stk-code_catmod/src/guiengine/widgets/ribbon_widget.hpp

216 lines
9.3 KiB
C++

// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2009-2015 Marianne Gagnon
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_RIBBON_HPP
#define HEADER_RIBBON_HPP
#include <irrString.h>
#include "guiengine/widget.hpp"
#include "guiengine/widgets/icon_button_widget.hpp"
#include "utils/cpp2011.hpp"
#include "utils/leak_check.hpp"
#include "utils/ptr_vector.hpp"
#include <IGUIStaticText.h>
namespace GUIEngine
{
/** Types of ribbons */
enum RibbonType
{
RIBBON_COMBO, //!< select one item out of many, like in a combo box
RIBBON_TOOLBAR, //!< a row of individual buttons
RIBBON_TABS, //!< a tab bar
RIBBON_VERTICAL_TABS //!< a vertical tab bar
};
/** \brief A static text/icons/tabs bar widget.
* The contents of this ribbon are static.
* \ingroup widgetsgroup
* \note items you add to a list are kept after the the ribbon was in
* is removed (i.e. you don't need to add items everytime the
* screen is shown, only upon loading)
*/
class RibbonWidget : public Widget
{
public:
class IRibbonListener
{
public:
virtual ~IRibbonListener(){}
virtual void onRibbonWidgetScroll(const int delta_x) = 0;
virtual void onRibbonWidgetFocus(RibbonWidget* emitter,
const int playerID) = 0;
virtual void onSelectionChange() = 0;
};
private:
friend class DynamicRibbonWidget;
friend class EventHandler;
int m_selection[MAX_PLAYER_COUNT];
/** The type of this ribbon (toolbar, combo, tabs, vertical tabs) */
RibbonType m_ribbon_type;
/** Each item within the ribbon holds a flag saying whether it is
* selected or not. This method updates the flag in all of this
* ribbon's children. Called everytime selection changes.*/
void updateSelection();
/** Callbacks */
virtual EventPropagation rightPressed(const int playerID=0) OVERRIDE;
virtual EventPropagation leftPressed (const int playerID=0) OVERRIDE;
virtual EventPropagation upPressed (const int playerID=0) OVERRIDE;
virtual EventPropagation downPressed (const int playerID=0) OVERRIDE;
EventPropagation moveToNextItem(const bool horizontally, const bool reverse, const int playerID);
EventPropagation propagationType(const bool horizontally);
void selectNextActiveWidget(const bool horizontally, const bool reverse,
const int playerID, const int old_selection);
virtual EventPropagation mouseHovered(Widget* child,
const int playerID) OVERRIDE;
virtual EventPropagation transmitEvent(Widget* w,
const std::string& originator,
const int playerID=0) OVERRIDE;
virtual EventPropagation focused(const int playerID) OVERRIDE;
virtual void unfocused(const int playerID, Widget* new_focus) OVERRIDE;
virtual EventPropagation onClick() OVERRIDE;
PtrVector<irr::gui::IGUIStaticText, REF> m_labels;
IRibbonListener* m_listener;
PtrVector<Widget> m_active_children;
public:
LEAK_CHECK()
/** Internal identifier of filler items that are added in a ribbon
* widget to filllines when the number of items cannot be divided
* by the number of rows in the grid (mostly used by dynamic ribbon
* widgets, but the base ribbon needs to know about filler items)
*/
static const char NO_ITEM_ID[];
/** Contains which element within the ribbon is currently focused by
* player 0 (used by the skin to show mouse hovers over items that
* are not selected). Only used for COMBO and TAB ribbons. */
Widget* m_mouse_focus;
RibbonWidget(const RibbonType type=RIBBON_COMBO);
virtual ~RibbonWidget();
virtual void add() OVERRIDE;
/** Sets a listener that will be notified of changes on this ribbon.
* Does _not_ take ownership of the listener, i.e. will not delete it.
* You may call this with the listener parameter set to NULL to
* remove the listener. */
void setListener(IRibbonListener* listener) { m_listener = listener; }
// --------------------------------------------------------------------
/** Returns the type of this ribbon (see the GUI module overview page
* for detailed descriptions) */
RibbonType getRibbonType() const { return m_ribbon_type; }
// --------------------------------------------------------------------
/** Returns the number of active items within the ribbon */
int getActiveChildrenNumber(const int playerID) const
{ return m_active_children.size(); }
// --------------------------------------------------------------------
/** Returns the numerical ID of the selected item within the ribbon */
int getSelection(const int playerID) const
{ return m_selection[playerID]; }
// --------------------------------------------------------------------
/** Returns the string ID (internal name) of the selection */
const std::string& getSelectionIDString(const int playerID);
// --------------------------------------------------------------------
/** Returns the user-visible text of the selection */
irr::core::stringw getSelectionText(const int playerID)
{
const int selection = m_selection[playerID];
if (selection < 0 || selection >= int(m_children.size())) return "";
return m_children[selection].m_text;
}
// --------------------------------------------------------------------
/** Sets the ID of the selected item within the ribbon */
void setSelection(const int i, const int playerID)
{ m_selection[playerID] = i; updateSelection(); }
/** Select an item in the ribbon by its internal name */
void select(std::string item, const int playerID);
/**
* \brief This method can be used to rename an item.
* Has no effect for ribbons without individual labels.
*
* \pre Must be called after the ribbon was add()ed
* \param id The index of the item to rename, in range [0 .. item count - 1]
*/
void setLabel(const unsigned int id, irr::core::stringw new_name);
void setItemVisible(const unsigned int id, bool visible);
/** Returns the ID of the item, or -1 if not found */
int findItemNamed(const char* internalName);
/** Returns the the widget, or NULL if not found */
GUIEngine::Widget * findWidgetNamed(const char* interalName);
/** \brief Dynamically (at runtime) add a text item to this ribbon
* \pre This must be called before RibbonWidget::add, while the
* widget is not yet displayed
* \pre only valid for ribbons that take text-only contents
* (e.g. tab bars)
*/
void addTextChild(const wchar_t* text, const std::string &id);
/** \brief Dynamically (at runtime) add an icon item to this ribbon.
* \pre this must be called before RibbonWidget::add, while the widget
* is not yet displayed
* \pre only valid for ribbons that take icon contents
*/
void addIconChild(const wchar_t* text, const std::string &id,
const int w, const int h, const std::string &icon,
const IconButtonWidget::IconPathType iconPathType=
IconButtonWidget::ICON_PATH_TYPE_RELATIVE);
/**
* \brief clear all children of this ribbon (likely because new ones will be added soon after)
* \pre this must be called before RibbonWidget::add, while the widget is not yet displayed
*/
void clearAllChildren();
/**
* \brief clear one child from this ribbon
* \pre this must be called before RibbonWidget::add, while the widget is not yet displayed
*/
void removeChildNamed(const char* name);
PtrVector<Widget>& getRibbonChildren() { return m_children; }
virtual EventPropagation onActivationInput(const int playerID) OVERRIDE;
};
}
#endif