ppsspp/ui/view.h

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#pragma once
// More traditional UI framework than ui/ui.h.
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// Still very simple to use.
// Works very similarly to Android, there's a Measure pass and a Layout pass which you don't
// really need to care about if you just use the standard containers and widgets.
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#include <string>
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#include <vector>
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#include <cmath>
#include <cstdio>
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#include "base/logging.h"
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#include "base/functional.h"
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#include "base/mutex.h"
#include "base/basictypes.h"
#include "base/scoped_ptr.h"
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#include "gfx/texture_atlas.h"
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#include "math/lin/matrix4x4.h"
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#include "math/math_util.h"
#include "math/geom2d.h"
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#undef small
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struct KeyInput;
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struct TouchInput;
struct AxisInput;
struct InputState;
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class DrawBuffer;
class Texture;
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class UIContext;
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class Thin3DTexture;
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// I don't generally like namespaces but I think we do need one for UI, so many potentially-clashing names.
namespace UI {
class View;
// The ONLY global is the currently focused item.
// Can be and often is null.
void EnableFocusMovement(bool enable);
bool IsFocusMovementEnabled();
View *GetFocusedView();
void SetFocusedView(View *view, bool force = false);
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enum DrawableType {
DRAW_NOTHING,
DRAW_SOLID_COLOR,
DRAW_4GRID,
DRAW_STRETCH_IMAGE,
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};
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enum Visibility {
V_VISIBLE,
V_INVISIBLE, // Keeps position, not drawn or interacted with
V_GONE, // Does not participate in layout
};
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struct Drawable {
Drawable() : type(DRAW_NOTHING), image(-1), color(0xFFFFFFFF) {}
explicit Drawable(uint32_t col) : type(DRAW_SOLID_COLOR), image(-1), color(col) {}
Drawable(DrawableType t, int img, uint32_t col = 0xFFFFFFFF) : type(t), image(img), color(col) {}
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DrawableType type;
uint32_t image;
uint32_t color;
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};
struct Style {
Style() : fgColor(0xFFFFFFFF), background(0xFF303030), image(-1) {}
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uint32_t fgColor;
Drawable background;
int image; // where applicable.
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};
struct FontStyle {
FontStyle() : atlasFont(0), sizePts(0), flags(0) {}
FontStyle(const char *name, int size) : atlasFont(0), fontName(name), sizePts(size), flags(0) {}
FontStyle(int atlasFnt, const char *name, int size) : atlasFont(atlasFnt), fontName(name), sizePts(size), flags(0) {}
int atlasFont;
// For native fonts:
std::string fontName;
int sizePts;
int flags;
};
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// To use with an UI atlas.
struct Theme {
FontStyle uiFont;
FontStyle uiFontSmall;
FontStyle uiFontSmaller;
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int checkOn;
int checkOff;
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int sliderKnob;
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int whiteImage;
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int dropShadow4Grid;
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Style buttonStyle;
Style buttonFocusedStyle;
Style buttonDownStyle;
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Style buttonDisabledStyle;
Style buttonHighlightedStyle;
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Style itemStyle;
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Style itemDownStyle;
Style itemFocusedStyle;
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Style itemDisabledStyle;
Style itemHighlightedStyle;
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Style headerStyle;
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Style popupTitle;
};
// The four cardinal directions should be enough, plus Prev/Next in "element order".
enum FocusDirection {
FOCUS_UP,
FOCUS_DOWN,
FOCUS_LEFT,
FOCUS_RIGHT,
FOCUS_NEXT,
FOCUS_PREV,
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};
enum {
WRAP_CONTENT = -1,
FILL_PARENT = -2,
};
// Gravity
enum Gravity {
G_LEFT = 0,
G_RIGHT = 1,
G_HCENTER = 2,
G_HORIZMASK = 3,
G_TOP = 0,
G_BOTTOM = 4,
G_VCENTER = 8,
G_TOPLEFT = G_TOP | G_LEFT,
G_TOPRIGHT = G_TOP | G_RIGHT,
G_BOTTOMLEFT = G_BOTTOM | G_LEFT,
G_BOTTOMRIGHT = G_BOTTOM | G_RIGHT,
G_CENTER = G_HCENTER | G_VCENTER,
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G_VERTMASK = 3 << 2,
};
typedef float Size; // can also be WRAP_CONTENT or FILL_PARENT.
