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