mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-15 04:03:48 +01:00
0ef9102ac6
First problem was that IGUIElement::getNextElement wasn't passing includeInvisible and includeDisabled flags recursively, so anything deeper than one level could fail if an element was disabled/invisible in between while it was created. Second problem was that setTabOrder(-1) did ignore disabled elements. So when any parent was disabled when elements were created they never got a tab order. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6428 dfc29bdd-3216-0410-991c-e03cc46cb475
1068 lines
29 KiB
C++
1068 lines
29 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_GUI_ELEMENT_H_INCLUDED
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#define IRR_I_GUI_ELEMENT_H_INCLUDED
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#include "IAttributeExchangingObject.h"
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#include "irrList.h"
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#include "rect.h"
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#include "irrString.h"
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#include "IEventReceiver.h"
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#include "EGUIElementTypes.h"
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#include "EGUIAlignment.h"
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#include "IAttributes.h"
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#include "IGUIEnvironment.h"
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namespace irr
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{
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namespace gui
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{
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//! Base class of all GUI elements.
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class IGUIElement : public virtual io::IAttributeExchangingObject, public IEventReceiver
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{
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public:
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//! Constructor
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IGUIElement(EGUI_ELEMENT_TYPE type, IGUIEnvironment* environment, IGUIElement* parent,
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s32 id, const core::rect<s32>& rectangle)
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: Parent(0), RelativeRect(rectangle), AbsoluteRect(rectangle),
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AbsoluteClippingRect(rectangle), DesiredRect(rectangle),
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MaxSize(0,0), MinSize(1,1), IsVisible(true), IsEnabled(true),
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IsSubElement(false), NoClip(false), ID(id), IsTabStop(false), TabOrder(-1), IsTabGroup(false),
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AlignLeft(EGUIA_UPPERLEFT), AlignRight(EGUIA_UPPERLEFT), AlignTop(EGUIA_UPPERLEFT), AlignBottom(EGUIA_UPPERLEFT),
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Environment(environment), Type(type)
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{
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#ifdef _DEBUG
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setDebugName("IGUIElement");
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#endif
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// if we were given a parent to attach to
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if (parent)
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{
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parent->addChildToEnd(this);
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recalculateAbsolutePosition(true);
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}
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}
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//! Destructor
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virtual ~IGUIElement()
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{
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// delete all children
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core::list<IGUIElement*>::Iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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{
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(*it)->Parent = 0;
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(*it)->drop();
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}
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}
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//! Returns parent of this element.
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IGUIElement* getParent() const
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{
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return Parent;
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}
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//! Returns the relative rectangle of this element.
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core::rect<s32> getRelativePosition() const
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{
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return RelativeRect;
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}
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//! Sets the relative rectangle of this element.
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/** \param r The absolute position to set */
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void setRelativePosition(const core::rect<s32>& r)
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{
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if (Parent)
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{
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const core::rect<s32>& r2 = Parent->getAbsolutePosition();
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const core::dimension2df d((f32)(r2.getSize().Width), (f32)(r2.getSize().Height));
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if (AlignLeft == EGUIA_SCALE)
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ScaleRect.UpperLeftCorner.X = (f32)r.UpperLeftCorner.X / d.Width;
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if (AlignRight == EGUIA_SCALE)
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ScaleRect.LowerRightCorner.X = (f32)r.LowerRightCorner.X / d.Width;
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if (AlignTop == EGUIA_SCALE)
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ScaleRect.UpperLeftCorner.Y = (f32)r.UpperLeftCorner.Y / d.Height;
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if (AlignBottom == EGUIA_SCALE)
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ScaleRect.LowerRightCorner.Y = (f32)r.LowerRightCorner.Y / d.Height;
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}
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DesiredRect = r;
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updateAbsolutePosition();
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}
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//! Sets the relative rectangle of this element, maintaining its current width and height
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/** \param position The new relative position to set. Width and height will not be changed. */
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void setRelativePosition(const core::position2di & position)
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{
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const core::dimension2di mySize = RelativeRect.getSize();
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const core::rect<s32> rectangle(position.X, position.Y,
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position.X + mySize.Width, position.Y + mySize.Height);
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setRelativePosition(rectangle);
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}
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//! Sets the relative rectangle of this element as a proportion of its parent's area.
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/** \note This method used to be 'void setRelativePosition(const core::rect<f32>& r)'
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\param r The rectangle to set, interpreted as a proportion of the parent's area.
