/*! * @file glgui_widget.h * The gl_widget of the openglGUI */ #ifndef _GLGUI_WIDGET_H #define _GLGUI_WIDGET_H #include "element_2d.h" #include "glgui_defs.h" #include "material.h" #include "font.h" #include "rect2D.h" #include "event.h" #include "sigslot/signal.h" namespace OrxGui { class GLGuiCursor; //! This is widget part of the openglGUI class /** * A widget is the main class of all the elements of th GUI. */ class GLGuiWidget : public Element2D { public: GLGuiWidget(GLGuiWidget* parent = NULL); virtual ~GLGuiWidget(); void show(); void hide(); void setParentWidget(GLGuiWidget* parent); GLGuiWidget* parent() const { return this->_parent; } /// FOCUS /** @brief gives mouse - focus to this widget */ void giveMouseFocus(); void breakMouseFocus(); /** @returns true if the widget is focusable */ bool focusable() const { return this->_focusable; }; /** @returns true if the position is inside of the Widget. @param position the position to check */ bool focusOverWidget(const Vector2D& position) const; /** @brief overloaded function, that returns true if the cursor is on top of the Widget */ bool focusOverWidget(const OrxGui::GLGuiCursor* const cursor) const; /** @returns the currently mouse - focused Widget (NULL if none is focused). */ static GLGuiWidget* mouseFocused() { return GLGuiWidget::_mouseFocused; }; /// SELECT void select(); void unselect(); /** @returns true if the Widget is selectable */ bool selectable() const { return this->_selectable; } /** @returns the currently Selected Widget (NULL if none is selected). */ static GLGuiWidget* selected() { return GLGuiWidget::_selected; }; /// CLICK bool pushed() { return _pushed; }; void click(const Vector2D& pos); void release(const Vector2D& pos); bool clickable() const { return this->_clickable; }; OrxGui::State state() const { return this->_state; }; Rect2D& backRect() { return this->_backRect; }; const Rect2D& backRect() const { return this->_backRect; }; void setFrontColor(const Color& frontColor, bool instantaniously = false); void setWidgetSize(const Vector2D& size); void setWidgetSize(float x, float y); void animateBack(); /////////////////////////////////////////////////////////////////////////////////// /// STYLE ///////////////////////////////////////////////////////////////////////// //////////////////////////////// /// Retrieve Current Values. /// //////////////////////////////// /** @returns current left borderWidth */ inline float borderLeft() const { return _currentStyle._borderLeft; } /** @returns current right borderWidth */ inline float borderRight() const { return _currentStyle._borderRight; } /** @returns current top borderWidth */ inline float borderTop() const { return _currentStyle._borderTop; } /** @returns burrent bottom borderWidth */ inline float borderBottom() const { return _currentStyle._borderBottom; } /** @returns current textSize */ inline float textSize() const { return _currentStyle._textSize; } /** @returns the Background Color */ inline const Color& backgroundColor() const { return _currentStyle._background.diffuseColor(); } /** @returns the current Background Material. */ inline const Material& background() const { return _currentStyle._background; } /** @returns the current background Texture. */ inline const Texture& backgroundTexture() const { return _currentStyle._background.diffuseTexture(); } /** @returns the current foreground Color */ inline const Color& foregroundColor() const { return _currentStyle._foreground.diffuseColor(); } /** @returns the current ForeGroung Material. */ inline const Material& foreground() const { return _currentStyle._foreground; } /** @returns FeaturePosition */ inline FeaturePosition featurePosition() const { return _featurePosition; } /** @returns the constant font */ inline const Font& font() const { return _font; } /** @returns the font */ inline Font& font() { return _font; } /** @returns true if the Element is Animated */ inline bool animating() const { return _animating; } /** @returns true if State-Changes are animated */ inline bool animatedStateChanges() const { return _animatedStateChanges; } /////////////////////////////////////////////////////////////// /// Retrieve Values for the Saved Values inside the States. /// /////////////////////////////////////////////////////////////// /** @returns left borderWidth @param state the State to retrieve from */ inline float borderLeft(OrxGui::State state) const { return _style[state]._borderLeft; } /** @returns right borderWidth @param state the State to retrieve from */ inline float borderRight(OrxGui::State state) const { return _style[state]._borderRight; } /** @returns top borderWidth @param state the State to retrieve from */ inline float borderTop(OrxGui::State state) const { return _style[state]._borderTop; } /** @returns bottom borderWidth @param state the State to retrieve from */ inline float borderBottom(OrxGui::State state) const { return _style[state]._borderBottom; } /** @returns textSize @param state the State to retrieve from */ inline float textSize(OrxGui::State state) const { return _style[state]._textSize; } /** @returns the Background Color @param state the State to retrieve from */ inline const Color& backgroundColor(OrxGui::State state) const { return _style[state]._background.diffuseColor(); } /** @returns the Background Material. @param state the state to retrieve from */ inline const Material& background(OrxGui::State state) const { return _style[state]._background; } /** @returns background Texture. @param state the State to retrieve from */ inline const Texture& backgroundTexture(OrxGui::State state) const { return _style[state]._background.diffuseTexture(); } /** @returns the foreground Color @param state the State to retrieve from */ inline const Color& foregroundColor(OrxGui::State state) const { return _style[state]._foreground.diffuseColor(); } /** @returns the ForeGroung Material. @param state the state to retrieve from */ inline const Material& foreground(OrxGui::State state) const { return _style[state]._foreground; } /// SETUP void resetStyle(); void loadParams(const TiXmlElement* root); void setBorderLeft(float value); void setBorderLeft(float value, OrxGui::State state); void setBorderLeftS(float value, const