// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_GUI_ENVIRONMENT_H_INCLUDED__ #define __C_GUI_ENVIRONMENT_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_GUI_ #include "IGUIEnvironment.h" #include "IGUIElement.h" #include "irrArray.h" #include "IFileSystem.h" #include "IOSOperator.h" namespace irr { namespace io { class IXMLWriter; } namespace gui { class CGUIEnvironment : public IGUIEnvironment, public IGUIElement { public: //! constructor CGUIEnvironment(io::IFileSystem* fs, video::IVideoDriver* driver, IOSOperator* op); //! destructor virtual ~CGUIEnvironment(); //! draws all gui elements virtual void drawAll(); //! returns the current video driver virtual video::IVideoDriver* getVideoDriver() const; //! returns pointer to the filesystem virtual io::IFileSystem* getFileSystem() const; //! returns a pointer to the OS operator virtual IOSOperator* getOSOperator() const; //! posts an input event to the environment virtual bool postEventFromUser(const SEvent& event); //! This sets a new event receiver for gui events. Usually you do not have to //! use this method, it is used by the internal engine. virtual void setUserEventReceiver(IEventReceiver* evr); //! removes all elements from the environment virtual void clear(); //! called if an event happened. virtual bool OnEvent(const SEvent& event); //! returns the current gui skin virtual IGUISkin* getSkin() const; //! Sets a new GUI Skin virtual void setSkin(IGUISkin* skin); //! Creates a new GUI Skin based on a template. /** \return Returns a pointer to the created skin. If you no longer need the skin, you should call IGUISkin::drop(). See IReferenceCounted::drop() for more information. */ virtual IGUISkin* createSkin(EGUI_SKIN_TYPE type); //! Creates the image list from the given texture. virtual IGUIImageList* createImageList( video::ITexture* texture, core::dimension2d<s32> imageSize, bool useAlphaChannel ); //! returns the font virtual IGUIFont* getFont(const io::path& filename); //! add an externally loaded font virtual IGUIFont* addFont(const io::path& name, IGUIFont* font); //! remove loaded font virtual void removeFont(IGUIFont* font); //! returns default font virtual IGUIFont* getBuiltInFont() const; //! returns the sprite bank virtual IGUISpriteBank* getSpriteBank(const io::path& filename); //! returns the sprite bank virtual IGUISpriteBank* addEmptySpriteBank(const io::path& name); //! adds an button. The returned pointer must not be dropped. virtual IGUIButton* addButton(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0,const wchar_t* tooltiptext = 0); //! adds a window. The returned pointer must not be dropped. virtual IGUIWindow* addWindow(const core::rect<s32>& rectangle, bool modal = false, const wchar_t* text=0, IGUIElement* parent=0, s32 id=-1); //! adds a modal screen. The returned pointer must not be dropped. virtual IGUIElement* addModalScreen(IGUIElement* parent); //! Adds a message box. virtual IGUIWindow* addMessageBox(const wchar_t* caption, const wchar_t* text=0, bool modal = true, s32 flag = EMBF_OK, IGUIElement* parent=0, s32 id=-1, video::ITexture* image=0); //! adds a scrollbar. The returned pointer must not be dropped. virtual IGUIScrollBar* addScrollBar(bool horizontal, const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1); //! Adds an image element. virtual IGUIImage* addImage(video::ITexture* image, core::position2d<s32> pos, bool useAlphaChannel=true, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0); //! adds an image. The returned pointer must not be dropped. virtual IGUIImage* addImage(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0); //! adds a checkbox virtual IGUICheckBox* addCheckBox(bool checked, const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0); //! adds a list box virtual IGUIListBox* addListBox(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1, bool drawBackground=false); //! adds a tree view virtual IGUITreeView* addTreeView(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1, bool drawBackground=false, bool scrollBarVertical = true, bool scrollBarHorizontal = false); //! adds an mesh viewer. The returned pointer must not be dropped. virtual IGUIMeshViewer* addMeshViewer(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0); //! Adds a file open dialog. virtual IGUIFileOpenDialog* addFileOpenDialog(const wchar_t* title = 0, bool modal=true, IGUIElement* parent=0, s32 id=-1); //! Adds a color select dialog. virtual IGUIColorSelectDialog* addColorSelectDialog(const wchar_t* title = 0, bool modal=true, IGUIElement* parent=0, s32 id=-1); //! adds a static text. The returned pointer must not be dropped. 