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Meaningful values are in the range [0...1], unless you intend this element to spill
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outside its parent. */
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void setRelativePositionProportional(const core::rect<f32>& r)
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{
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if (!Parent)
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return;
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const core::dimension2di& d = Parent->getAbsolutePosition().getSize();
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DesiredRect = core::rect<s32>(
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core::floor32((f32)d.Width * r.UpperLeftCorner.X),
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core::floor32((f32)d.Height * r.UpperLeftCorner.Y),
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core::floor32((f32)d.Width * r.LowerRightCorner.X),
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core::floor32((f32)d.Height * r.LowerRightCorner.Y));
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ScaleRect = r;
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updateAbsolutePosition();
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}
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//! Gets the absolute rectangle of this element
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core::rect<s32> getAbsolutePosition() const
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{
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return AbsoluteRect;
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}
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//! Returns the visible area of the element.
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core::rect<s32> getAbsoluteClippingRect() const
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{
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return AbsoluteClippingRect;
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}
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//! Sets whether the element will ignore its parent's clipping rectangle
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/** \param noClip If true, the element will not be clipped by its parent's clipping rectangle. */
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void setNotClipped(bool noClip)
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{
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NoClip = noClip;
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updateAbsolutePosition();
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}
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//! Gets whether the element will ignore its parent's clipping rectangle
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/** \return true if the element is not clipped by its parent's clipping rectangle. */
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bool isNotClipped() const
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{
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return NoClip;
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}
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//! Sets the maximum size allowed for this element
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/** If set to 0,0, there is no maximum size */
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void setMaxSize(core::dimension2du size)
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{
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MaxSize = size;
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updateAbsolutePosition();
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}
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//! Sets the minimum size allowed for this element
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void setMinSize(core::dimension2du size)
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{
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MinSize = size;
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if (MinSize.Width < 1)
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MinSize.Width = 1;
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if (MinSize.Height < 1)
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MinSize.Height = 1;
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updateAbsolutePosition();
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}
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//! The alignment defines how the borders of this element will be positioned when the parent element is resized.
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void setAlignment(EGUI_ALIGNMENT left, EGUI_ALIGNMENT right, EGUI_ALIGNMENT top, EGUI_ALIGNMENT bottom)
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{
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AlignLeft = left;
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AlignRight = right;
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AlignTop = top;
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AlignBottom = bottom;
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if (Parent)
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{
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const core::rect<s32> r(Parent->getAbsolutePosition());
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const core::dimension2df d((f32)r.getSize().Width, (f32)r.getSize().Height);
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if (AlignLeft == EGUIA_SCALE)
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ScaleRect.UpperLeftCorner.X = (f32)DesiredRect.UpperLeftCorner.X / d.Width;
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if (AlignRight == EGUIA_SCALE)
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ScaleRect.LowerRightCorner.X = (f32)DesiredRect.LowerRightCorner.X / d.Width;
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if (AlignTop == EGUIA_SCALE)
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ScaleRect.UpperLeftCorner.Y = (f32)DesiredRect.UpperLeftCorner.Y / d.Height;
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if (AlignBottom == EGUIA_SCALE)
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ScaleRect.LowerRightCorner.Y = (f32)DesiredRect.LowerRightCorner.Y / d.Height;
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}
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}
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//! How left element border is aligned when parent is resized
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EGUI_ALIGNMENT getAlignLeft() const
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{
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return AlignLeft;
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}
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//! How right element border is aligned when parent is resized
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EGUI_ALIGNMENT getAlignRight() const
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{
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return AlignRight;
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}
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//! How top element border is aligned when parent is resized
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EGUI_ALIGNMENT getAlignTop() const
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{
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return AlignTop;
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}
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//! How bottom element border is aligned when parent is resized
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EGUI_ALIGNMENT getAlignBottom() const
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{
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return AlignBottom;
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}
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//! Updates the absolute position.
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virtual void updateAbsolutePosition()
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{
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recalculateAbsolutePosition(false);
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// update all children
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core::list<IGUIElement*>::Iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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{
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(*it)->updateAbsolutePosition();
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}
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}
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//! Returns the topmost GUI element at the specific position.
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/**
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This will check this GUI element and all of its descendants, so it
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may return this GUI element. To check all GUI elements, call this
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function on device->getGUIEnvironment()->getRootGUIElement(). Note
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that the root element is the size of the screen, so doing so (with
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an on-screen point) will always return the root element if no other
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element is above it at that point.
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\param point: The point at which to find a GUI element.
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\return The topmost GUI element at that point, or 0 if there are
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no candidate elements at this point.
