Improve the Widget class documentation and organization so that the generated Doxygen doc is actually useful, and so that we stop getting lost in this class

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5941 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2010-09-09 01:37:48 +00:00
parent f031b0473a
commit 18b7bd5068

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@ -227,6 +227,9 @@ namespace GUIEngine
/** A simple flag that can be raised to hide this widget */
bool m_deactivated;
/** Set to false if widget is something that should not receive focus */
bool m_focusable;
public:
/**
* This is set to NULL by default; set to something else in a widget to mean
@ -259,46 +262,6 @@ namespace GUIEngine
/** Whether to show a bounding box around this widget (used for sections) */
bool m_show_bounding_box;
/** \brief adds a particular badge to this widget
* The STK widget toolkit has support for "badges". Badges are icon overlays displayed
* on the corner of a widget; they are useful to convey information visually.
*/
void setBadge(BadgeType badge_bit)
{
m_badges |= int(badge_bit);
}
/** \brief removes a particular bade from this widget, if it had it
* \see GUIEngine::Widget::setBadge for more info on badge support
*/
void unsetBadge(BadgeType badge_bit)
{
m_badges &= (~int(badge_bit));
}
/** \brief sets this widget to have no badge
* \see GUIEngine::Widget::setBadge for more info on badge support
*/
void resetAllBadges()
{
m_badges = 0;
}
int getBadges() const
{
return m_badges;
}
/** Set to false if widget is something that should not receive focus */
bool m_focusable;
/** \brief undos setDeactivated() */
void setActivated();
/** \brief greys out the widget, making it not clickable for the user */
void setDeactivated();
/** Used in two cases :
1) For 'placeholder' divisions; at the time the layout is created, there is nothing to
place there yet, but we know there eventually will. So in this case pass 'true' to the
@ -310,6 +273,53 @@ namespace GUIEngine
Widget(WidgetType type, bool reserve_id = false);
virtual ~Widget();
/**
* Set the irrlicht widget to be used as parent of this widget next time Widget::add()
* is invoked on this widget.
*/
void setParent(irr::gui::IGUIElement* parent);
/**
* \brief Sets the widget (and its children, if any) visible or not.
* Note that setting a widget invisible implicitely calls setDeactivated(), and setting
* it visible implicitely calls setActivated(). If you mix visiblity and (de)activated calls,
* undefined behavior may ensue (like invisible but clickable buttons).
*/
void setVisible(bool visible);
/**
* Call to resize/move the widget. Not all widgets can resize gracefully.
*/
virtual void move(const int x, const int y, const int w, const int h);
/**
* Get whether this widget is selected (only makes sense in some cases where
* a widget is part of a bigger widget, e.g. in ribbons, and a selected item
* is kept)
*/
bool isSelected(const int playerID) const { return m_selected[playerID]; }
/**
* \{
* \name Enabling or disabling widgets
*/
/** \brief undos setDeactivated() */
void setActivated();
/** \brief greys out the widget, making it not clickable for the user */
void setDeactivated();
/**
* \}
*/
/**
* \{
* \name Accessing the underlying irrlicht element
*/
/**
* Get the underlying irrLicht GUI element, casted to the right type.
*/
@ -323,6 +333,9 @@ namespace GUIEngine
#endif
}
/**
* Get the underlying irrLicht GUI element, casted to the right type; const version.
*/
template<typename T> const T* getIrrlichtElement() const
{
#if HAVE_RTT
@ -333,35 +346,73 @@ namespace GUIEngine
#endif
}
/**
* Get the underlying irrLicht GUI element
*/
irr::gui::IGUIElement* getIrrlichtElement() { return m_element; }
void setParent(irr::gui::IGUIElement* parent);
bool isSameIrrlichtWidgetAs(const Widget* ref) const { return m_element == ref->m_element; }
/**
* \}
*/
/**
* \{
* \name Get and set properties
*
* Note that many properties are read only by the Widget::add method; so, while
* it will generally work to set the properties before add() is called, modifying
* the widget after it was added will require other widget-specific calls.
*/
/** A map that holds values for all specified widget properties (in the XML file)*/
std::map<Property, std::string> m_properties;
/** Sets the text of a widget from a wchar_t. Handy for many constant
* strings used in stk. */
/**
* Sets the text of a widget from a wchar_t.
* Handy for many constant strings used in stk.
*/
virtual void setText(const wchar_t *s);
/** Sets the text of a widget from a stringw. This uses the virtual
* setText(wchar_t*) function, so only that function needs to be
* overwritten by other classes. */
/**
* Sets the text of a widget from a stringw.
* \note This mehtod uses the virtual setText(wchar_t*) function, so only the latter
* needs to be overwritten by other classes.
