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