0ad/source/gui/ObjectBases/IGUITextOwner.h
wraitii 369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +00:00

126 lines
3 KiB
C++

/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
GUI Object Base - Text Owner
--Overview--
Interface class that enhance the IGUIObject with
cached CGUIStrings. This class is not at all needed,
and many controls that will use CGUIStrings might
not use this, but does help for regular usage such
as a text-box, a button, a radio button etc.
*/
#ifndef INCLUDED_IGUITEXTOWNER
#define INCLUDED_IGUITEXTOWNER
#include "ps/Shapes.h"
#include <vector>
class CStrW;
struct CGUIColor;
struct SGUIMessage;
class CGUIText;
class CGUIString;
class IGUIObject;
/**
* Framework for handling Output text.
*/
class IGUITextOwner
{
NONCOPYABLE(IGUITextOwner);
public:
IGUITextOwner(IGUIObject& pObject);
virtual ~IGUITextOwner();
/**
* Adds a text object.
*/
CGUIText& AddText();
/**
* Adds a text generated by the given arguments.
*/
CGUIText& AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone);
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage& Message);
/**
* @see IGUIObject#UpdateCachedSize()
*/
virtual void UpdateCachedSize();
/**
* Draws the Text.
*
* @param index Index value of text. Mostly this will be 0
* @param color
* @param pos Position
* @param z Z value
* @param clipping Clipping rectangle, don't even add a parameter
* to get no clipping.
*/
virtual void DrawText(size_t index, const CGUIColor& color, const CPos& pos, float z, const CRect& clipping = CRect());
/**
* Test if mouse position is over an icon
*/
virtual bool MouseOverIcon();
protected:
/**
* Setup texts. Functions that sets up all texts when changes have been made.
*/
virtual void SetupText() = 0;
/**
* Regenerate the text in case it is invalid. Should only be called when inevitable.
*/
virtual void UpdateText();
/**
* Whether the cached text is currently valid (if not then SetupText will be called by Draw)
*/
bool m_GeneratedTextsValid;
/**
* Texts that are generated and ready to be rendered.
*/
std::vector<CGUIText> m_GeneratedTexts;
/**
* Calculate the position for the text, based on the alignment.
*/
void CalculateTextPosition(CRect& ObjSize, CPos& TextPos, CGUIText& Text);
private:
/**
* Reference to the IGUIObject.
* Private, because we don't want to inherit it in multiple classes.
*/
IGUIObject& m_pObject;
};
#endif // INCLUDED_IGUITEXTOWNER