enum Orientation {
ORIENT_HORIZONTAL,
ORIENT_VERTICAL,
};
inline Orientation Opposite(Orientation o) {
if (o == ORIENT_HORIZONTAL) return ORIENT_VERTICAL; else return ORIENT_HORIZONTAL;
}
inline FocusDirection Opposite(FocusDirection d) {
switch (d) {
case FOCUS_UP: return FOCUS_DOWN;
case FOCUS_DOWN: return FOCUS_UP;
case FOCUS_LEFT: return FOCUS_RIGHT;
case FOCUS_RIGHT: return FOCUS_LEFT;
case FOCUS_PREV: return FOCUS_NEXT;
case FOCUS_NEXT: return FOCUS_PREV;
}
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return d;
}
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enum MeasureSpecType {
UNSPECIFIED,
EXACTLY,
AT_MOST,
};
// I hope I can find a way to simplify this one day.
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enum EventReturn {
EVENT_DONE, // Return this when no other view may process this event, for example if you changed the view hierarchy
EVENT_SKIPPED, // Return this if you ignored an event
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EVENT_CONTINUE, // Return this if it's safe to send this event to further listeners. This should normally be the default choice but often EVENT_DONE is necessary.
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};
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enum FocusFlags {
FF_LOSTFOCUS = 1,
FF_GOTFOCUS = 2
};
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class ViewGroup;
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void Fill(UIContext &dc, const Bounds &bounds, const Drawable &drawable);
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struct MeasureSpec {
MeasureSpec(MeasureSpecType t, float s = 0.0f) : type(t), size(s) {}
MeasureSpec() : type(UNSPECIFIED), size(0) {}
MeasureSpec operator -(float amount) {
// TODO: Check type
return MeasureSpec(type, size - amount);
}
MeasureSpecType type;
float size;
};
class View;
// Should cover all bases.
struct EventParams {
View *v;
uint32_t a, b, x, y;
float f;
std::string s;
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};
struct HandlerRegistration {
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std::function<EventReturn(EventParams&)> func;
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};
class Event {
public:
Event() {}
~Event() {
handlers_.clear();
}
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// Call this from input thread or whatever, it doesn't matter
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void Trigger(EventParams &e);
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// Call this from UI thread
EventReturn Dispatch(EventParams &e);
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// This is suggested for use in most cases. Autobinds, allowing for neat syntax.
template<class T>
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T *Handle(T *thiz, EventReturn (T::* theCallback)(EventParams &e)) {
Add(std::bind(theCallback, thiz, placeholder::_1));
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return thiz;
}
// Sometimes you have an already-bound function<>, just use this then.
void Add(std::function<EventReturn(EventParams&)> func);
private:
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std::vector<HandlerRegistration> handlers_;
DISALLOW_COPY_AND_ASSIGN(Event);
};
struct Margins {
Margins() : top(0), bottom(0), left(0), right(0) {}
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explicit Margins(int8_t all) : top(all), bottom(all), left(all), right(all) {}
Margins(int8_t horiz, int8_t vert) : top(vert), bottom(vert), left(horiz), right(horiz) {}
Margins(int8_t l, int8_t t, int8_t r, int8_t b) : top(t), bottom(b), left(l), right(r) {}
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int8_t top;
int8_t bottom;
int8_t left;
int8_t right;
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};
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enum LayoutParamsType {
LP_PLAIN = 0,
LP_LINEAR = 1,
LP_ANCHOR = 2,
};
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// Need a virtual destructor so vtables are created, otherwise RTTI can't work
class LayoutParams {
public:
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LayoutParams(LayoutParamsType type = LP_PLAIN)
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: width(WRAP_CONTENT), height(WRAP_CONTENT), type_(type) {}
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LayoutParams(Size w, Size h, LayoutParamsType type = LP_PLAIN)
: width(w), height(h), type_(type) {}
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virtual ~LayoutParams() {}
Size width;
Size height;
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// Fake RTTI
bool Is(LayoutParamsType type) const { return type_ == type; }
private:
LayoutParamsType type_;
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};
View *GetFocusedView();
class View {
public:
View(LayoutParams *layoutParams = 0) : layoutParams_(layoutParams), visibility_(V_VISIBLE), measuredWidth_(0), measuredHeight_(0), enabledPtr_(0), enabled_(true), enabledMeansDisabled_(false) {
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if (!layoutParams)
layoutParams_.reset(new LayoutParams());
}
virtual ~View();
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// Please note that Touch is called ENTIRELY asynchronously from drawing!
