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422 lines
19 KiB
C++
422 lines
19 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_GUI_ENVIRONMENT_H_INCLUDED__
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#define __I_GUI_ENVIRONMENT_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "IGUISkin.h"
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#include "rect.h"
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#include "EFocusFlags.h"
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#include "IEventReceiver.h"
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#include "path.h"
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namespace irr
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{
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class IOSOperator;
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class IEventReceiver;
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namespace io
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{
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class IReadFile;
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class IWriteFile;
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class IFileSystem;
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} // end namespace io
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namespace video
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{
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class IVideoDriver;
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class ITexture;
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} // end namespace video
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namespace gui
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{
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class IGUIElement;
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class IGUIFont;
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class IGUISpriteBank;
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class IGUIScrollBar;
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class IGUIImage;
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class IGUICheckBox;
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class IGUIListBox;
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class IGUIImageList;
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class IGUIFileOpenDialog;
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class IGUIStaticText;
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class IGUIEditBox;
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class IGUITabControl;
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class IGUITab;
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class IGUIComboBox;
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class IGUIButton;
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class IGUIWindow;
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//! GUI Environment. Used as factory and manager of all other GUI elements.
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/** \par This element can create the following events of type EGUI_EVENT_TYPE (which are passed on to focused sub-elements):
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\li EGET_ELEMENT_FOCUS_LOST
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\li EGET_ELEMENT_FOCUSED
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\li EGET_ELEMENT_LEFT
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\li EGET_ELEMENT_HOVERED
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*/
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class IGUIEnvironment : public virtual IReferenceCounted
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{
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public:
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//! Draws all gui elements by traversing the GUI environment starting at the root node.
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/** \param When true ensure the GuiEnvironment (aka the RootGUIElement) has the same size as the current driver screensize.
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Can be set to false to control that size yourself, p.E when not the full size should be used for UI. */
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virtual void drawAll(bool useScreenSize=true) = 0;
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//! Sets the focus to an element.
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/** Causes a EGET_ELEMENT_FOCUS_LOST event followed by a
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EGET_ELEMENT_FOCUSED event. If someone absorbed either of the events,
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then the focus will not be changed.
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\param element Pointer to the element which shall get the focus.
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\return True on success, false on failure */
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virtual bool setFocus(IGUIElement* element) = 0;
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//! Returns the element which holds the focus.
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/** \return Pointer to the element with focus. */
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virtual IGUIElement* getFocus() const = 0;
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//! Returns the element which was last under the mouse cursor
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/** NOTE: This information is updated _after_ the user-eventreceiver
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received it's mouse-events. To find the hovered element while catching
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mouse events you have to use instead:
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IGUIEnvironment::getRootGUIElement()->getElementFromPoint(mousePos);
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\return Pointer to the element under the mouse. */
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virtual IGUIElement* getHovered() const = 0;
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//! Removes the focus from an element.
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/** Causes a EGET_ELEMENT_FOCUS_LOST event. If the event is absorbed
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then the focus will not be changed.
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\param element Pointer to the element which shall lose the focus.
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\return True on success, false on failure */
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virtual bool removeFocus(IGUIElement* element) = 0;
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//! Returns whether the element has focus
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/** \param element Pointer to the element which is tested.
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\param checkSubElements When true and focus is on a sub-element of element then it will still count as focused and return true
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\return True if the element has focus, else false. */
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virtual bool hasFocus(const IGUIElement* element, bool checkSubElements=false) const = 0;
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//! Returns the current video driver.
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/** \return Pointer to the video driver. */
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virtual video::IVideoDriver* getVideoDriver() const = 0;
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//! Returns the file system.
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/** \return Pointer to the file system. */
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virtual io::IFileSystem* getFileSystem() const = 0;
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//! returns a pointer to the OS operator
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/** \return Pointer to the OS operator. */
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virtual IOSOperator* getOSOperator() const = 0;
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//! Removes all elements from the environment.
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virtual void clear() = 0;
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//! Posts an input event to the environment.
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/** Usually you do not have to
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use this method, it is used by the engine internally.
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\param event The event to post.
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\return True if succeeded, else false. */
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virtual bool postEventFromUser(const SEvent& event) = 0;
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//! This sets a new event receiver for gui events.
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/** Usually you do not have to
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use this method, it is used by the engine internally.
