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