// Can even be called on a different thread! This is to really minimize latency, and decouple
// touch response from the frame rate. Same with Key and Axis.
virtual void Key(const KeyInput &input) {}
virtual void Touch(const TouchInput &input) {}
virtual void Axis(const AxisInput &input) {}
virtual void Update(const InputState &input_state) {}
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virtual void FocusChanged(int focusFlags) {}
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void Move(Bounds bounds) {
bounds_ = bounds;
}
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// Views don't do anything here in Layout, only containers implement this.
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virtual void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert);
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virtual void Layout() {}
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virtual void Draw(UIContext &dc) {}
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virtual float GetMeasuredWidth() const { return measuredWidth_; }
virtual float GetMeasuredHeight() const { return measuredHeight_; }
// Override this for easy standard behaviour. No need to override Measure.
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virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
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// Called when the layout is done.
void SetBounds(Bounds bounds) { bounds_ = bounds; }
virtual const LayoutParams *GetLayoutParams() const { return layoutParams_.get(); }
virtual void ReplaceLayoutParams(LayoutParams *newLayoutParams) { layoutParams_.reset(newLayoutParams); }
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const Bounds &GetBounds() const { return bounds_; }
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virtual bool SetFocus();
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virtual bool CanBeFocused() const { return true; }
virtual bool SubviewFocused(View *view) { return false; }
bool HasFocus() const {
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return GetFocusedView() == this;
}
void SetEnabled(bool enabled) { enabled_ = enabled; enabledMeansDisabled_ = false; }
bool IsEnabled() const {
if (enabledPtr_)
return *enabledPtr_ != enabledMeansDisabled_;
else
return enabled_ != enabledMeansDisabled_;
}
void SetEnabledPtr(bool *enabled) { enabledPtr_ = enabled; enabledMeansDisabled_ = false; }
void SetDisabledPtr(bool *disabled) { enabledPtr_ = disabled; enabledMeansDisabled_ = true; }
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void SetVisibility(Visibility visibility) { visibility_ = visibility; }
Visibility GetVisibility() const { return visibility_; }
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const std::string &Tag() const { return tag_; }
void SetTag(const std::string &str) { tag_ = str; }
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// Fake RTTI
virtual bool IsViewGroup() const { return false; }
Point GetFocusPosition(FocusDirection dir);
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protected:
// Inputs to layout
scoped_ptr<LayoutParams> layoutParams_;
std::string tag_;
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Visibility visibility_;
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// Results of measure pass. Set these in Measure.
float measuredWidth_;
float measuredHeight_;
// Outputs of layout. X/Y are absolute screen coordinates, hierarchy is "gone" here.
