git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5023 178a84e3-b1eb-0310-8ba1-8eac791a3b58
164 lines
5.9 KiB
C++
164 lines
5.9 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2009 Marianne Gagnon
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_SCREEN_HPP
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#define HEADER_SCREEN_HPP
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#include <map>
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#include <string>
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#include "irrlicht.h"
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#include "guiengine/engine.hpp"
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#include "guiengine/widget.hpp"
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#include "input/input.hpp"
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#include "utils/ptr_vector.hpp"
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namespace GUIEngine
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{
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#define DEFINE_SCREEN_SINGLETON( ClassName ) template<> ClassName* GUIEngine::ScreenSingleton< ClassName >::singleton = NULL
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/**
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* Declares a class to be a singleton. Normally, all screens will be singletons.
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* Note that you need to use the 'DEFINE_SCREEN_SINGLETON' macro in a .cpp file to
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* actually define the instance (as this can't be done in a .h)
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*/
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template<typename SCREEN>
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class ScreenSingleton
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{
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static SCREEN* singleton;
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public:
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~ScreenSingleton()
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{
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singleton = NULL;
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}
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static SCREEN* getInstance()
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{
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if (singleton == NULL)
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{
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singleton = new SCREEN();
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GUIEngine::addScreenToList(singleton);
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}
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return singleton;
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}
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};
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void parseScreenFileDiv(irr::io::IrrXMLReader* xml, ptr_vector<Widget>& append_to);
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/**
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* Represents a single screen. Mainly responsible of its children widgets; Screen lays them
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* out, asks them to add themselves, asks them to remove themselves, etc.
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*
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* Also initiates the read of GUI files, even though most of that work is done in "screen_loader.cpp"
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*/
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class Screen
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{
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friend class Skin;
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bool m_loaded;
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std::string m_filename;
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void loadFromFile();
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static void addWidgetsRecursively(ptr_vector<Widget>& widgets, Widget* parent=NULL);
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void calculateLayout(ptr_vector<Widget>& widgets, Widget* parent=NULL);
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/** Will be called to determine if the 3D scene must be rendered when at this screen. */
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bool m_render_3d;
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unsigned int m_magic_number;
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public:
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bool throttleFPS;
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ptr_vector<Widget, HOLD> m_widgets;
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// current mouse position, read-only...
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int m_mouse_x, m_mouse_y;
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/** this variable is not used by the Screen object itself; it's the routines creating
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* screens that may use it to perform some operations only once. initialized to false.
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*/
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bool m_inited;
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/** Next time this menu needs to be shown, don't use cached values, re-calculate everything.
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(useful e.g. on reschange, when sizes have changed and must be re-calculated) */
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virtual void forgetWhatWasLoaded();
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Screen(); /**< creates a dummy incomplete object; only use to override behaviour in sub-class */
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Screen(const char* filename);
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virtual ~Screen();
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bool operator ==(const char* filename) const { return m_filename == filename; }
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/** returns an object by name, or NULL if not found */
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Widget* getWidget(const char* name);
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/** returns an object by name, casted to specified type, or NULL if not found/wrong type */
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template <typename T> T* getWidget(const char* name)
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{
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return dynamic_cast<T*>( getWidget(name) );
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}
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static Widget* getWidget(const char* name, ptr_vector<Widget>* within_vector);
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static Widget* getWidget(const int id, ptr_vector<Widget>* within_vector);
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Widget* getFirstWidget(ptr_vector<Widget>* within_vector=NULL);
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Widget* getLastWidget(ptr_vector<Widget>* within_vector=NULL);
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virtual void addWidgets();
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virtual void calculateLayout();
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void manualAddWidget(Widget* w);
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void manualRemoveWidget(Widget* w);
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const std::string& getName() const { return m_filename; }
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void elementsWereDeleted(ptr_vector<Widget>* within_vector = NULL);
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/** Will be called to determine if the 3D scene must be rendered when at this screen */
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bool needs3D() { return m_render_3d; }
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void setNeeds3D(bool needs3D) { m_render_3d = needs3D; }
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virtual void init() = 0;
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virtual void tearDown() = 0;
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/** Called when escape is pressed.
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* @return true if the screen should be closed, false if you handled the press another way */
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virtual bool onEscapePressed() { return true; }
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/**
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* will be called everytime sometimes happens.
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* Events are generally a widget state change. In this case, a pointer to the said widget is passed along its
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* name, so you get its new state and/or act. There are two special events, passed with a NULL widget, and which
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* bear the anmes "init" and "tearDown", called respectively when a screen is being made visible and when it's
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* being left, allowing for setup/clean-up.
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*/
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virtual void eventCallback(Widget* widget, const std::string& name, const int playerID) = 0;
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virtual void onUpdate(float dt, irr::video::IVideoDriver*) { };
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};
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}
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#endif
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