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\param evr Pointer to the new receiver. */
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virtual void setUserEventReceiver(IEventReceiver* evr) = 0;
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//! Returns pointer to the current gui skin.
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/** \return Pointer to the GUI skin. */
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virtual IGUISkin* getSkin() const = 0;
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//! Sets a new GUI Skin
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/** You can use this to change the appearance of the whole GUI
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Environment. You can set one of the built-in skins or implement your
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own class derived from IGUISkin and enable it using this method.
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To set for example the built-in Windows classic skin, use the following
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code:
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\code
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gui::IGUISkin* newskin = environment->createSkin(gui::EGST_WINDOWS_CLASSIC);
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environment->setSkin(newskin);
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newskin->drop();
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\endcode
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\param skin New skin to use.
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*/
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virtual void setSkin(IGUISkin* skin) = 0;
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//! Creates a new GUI Skin based on a template.
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/** Use setSkin() to set the created skin.
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\param type The type of the new skin.
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\return Pointer to the created skin.
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If you no longer need it, you should call IGUISkin::drop().
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See IReferenceCounted::drop() for more information. */
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virtual IGUISkin* createSkin(EGUI_SKIN_TYPE type) = 0;
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//! Creates the image list from the given texture.
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/** \param texture Texture to split into images
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\param imageSize Dimension of each image
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\param useAlphaChannel Flag whether alpha channel of the texture should be honored.
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\return Pointer to the font. Returns 0 if the font could not be loaded.
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This pointer should not be dropped. See IReferenceCounted::drop() for
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more information. */
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virtual IGUIImageList* createImageList( video::ITexture* texture,
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core::dimension2d<s32> imageSize,
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bool useAlphaChannel ) = 0;
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//! Returns pointer to the font with the specified filename.
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/** Loads the font if it was not loaded before.
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\param filename Filename of the Font.
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\return Pointer to the font. Returns 0 if the font could not be loaded.
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This pointer should not be dropped. See IReferenceCounted::drop() for
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more information. */
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virtual IGUIFont* getFont(const io::path& filename) = 0;
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//! Adds an externally loaded font to the font list.
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/** This method allows to attach an already loaded font to the list of
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existing fonts. The font is grabbed if non-null and adding was successful.
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\param name Name the font should be stored as.
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\param font Pointer to font to add.
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\return Pointer to the font stored. This can differ from given parameter if the name previously existed. */
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virtual IGUIFont* addFont(const io::path& name, IGUIFont* font) = 0;
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//! remove loaded font
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virtual void removeFont(IGUIFont* font) = 0;
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//! Returns the default built-in font.
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/** \return Pointer to the default built-in font.
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This pointer should not be dropped. See IReferenceCounted::drop() for
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more information. */
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virtual IGUIFont* getBuiltInFont() const = 0;
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//! Returns pointer to the sprite bank which was added with addEmptySpriteBank
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/** TODO: This should load files in the future, but not implemented so far.
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\param filename Name of a spritebank added with addEmptySpriteBank
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\return Pointer to the sprite bank. Returns 0 if it could not be loaded.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual IGUISpriteBank* getSpriteBank(const io::path& filename) = 0;
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//! Adds an empty sprite bank to the manager
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/** \param name Name of the new sprite bank.
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\return Pointer to the sprite bank.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual IGUISpriteBank* addEmptySpriteBank(const io::path& name) = 0;
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//! Returns the root gui element.
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/** This is the first gui element, the (direct or indirect) parent of all
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other gui elements. It is a valid IGUIElement, with dimensions the same
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size as the screen.
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\return Pointer to the root element of the GUI. The returned pointer
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should not be dropped. See IReferenceCounted::drop() for more
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information. */
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virtual IGUIElement* getRootGUIElement() = 0;
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//! Adds a button element.
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/** \param rectangle Rectangle specifying the borders of the button.
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\param parent Parent gui element of the button.
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\param id Id with which the gui element can be identified.
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\param text Text displayed on the button.
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\param tooltiptext Text displayed in the tooltip.
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\return Pointer to the created button. Returns 0 if an error occurred.
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This pointer should not be dropped. See IReferenceCounted::drop() for
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more information. */
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virtual IGUIButton* addButton(const core::rect<s32>& rectangle,
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IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, const wchar_t* tooltiptext = 0) = 0;
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//! Adds a scrollbar.
