graphics* mGraphics;
/**
* Holds the input implementation used.
*/
Input* mInput;
/**
* Holds the focus handler for the Gui.
*/
FocusHandler* mFocusHandler;
/**
* True if tabbing is enabled, false otherwise.
*/
bool mTabbing;
/**
* Typedef.
*/
typedef std::list<KeyListener*> KeyListenerList;
/**
* Typedef.
*/
typedef KeyListenerList::iterator KeyListenerListIterator;
/**
* Holds the global key listeners of the Gui.
*/
KeyListenerList mKeyListeners;
/**
* True if shift is pressed, false otherwise.
*/
bool mShiftPressed;
/**
* True if meta is pressed, false otherwise.
*/
bool mMetaPressed;
/**
* True if control is pressed, false otherwise.
*/
bool mControlPressed;
/**
* True if alt is pressed, false otherwise.
*/
bool mAltPressed;
/**
* Holds the last mouse button pressed.
*/
unsigned int mLastMousePressButton;
/**
* Holds the last mouse press time stamp.
*/
int mLastMousePressTimeStamp;
/**
* Holds the last mouse x coordinate.
*/
int mLastMouseX;
/**
* Holds the last mouse y coordinate.
*/
int mLastMouseY;
/**
* Holds the current click count. Used to keep track
* of clicks for a the last pressed button.
*/
int mClickCount;
/**
* Holds the last button used when a drag of a widget
* was initiated. Used to be able to release a drag
* when the same button is released.
*/
int mLastMouseDragButton;
/**
* Holds a stack with all the widgets with the mouse.
* Used to properly distribute mouse events.
*/
std::deque<Widget*> mWidgetWithMouseQueue;
};
}
#endif // end GCN_GUI_HPP
/* yakslem - "Women, it's a constant struggle."
* finalman - "Yes, but sometimes they succeed with their guesses."
* yaklsem - "...eh...I was talking about love."
* finalman - "Oh...ok..."
* An awkward silence followed.
*/
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