*/
void setText(const irr::core::stringw &s) { setText(s.c_str()); }
/** Returns the text of a widget. */
const irr::core::stringw &getText() const {return m_text; }
static void resetIDCounters();
/** \return Type of this widget */
WidgetType getType() const { return m_type; }
/** Get the irrlicht widget ID attributed to this widget */
int getID() const { return m_id; }
/** Get whether this object is allowed to receive focus */
bool isFocusable() const { return m_focusable; }
/**
* \}
*/
/**
* \{
* \name Focus management
*/
/**
* Focus the widget for the given player.
* \param playerID ID of the player you want to set/unset focus for, starting from 0
*/
void setFocusForPlayer(const int playerID);
/**
* Find whether this widget is focused by a given player.
* \param playerID ID of the player you want to set/unset focus for, starting from 0
* \return whether this widget is focused by a given player.
*/
bool isFocusedForPlayer(const int playerID);
@ -369,27 +420,54 @@ namespace GUIEngine
void unsetFocusForPlayer(const int playerID);
/**
* Call to resize/move the widget. Not all widgets can resize gracefully.
* \}
*/
virtual void move(const int x, const int y, const int w, const int h);
/** \return Type of this widget */
WidgetType getType() const { return m_type; }
bool isSelected(const int playerID) const { return m_selected[playerID]; }
bool isSameIrrlichtWidgetAs(const Widget* ref) const { return m_element == ref->m_element; }
/**
* These methods provide new unique IDs each time you call them.
* Since IDs are used to determine tabbing order, "non-tabbable"
* objects are being given very different IDs so that they don't interfere.
* \{
* \name ID Counter Functions
*
* Functions used to generate IDs for new widgets. The domain of each ID
* encodes whether the widget can receive focus or not (this was implemented
* this way because navigation in irrlicht happens between sequential IDs; so
* to prevent navigation to a widget, one needs to give an ID that is not
* sequential with focusable widgets in order not to break keyboard navigation).
*/
static void resetIDCounters();
/**
* \brief Provides a new unique ID on each call, for widgets that can be focused.
*/
static int getNewID();
/**
* \brief Provides a new unique ID on each call, for widgets that can not be focused.
*/
static int getNewNoFocusID();
/**
* \brief get whether the given ID represents an ID of a widget that can be focused
* \return whether the given ID represents an ID of a widget that can be focused
* (i.e. whether it was generated by Widget::getNewID() or
* Widget::getNewNoFocusID())
*/
static bool isFocusableId(const int id);
/**
* \}
*/
/**
* \{
* \name Handling children
*
* If this widget is a container and has children.
*/
/**
* \return a read-only view of the childrens of this widget, if any
*/
const ptr_vector<Widget>& getChildren() const { return m_children; }
/**
@ -399,6 +477,18 @@ namespace GUIEngine
*/
bool deleteChild(const char* id);
/**
* \}
*/
/**
* \{
* \name Callbacks for implementating classes
*
* Classes that subclass Widget to provide actual implementations may override/implement these
* methods to change behaviour or be notified of some events.
*/
/**
* \brief Override in children to possibly receive updates (you may need to register to
* them first)
@ -422,17 +512,59 @@ namespace GUIEngine
*/
virtual void elementRemoved();
int getID() const { return m_id; }
bool searchInsideMe() const { return m_check_inside_me; }
/**
* \}
*/
/**
* \brief Sets the widget (and its children, if any) visible or not.
* Note that setting a widget invisible implicitely calls setDeactivated(), and setting
* it visible implicitely calls setActivated(). If you mix visiblity and (de)activated calls,
* undefined behavior may ensue (like invisible but clickable buttons).
*/
void setVisible(bool visible);
* \{
* \name Badge support
*
* "Badges" are icons that can appear on top of some widgets.
*/
/**
* \brief adds a particular badge to this widget.
* The STK widget toolkit has support for "badges". Badges are icon overlays displayed
* on the corner of a widget; they are useful to convey information visually.
*/
void setBadge(BadgeType badge_bit)
{
m_badges |= int(badge_bit);
}
/**
* \brief removes a particular bade from this widget, if it had it.
* \see GUIEngine::Widget::setBadge for more info on badge support
*/
void unsetBadge(BadgeType badge_bit)
{
m_badges &= (~int(badge_bit));
}
/** \brief sets this widget to have no badge
* \see GUIEngine::Widget::setBadge for more info on badge support
*/
void resetAllBadges()
{
m_badges = 0;
}
/**
* \brief Get which badges are currently on this widget
* \return a bitmask of BadgeType values
*/
int getBadges() const
{
return m_badges;
}
/**
* \}
*/
bool searchInsideMe() const { return m_check_inside_me; }
};