Bounds bounds_;
scoped_ptr<Matrix4x4> transform_;
private:
bool *enabledPtr_;
bool enabled_;
bool enabledMeansDisabled_;
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DISALLOW_COPY_AND_ASSIGN(View);
};
// These don't do anything when touched.
class InertView : public View {
public:
InertView(LayoutParams *layoutParams)
: View(layoutParams) {}
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virtual void Key(const KeyInput &input) {}
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virtual void Touch(const TouchInput &input) {}
virtual bool CanBeFocused() const { return false; }
virtual void Update(const InputState &input_state) {}
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};
// All these light up their background when touched, or have focus.
class Clickable : public View {
public:
Clickable(LayoutParams *layoutParams)
: View(layoutParams), downCountDown_(0), dragging_(false), down_(false){}
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virtual void Key(const KeyInput &input);
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virtual void Touch(const TouchInput &input);
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virtual void FocusChanged(int focusFlags);
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Event OnClick;
protected:
// Internal method that fires on a click. Default behaviour is to trigger
// the event.
// Use it for checking/unchecking checkboxes, etc.
virtual void Click();
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int downCountDown_;
bool dragging_;
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bool down_;
};
class Button : public Clickable {
public:
Button(const std::string &text, LayoutParams *layoutParams = 0)
: Clickable(layoutParams), text_(text), imageID_(-1) {}
Button(ImageID imageID, LayoutParams *layoutParams = 0)
: Clickable(layoutParams), imageID_(imageID) {}
Button(const std::string &text, ImageID imageID, LayoutParams *layoutParams = 0)
: Clickable(layoutParams), text_(text), imageID_(imageID) {}
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virtual void Draw(UIContext &dc);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
const std::string &GetText() const { return text_; }
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private:
Style style_;
std::string text_;
ImageID imageID_;
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};
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class Slider : public Clickable {
public:
Slider(int *value, int minValue, int maxValue, LayoutParams *layoutParams = 0)
: Clickable(layoutParams), value_(value), showPercent_(false), minValue_(minValue), maxValue_(maxValue), paddingLeft_(5), paddingRight_(70), step_(1) {}
Slider(int *value, int minValue, int maxValue, int step = 1, LayoutParams *layoutParams = 0)
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: Clickable(layoutParams), value_(value), showPercent_(false), minValue_(minValue), maxValue_(maxValue), paddingLeft_(5), paddingRight_(70) {
step_ = step <= 0 ? 1 : step;
}
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virtual void Draw(UIContext &dc);
virtual void Key(const KeyInput &input);
virtual void Touch(const TouchInput &input);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
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void SetShowPercent(bool s) { showPercent_ = s; }
// OK to call this from the outside after having modified *value_
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void Clamp();
private:
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int *value_;
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bool showPercent_;
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int minValue_;
int maxValue_;
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float paddingLeft_;
float paddingRight_;
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int step_;
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};
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class SliderFloat : public Clickable {
public:
SliderFloat(float *value, float minValue, float maxValue, LayoutParams *layoutParams = 0)
: Clickable(layoutParams), value_(value), minValue_(minValue), maxValue_(maxValue), paddingLeft_(5), paddingRight_(70) {}
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virtual void Draw(UIContext &dc);
virtual void Key(const KeyInput &input);
virtual void Touch(const TouchInput &input);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
// OK to call this from the outside after having modified *value_
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void Clamp();
private:
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float *value_;
float minValue_;
float maxValue_;
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float paddingLeft_;
float paddingRight_;
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};
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// Basic button that modifies a bitfield based on the pressed status. Supports multitouch.
// Suitable for controller simulation (ABXY etc).
class TriggerButton : public View {
public:
TriggerButton(uint32_t *bitField, uint32_t bit, int imageBackground, int imageForeground, LayoutParams *layoutParams)
: View(layoutParams), down_(0.0), bitField_(bitField), bit_(bit), imageBackground_(imageBackground), imageForeground_(imageForeground) {}
virtual void Touch(const TouchInput &input);
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virtual void Draw(UIContext &dc);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
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private:
int down_; // bitfield of pressed fingers, translates into bitField
uint32_t *bitField_;
uint32_t bit_;
int imageBackground_;
int imageForeground_;
};
// The following classes are mostly suitable as items in ListView which
// really is just a LinearLayout in a ScrollView, possibly with some special optimizations.
class Item : public InertView {
public:
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Item(LayoutParams *layoutParams);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
};
class ClickableItem : public Clickable {
public:
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ClickableItem(LayoutParams *layoutParams);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
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// Draws the item background.