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/** \param horizontal Specifies if the scroll bar is drawn horizontal
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or vertical.
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\param rectangle Rectangle specifying the borders of the scrollbar.
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\param parent Parent gui element of the scroll bar.
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\param id Id to identify the gui element.
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\return Pointer to the created scrollbar. Returns 0 if an error
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occurred. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IGUIScrollBar* addScrollBar(bool horizontal, const core::rect<s32>& rectangle,
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IGUIElement* parent=0, s32 id=-1) = 0;
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//! Adds an image element.
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/** \param image Image to be displayed.
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\param pos Position of the image. The width and height of the image is
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taken from the image.
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\param useAlphaChannel Sets if the image should use the alpha channel
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of the texture to draw itself.
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\param parent Parent gui element of the image.
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\param id Id to identify the gui element.
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\param text Title text of the image (not displayed).
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\return Pointer to the created image element. Returns 0 if an error
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occurred. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IGUIImage* addImage(video::ITexture* image, core::position2d<s32> pos,
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bool useAlphaChannel=true, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0;
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//! Adds an image element.
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/** Use IGUIImage::setImage later to set the image to be displayed.
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\param rectangle Rectangle specifying the borders of the image.
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\param parent Parent gui element of the image.
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\param id Id to identify the gui element.
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\param text Title text of the image (not displayed).
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\param useAlphaChannel Sets if the image should use the alpha channel
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of the texture to draw itself.
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\return Pointer to the created image element. Returns 0 if an error
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occurred. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IGUIImage* addImage(const core::rect<s32>& rectangle,
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IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, bool useAlphaChannel=true) = 0;
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//! Adds a checkbox element.
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/** \param checked Define the initial state of the check box.
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\param rectangle Rectangle specifying the borders of the check box.
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\param parent Parent gui element of the check box.
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\param id Id to identify the gui element.
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\param text Title text of the check box.
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\return Pointer to the created check box. Returns 0 if an error
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occurred. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IGUICheckBox* addCheckBox(bool checked, const core::rect<s32>& rectangle,
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IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0;
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//! Adds a list box element.
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/** \param rectangle Rectangle specifying the borders of the list box.
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\param parent Parent gui element of the list box.
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\param id Id to identify the gui element.
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\param drawBackground Flag whether the background should be drawn.
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\return Pointer to the created list box. Returns 0 if an error occurred.
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This pointer should not be dropped. See IReferenceCounted::drop() for
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more information. */
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virtual IGUIListBox* addListBox(const core::rect<s32>& rectangle,
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IGUIElement* parent=0, s32 id=-1, bool drawBackground=false) = 0;
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//! Adds a file open dialog.
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/** \param title Text to be displayed as the title of the dialog.
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\param modal Defines if the dialog is modal. This means, that all other
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gui elements which were created before the message box cannot be used
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until this messagebox is removed.
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\param parent Parent gui element of the dialog.
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\param id Id to identify the gui element.
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\param restoreCWD If set to true, the current working directory will be
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restored after the dialog is closed in some way. Otherwise the working
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directory will be the one that the file dialog was last showing.
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\param startDir Optional path for which the file dialog will be opened.
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\return Pointer to the created file open dialog. Returns 0 if an error
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occurred. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IGUIFileOpenDialog* addFileOpenDialog(const wchar_t* title=0,
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bool modal=true, IGUIElement* parent=0, s32 id=-1,
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bool restoreCWD=false, io::path::char_type* startDir=0) = 0;
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//! Adds a static text.
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/** \param text Text to be displayed. Can be altered after creation by SetText().
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\param rectangle Rectangle specifying the borders of the static text
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\param border Set to true if the static text should have a 3d border.
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\param wordWrap Enable if the text should wrap into multiple lines.
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\param parent Parent item of the element, e.g. a window.
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\param id The ID of the element.
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\param fillBackground Enable if the background shall be filled.
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Defaults to false.
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\return Pointer to the created static text. Returns 0 if an error
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occurred. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IGUIStaticText* addStaticText(const wchar_t* text, const core::rect<s32>& rectangle,
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bool border=false, bool wordWrap=true, IGUIElement* parent=0, s32 id=-1,
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bool fillBackground = false) = 0;
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//! Adds an edit box.