std::string& stateName); void setBorderRight(float value); void setBorderRight(float value, OrxGui::State state); void setBorderRightS(float value, const std::string& stateName); void setBorderTop(float value); void setBorderTop(float value, OrxGui::State state); void setBorderTopS(float value, const std::string& stateName); void setBorderBottom(float value); void setBorderBottom(float value, OrxGui::State state); void setBorderBottomS(float value, const std::string& stateName); void setTextSize(float value); void setTextSize(float value, OrxGui::State state); void setTextSizeS(float value, const std::string& stateName); void setBackgroundColor(const Color& color); void setBackgroundColor(const Color& color, OrxGui::State state); void setBackgroundColorS(float r, float g, float b, float a, const std::string& stateName); void setBackgroundTexture(const Texture& texture); void setBackgroundTexture(const std::string& textureName); void setBackgroundTexture(const Texture& texture, OrxGui::State state); void setBackgroundTexture(const std::string& textureName, const std::string& stateName); void setForegroundColor(const Color& color); void setForegroundColor(const Color& color, OrxGui::State state); void setForegroundColorS(float r, float g, float b, float a, const std::string& stateName); void setForegroundTexture(const Texture& texture); void setForegroundTexture(const std::string& textureName); void setForegroundTexture(const Texture& texture, OrxGui::State state); void setForegroundTexture(const std::string& textureName, const std::string& stateName); void loadBackgroundMaterial(const Material& material); void loadBackgroundMaterial(const Material& material, OrxGui::State state); void loadBackgroundMaterial(const TiXmlElement* element); void loadBackgroundMaterial(const TiXmlElement* element, OrxGui::State state); void loadBackgroundMaterialS(const TiXmlElement* element, const std::string& stateName); void loadForegroundMaterial(const Material& material); void loadForegroundMaterial(const Material& material, OrxGui::State state); void loadForegroundMaterial(const TiXmlElement* element, OrxGui::State state); void loadForegroundMaterialS(const TiXmlElement* element, const std::string& stateName); void setFeaturePosition(FeaturePosition featurePosition); void setFeaturePositionS(const std::string& featurePosition); void setFont(const Font& font); void setFont(const std::string& fontName, unsigned int renderSize); void setAnimatedStateChanges(bool animated); void switchState(OrxGui::State state); /////////////////////////////////////////////////////////////////////////////////// inline void drawRect(const Rect2D& rect) const { glBegin(GL_QUADS); glTexCoord2i(0,0); glVertex2d(rect.left(), rect.top()); glTexCoord2i(0,1); glVertex2d(rect.left(), rect.bottom()); glTexCoord2i(1,1); glVertex2d(rect.right(), rect.bottom()); glTexCoord2i(1,0); glVertex2d(rect.right(), rect.top()); glEnd(); } virtual void update() {}; virtual void tick(float dt); virtual void draw() const; /** @param the Event to process. @returns true if the Event has been consumed*/ virtual bool processEvent(const Event& event) { return false; }; bool getState(const std::string& stateName, OrxGui::State* state); protected: /** @param focusable sets if the Widget should be focusable */ void setFocusable(bool focusable = true) { this->_focusable = focusable; }; /** @param selectable true if the widget should be selectable */ void setSelectable(bool selectable) { this->_selectable = selectable; } /** @param focusable true if the widget should be focusable */ void setClickable(bool clickable = true) { this->_clickable = clickable; }; /// RENDERING inline void beginDraw() const { glPushMatrix(); glTranslatef(this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0); }; inline void endDraw() const { glPopMatrix(); }; /// LOOKS virtual void resize(); virtual void hiding() {}; virtual void showing() {}; virtual void updateFrontColor() {}; /// EVENTS // mouse clicking virtual void clicking(const Vector2D& pos); virtual void releasing(const Vector2D& pos, bool focused); // mouse focusing virtual void receivedFocus(); virtual void removedFocus(); // selecting either with the mouse by clicking, or by the keybord traversing to it. virtual void selecting(); virtual void unselecting(); // destroying the Widget. virtual void destroying(); virtual void debug(unsigned int level) const; private: void init(); private: static GLGuiWidget* _selected; //!< The currently selected Widget. static GLGuiWidget* _mouseFocused; //!< The currently Focused Widget (mouse-focus). static GLGuiWidget* _inputGrabber; //!< The Widget that grabs input (keyboard-focus). /// WIDGET GLGuiWidget* _parent; //!< The parent of this Widget. /// LOOKS Rect2D _backRect; Vector2D _minSize; /// EVENTS OrxGui::State _state; bool _pushed; bool _focusable; //!< If this widget can receive focus. bool _clickable; //!< if this widget can be clicked upon. bool _selectable; //!< If this widget can be selected. /// STYLE - Variables. typedef struct { float _borderLeft; //!< The Distance to the left Border of the widget, before any internal Element starts. float _borderRight; //!< The Distance to the right Border of the widget, before any internal Element starts. float _borderTop; //!< The Distance to the top Border of the widget, before any internal Element starts float _borderBottom; //!< The Distance to the bottom Border of the widget, before any internal Element starts float _textSize; //!< The TextSize of the Widget. Material _background; //!< The Background Material of the Widget. Material _foreground; //!< The foreground Material of the Widget. } StatedStyle; StatedStyle _style[GLGUI_STATE_COUNT]; //!< Styles configured for different States FeaturePosition _featurePosition; //!< The Position a Feature will be layed at (checkbox(box), slider(text),...) Font _font; //!< The Font used in the current Widget. /// ANIMATION STUFF: bool _animatedStateChanges; //!< If the Transitions between States are Animated automatically. bool _animating; //!< If the Widget is animated at the moment (Texture might be an AnimatedTexture.) float _animationCycle; float _animationDuration; StatedStyle _currentStyle; }; } #endif /* _GLGUI_WIDGET_H */