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virtual void Draw(UIContext &dc);
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};
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// Use to trigger something or open a submenu screen.
class Choice : public ClickableItem {
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public:
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Choice(const std::string &text, LayoutParams *layoutParams = 0)
: ClickableItem(layoutParams), text_(text), smallText_(), atlasImage_(-1), iconImage_(-1), centered_(false), highlighted_(false), selected_(false) {}
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Choice(const std::string &text, const std::string &smallText, bool selected = false, LayoutParams *layoutParams = 0)
: ClickableItem(layoutParams), text_(text), smallText_(smallText), atlasImage_(-1), iconImage_(-1), centered_(false), highlighted_(false), selected_(selected) {}
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Choice(ImageID image, LayoutParams *layoutParams = 0)
: ClickableItem(layoutParams), atlasImage_(image), iconImage_(-1), centered_(false), highlighted_(false), selected_(false) {}
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virtual void HighlightChanged(bool highlighted);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
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virtual void Draw(UIContext &dc);
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virtual void SetCentered(bool c) {
centered_ = c;
}
virtual void SetIcon(ImageID iconImage) {
iconImage_ = iconImage;
}
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protected:
// hackery
virtual bool IsSticky() const { return false; }
int height_;
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std::string text_;
std::string smallText_;
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ImageID atlasImage_;
ImageID iconImage_; // Only applies for text, non-centered
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bool centered_;
bool highlighted_;
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private:
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bool selected_;
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};
// Different key handling.
class StickyChoice : public Choice {
public:
StickyChoice(const std::string &text, const std::string &smallText = "", LayoutParams *layoutParams = 0)
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: Choice(text, smallText, false, layoutParams) {}
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StickyChoice(ImageID buttonImage, LayoutParams *layoutParams = 0)
: Choice(buttonImage, layoutParams) {}
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virtual void Key(const KeyInput &key);
virtual void Touch(const TouchInput &touch);
virtual void FocusChanged(int focusFlags);
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void Press() { down_ = true; dragging_ = false; }
void Release() { down_ = false; dragging_ = false; }
bool IsDown() { return down_; }
protected:
// hackery
virtual bool IsSticky() const { return true; }
};
class InfoItem : public Item {
public:
InfoItem(const std::string &text, const std::string &rightText, LayoutParams *layoutParams = 0)
: Item(layoutParams), text_(text), rightText_(rightText) {}
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virtual void Draw(UIContext &dc);
private:
std::string text_;
std::string rightText_;
};
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class ItemHeader : public Item {
public:
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ItemHeader(const std::string &text, LayoutParams *layoutParams = 0);
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virtual void Draw(UIContext &dc);
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private:
std::string text_;
};
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class PopupHeader : public Item {
public:
PopupHeader(const std::string &text, LayoutParams *layoutParams = 0)
: Item(layoutParams), text_(text) {
layoutParams_->width = FILL_PARENT;
layoutParams_->height = 64;
}
virtual void Draw(UIContext &dc);
private:
std::string text_;
};
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class CheckBox : public ClickableItem {
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public:
CheckBox(bool *toggle, const std::string &text, const std::string &smallText = "", LayoutParams *layoutParams = 0)
: ClickableItem(layoutParams), toggle_(toggle), text_(text), smallText_(smallText) {
OnClick.Handle(this, &CheckBox::OnClicked);
}
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virtual void Draw(UIContext &dc);
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EventReturn OnClicked(EventParams &e);
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//allow external agents to toggle the checkbox
void Toggle();
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private:
bool *toggle_;
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std::string text_;
std::string smallText_;
};
// These are for generic use.