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 drawBackground = false); //! Adds an edit box. The returned pointer must not be dropped. virtual IGUIEditBox* addEditBox(const wchar_t* text, const core::rect<s32>& rectangle, bool border=false, IGUIElement* parent=0, s32 id=-1); //! Adds a spin box to the environment virtual IGUISpinBox* addSpinBox(const wchar_t* text, const core::rect<s32>& rectangle, bool border=false,IGUIElement* parent=0, s32 id=-1); //! Adds a tab control to the environment. virtual IGUITabControl* addTabControl(const core::rect<s32>& rectangle, IGUIElement* parent=0, bool fillbackground=false, bool border=true, s32 id=-1); //! Adds tab to the environment. virtual IGUITab* addTab(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1); //! Adds a context menu to the environment. virtual IGUIContextMenu* addContextMenu(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1); //! Adds a menu to the environment. virtual IGUIContextMenu* addMenu(IGUIElement* parent=0, s32 id=-1); //! Adds a toolbar to the environment. It is like a menu is always placed on top //! in its parent, and contains buttons. virtual IGUIToolBar* addToolBar(IGUIElement* parent=0, s32 id=-1); //! Adds a combo box to the environment. virtual IGUIComboBox* addComboBox(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1); //! Adds a table element. virtual IGUITable* addTable(const core::rect<s32>& rectangle, IGUIElement* parent=0, s32 id=-1, bool drawBackground=false); //! sets the focus to an element virtual bool setFocus(IGUIElement* element); //! removes the focus from an element virtual bool removeFocus(IGUIElement* element); //! Returns if the element has focus virtual bool hasFocus(IGUIElement* element) const; //! Returns the element with the focus virtual IGUIElement* getFocus() const; //! Adds an element for fading in or out. virtual IGUIInOutFader* addInOutFader(const core::rect<s32>* rectangle=0, IGUIElement* parent=0, s32 id=-1); //! Returns the root gui element. virtual IGUIElement* getRootGUIElement(); virtual void OnPostRender( u32 time ); //! Returns the default element factory which can create all built in elements virtual IGUIElementFactory* getDefaultGUIElementFactory() const; //! Adds an element factory to the gui environment. /** Use this to extend the gui environment with new element types which it should be able to create automaticly, for example when loading data from xml files. */ virtual void registerGUIElementFactory(IGUIElementFactory* factoryToAdd); //! Returns amount of registered scene node factories. virtual u32 getRegisteredGUIElementFactoryCount() const; //! Returns a scene node factory by index virtual IGUIElementFactory* getGUIElementFactory(u32 index) const; //! Adds a GUI Element by its name virtual IGUIElement* addGUIElement(const c8* elementName, IGUIElement* parent=0); //! Saves the current gui into a file. /** \param filename: Name of the file. \param start: The element to start saving from. if not specified, the root element will be used */ virtual bool saveGUI( const io::path& filename, IGUIElement* start=0); //! Saves the current gui into a file. /** \param file: The file to save the GUI to. \param start: The element to start saving from. if not specified, the root element will be used */ virtual bool saveGUI(io::IWriteFile* file, IGUIElement* start=0); //! Loads the gui. Note that the current gui is not cleared before. /** \param filename: Name of the file. \param parent: The parent of all loaded GUI elements, if not specified, the root element will be used */ virtual bool loadGUI(const io::path& filename, IGUIElement* parent=0); //! Loads the gui. Note that the current gui is not cleared before. /** \param file: IReadFile to load the GUI from \param parent: The parent of all loaded GUI elements, if not specified, the root element will be used */ virtual bool loadGUI(io::IReadFile* file, IGUIElement* parent=0); //! Writes attributes of the environment virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; //! Reads attributes of the environment. virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); //! writes an element virtual void writeGUIElement(io::IXMLWriter* writer, IGUIElement* node); //! reads an element virtual void readGUIElement(io::IXMLReader* reader, IGUIElement* node); private: IGUIElement* getNextElement(bool reverse=false, bool group=false); void updateHoveredElement(core::position2d<s32> mousePos); void loadBuiltInFont(); struct SFont { io::SNamedPath NamedPath; IGUIFont* Font; bool operator < (const SFont& other) const { return (NamedPath < other.NamedPath); } }; struct SSpriteBank { io::SNamedPath NamedPath; IGUISpriteBank* Bank; bool operator < (const SSpriteBank& other) const { return (NamedPath < other.NamedPath); } }; struct SToolTip { IGUIStaticText* Element; u32 LastTime; u32 EnterTime; u32 LaunchTime; u32 RelaunchTime; }; SToolTip ToolTip; core::array<IGUIElementFactory*> GUIElementFactoryList; core::array<SFont> Fonts; core::array<SSpriteBank> Banks; video::IVideoDriver* Driver; IGUIElement* Hovered; IGUIElement* HoveredNoSubelement; // subelements replaced by their parent, so you only have 'real' elements here IGUIElement* Focus; core::position2d<s32> LastHoveredMousePos; IGUISkin* CurrentSkin; io::IFileSystem* FileSystem; IEventReceiver* UserReceiver; IOSOperator* Operator; }; } // end namespace gui } // end namespace irr #endif // _IRR_COMPILE_WITH_GUI_ #endif // __C_GUI_ENVIRONMENT_H_INCLUDED__
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