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/** Supports Unicode input from every keyboard around the world,
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scrolling, copying and pasting (exchanging data with the clipboard
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directly), maximum character amount, marking, and all shortcuts like
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ctrl+X, ctrl+V, ctrl+C, shift+Left, shift+Right, Home, End, and so on.
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\param text Text to be displayed. Can be altered after creation
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by setText().
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\param rectangle Rectangle specifying the borders of the edit box.
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\param border Set to true if the edit box should have a 3d border.
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\param parent Parent item of the element, e.g. a window.
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Set it to 0 to place the edit box directly in the environment.
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\param id The ID of the element.
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\return Pointer to the created edit box. Returns 0 if an error occurred.
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This pointer should not be dropped. See IReferenceCounted::drop() for
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more information. */
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virtual IGUIEditBox* addEditBox(const wchar_t* text, const core::rect<s32>& rectangle,
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bool border=true, IGUIElement* parent=0, s32 id=-1) = 0;
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//! Adds a tab control to the environment.
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/** \param rectangle Rectangle specifying the borders of the tab control.
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\param parent Parent item of the element, e.g. a window.
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Set it to 0 to place the tab control directly in the environment.
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\param fillbackground Specifies if the background of the tab control
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should be drawn.
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\param border Specifies if a flat 3d border should be drawn. This is
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usually not necessary unless you place the control directly into
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the environment without a window as parent.
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\param id An identifier for the tab control.
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\return Pointer to the created tab control element. Returns 0 if an
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error occurred. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IGUITabControl* addTabControl(const core::rect<s32>& rectangle,
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IGUIElement* parent=0, bool fillbackground=false,
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bool border=true, s32 id=-1) = 0;
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//! Adds tab to the environment.
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/** You can use this element to group other elements. This is not used
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for creating tabs on tab controls, please use IGUITabControl::addTab()
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for this instead.
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\param rectangle Rectangle specifying the borders of the tab.
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\param parent Parent item of the element, e.g. a window.
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Set it to 0 to place the tab directly in the environment.
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\param id An identifier for the tab.
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\return Pointer to the created tab. Returns 0 if an
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error occurred. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IGUITab* addTab(const core::rect<s32>& rectangle,
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IGUIElement* parent=0, s32 id=-1) = 0;
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//! Adds a combo box to the environment.
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/** \param rectangle Rectangle specifying the borders of the combo box.
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\param parent Parent item of the element, e.g. a window.
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Set it to 0 to place the combo box directly in the environment.
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\param id An identifier for the combo box.
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\return Pointer to the created combo box. Returns 0 if an
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error occurred. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IGUIComboBox* addComboBox(const core::rect<s32>& rectangle,
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IGUIElement* parent=0, s32 id=-1) = 0;
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//! Find the next element which would be selected when pressing the tab-key
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/** If you set the focus for the result you can manually force focus-changes like they
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would happen otherwise by the tab-keys.
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\param reverse When true it will search backward (toward lower TabOrder numbers, like shift+tab)
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\param group When true it will search for the next tab-group (like ctrl+tab)
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*/
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virtual IGUIElement* getNextElement(bool reverse=false, bool group=false) = 0;
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//! Set the way the gui will handle automatic focus changes
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/** The default is (EFF_SET_ON_LMOUSE_DOWN | EFF_SET_ON_TAB).
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with the left mouse button.
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This does not affect the setFocus function itself - users can still call that whenever they want on any element.
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\param flags A bitmask which is a combination of ::EFOCUS_FLAG flags.*/
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virtual void setFocusBehavior(u32 flags) = 0;
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//! Get the way the gui does handle focus changes
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/** \returns A bitmask which is a combination of ::EFOCUS_FLAG flags.*/
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virtual u32 getFocusBehavior() const = 0;
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//! Adds a IGUIElement to deletion queue.
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/** Queued elements will be removed at the end of each drawAll call.
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Or latest in the destructor of the GUIEnvironment.
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This can be used to allow an element removing itself safely in a function
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iterating over gui elements, like an overloaded IGUIElement::draw or
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IGUIElement::OnPostRender function.
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Note that in general just calling IGUIElement::remove() is enough.
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Unless you create your own GUI elements removing themselves you won't need it.
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\param element: Element to remove */
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virtual void addToDeletionQueue(IGUIElement* element) = 0;
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};
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} // end namespace gui
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} // end namespace irr
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#endif
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