class Spacer : public InertView {
public:
Spacer(LayoutParams *layoutParams = 0)
: InertView(layoutParams), size_(0.0f) {}
Spacer(float size, LayoutParams *layoutParams = 0)
: InertView(layoutParams), size_(size) {}
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virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const {
w = size_; h = size_;
}
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virtual void Draw(UIContext &dc) {}
private:
float size_;
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};
class TextView : public InertView {
public:
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TextView(const std::string &text, LayoutParams *layoutParams = 0)
: InertView(layoutParams), text_(text), textAlign_(0), small_(false) {}
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TextView(const std::string &text, int textAlign, bool small, LayoutParams *layoutParams = 0)
: InertView(layoutParams), text_(text), textAlign_(textAlign), small_(small) {}
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virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
virtual void Draw(UIContext &dc) override;
void SetText(const std::string &text) { text_ = text; }
void SetSmall(bool small) { small_ = small; }
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private:
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std::string text_;
int textAlign_;
bool small_;
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};
class TextEdit : public View {
public:
TextEdit(const std::string &text, const std::string &placeholderText, LayoutParams *layoutParams = 0);
void SetText(const std::string &text) { text_ = text; caret_ = (int)text_.size(); }
const std::string &GetText() const { return text_; }
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void SetMaxLen(size_t maxLen) { maxLen_ = maxLen; }
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
virtual void Draw(UIContext &dc) override;
virtual void Key(const KeyInput &key) override;
virtual void Touch(const TouchInput &touch) override;
Event OnTextChange;
private:
void InsertAtCaret(const char *text);
std::string text_;
std::string undo_;
std::string placeholderText_;
int caret_;
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size_t maxLen_;
bool ctrlDown_; // TODO: Make some global mechanism for this.
// TODO: Selections
};
enum ImageSizeMode {
IS_DEFAULT,
};
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class ImageView : public InertView {
public:
ImageView(int atlasImage, ImageSizeMode sizeMode, LayoutParams *layoutParams = 0)
: InertView(layoutParams), atlasImage_(atlasImage), sizeMode_(sizeMode) {}
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virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
virtual void Draw(UIContext &dc);
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private:
int atlasImage_;
ImageSizeMode sizeMode_;
};
// TextureView takes a texture that is assumed to be alive during the lifetime
// of the view.
class TextureView : public InertView {
public:
TextureView(Texture *texture, ImageSizeMode sizeMode, LayoutParams *layoutParams = 0)
: InertView(layoutParams), texture_(texture), sizeMode_(sizeMode) {}
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
virtual void Draw(UIContext &dc);
void SetTexture(Texture *texture) { texture_ = texture; }
void SetColor(uint32_t color) { color_ = color; }
private:
Texture *texture_;
uint32_t color_;
ImageSizeMode sizeMode_;
};
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// TextureView takes a texture that is assumed to be alive during the lifetime
// of the view.
class Thin3DTextureView : public InertView {
public:
Thin3DTextureView(Thin3DTexture *texture, ImageSizeMode sizeMode, LayoutParams *layoutParams = 0)
: InertView(layoutParams), texture_(texture), sizeMode_(sizeMode) {}
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
virtual void Draw(UIContext &dc);
void SetTexture(Thin3DTexture *texture) { texture_ = texture; }
void SetColor(uint32_t color) { color_ = color; }
private:
Thin3DTexture *texture_;
uint32_t color_;
ImageSizeMode sizeMode_;
};
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class ProgressBar : public InertView {
public:
ProgressBar(LayoutParams *layoutParams = 0)
: InertView(layoutParams), progress_(0.0) {}
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
virtual void Draw(UIContext &dc);
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void SetProgress(float progress) {
if (progress > 1.0f) {
progress_ = 1.0f;
} else if (progress < 0.0f) {
progress_ = 0.0f;
} else {
progress_ = progress;
}
}
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float GetProgress() const { return progress_; }
private:
float progress_;
};
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void MeasureBySpec(Size sz, float contentWidth, MeasureSpec spec, float *measured);
void EventTriggered(Event *e, EventParams params);
void DispatchEvents();
bool IsAcceptKeyCode(int keyCode);
bool IsEscapeKeyCode(int keyCode);
bool IsTabLeftKeyCode(int keyCode);
bool IsTabRightKeyCode(int keyCode);
} // namespace