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*/
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virtual IGUIElement* getElementFromPoint(const core::position2d<s32>& point)
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{
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IGUIElement* target = 0;
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// we have to search from back to front, because later children
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// might be drawn over the top of earlier ones.
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core::list<IGUIElement*>::ConstIterator it = Children.getLast();
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if (isVisible())
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{
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while(it != Children.end())
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{
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target = (*it)->getElementFromPoint(point);
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if (target)
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return target;
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--it;
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}
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}
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if (isVisible() && isPointInside(point))
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target = this;
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return target;
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}
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//! Returns true if a point is within this element.
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/** Elements with a shape other than a rectangle should override this method */
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virtual bool isPointInside(const core::position2d<s32>& point) const
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{
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return AbsoluteClippingRect.isPointInside(point);
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}
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//! Adds a GUI element as new child of this element.
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virtual void addChild(IGUIElement* child)
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{
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if ( child && child != this )
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{
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addChildToEnd(child);
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child->updateAbsolutePosition();
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}
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}
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//! Removes a child.
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virtual void removeChild(IGUIElement* child)
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{
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core::list<IGUIElement*>::Iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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if ((*it) == child)
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{
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(*it)->Parent = 0;
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(*it)->drop();
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Children.erase(it);
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return;
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}
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}
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//! Removes this element from its parent.
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virtual void remove()
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{
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if (Parent)
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Parent->removeChild(this);
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}
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//! Draws the element and its children.
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virtual void draw()
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{
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if ( isVisible() )
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{
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core::list<IGUIElement*>::Iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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(*it)->draw();
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}
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}
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//! animate the element and its children.
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virtual void OnPostRender(u32 timeMs)
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{
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if ( isVisible() )
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{
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core::list<IGUIElement*>::Iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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(*it)->OnPostRender( timeMs );
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}
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}
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//! Moves this element.
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virtual void move(core::position2d<s32> absoluteMovement)
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{
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setRelativePosition(DesiredRect + absoluteMovement);
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}
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//! Returns true if element is visible.
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virtual bool isVisible() const
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{
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return IsVisible;
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}
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//! Check whether the element is truly visible, taking into accounts its parents' visibility
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/** \return true if the element and all its parents are visible,
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false if this or any parent element is invisible. */
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virtual bool isTrulyVisible() const
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{
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if(!IsVisible)
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return false;
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if(!Parent)
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return true;
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return Parent->isTrulyVisible();
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}
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//! Sets the visible state of this element.
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virtual void setVisible(bool visible)
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{
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IsVisible = visible;
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}
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//! Returns true if this element was created as part of its parent control
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virtual bool isSubElement() const
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{
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return IsSubElement;
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}
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//! Sets whether this control was created as part of its parent.
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/** For example, it is true when a scrollbar is part of a listbox.
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SubElements are not saved to disk when calling guiEnvironment->saveGUI() */
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virtual void setSubElement(bool subElement)
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{
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IsSubElement = subElement;
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}
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//! If set to true, the focus will visit this element when using the tab key to cycle through elements.
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/** If this element is a tab group (see isTabGroup/setTabGroup) then
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ctrl+tab will be used instead. */
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void setTabStop(bool enable)
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{
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IsTabStop = enable;
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}
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//! Returns true if this element can be focused by navigating with the tab key
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bool isTabStop() const
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{
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return IsTabStop;
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}
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//! Sets the priority of focus when using the tab key to navigate between a group of elements.
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/** See setTabGroup, isTabGroup and getTabGroup for information on tab groups.
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Elements with a lower number are focused first */
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void setTabOrder(s32 index)
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{
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// negative = autonumber
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if (index < 0)
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{
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TabOrder = 0;
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IGUIElement *el = getTabGroup();
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while (IsTabGroup && el && el->Parent)
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el = el->Parent;
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IGUIElement *first=0, *closest=0;
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if (el)
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{
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// find the highest element number
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el->getNextElement(-1, true, IsTabGroup, first, closest, true, true);
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if (first)
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{
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TabOrder = first->getTabOrder() + 1;
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}
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}
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}
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else
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TabOrder = index;
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}
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//! Returns the number in the tab order sequence
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s32 getTabOrder() const
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{
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return TabOrder;
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}
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//! Sets whether this element is a container for a group of elements which can be navigated using the tab key.
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/** For example, windows are tab groups.
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Groups can be navigated using ctrl+tab, providing isTabStop is true. */
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void setTabGroup(bool isGroup)
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{
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IsTabGroup = isGroup;
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}
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//! Returns true if this element is a tab group.
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bool isTabGroup() const
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{
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return IsTabGroup;
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}
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//! Returns the container element which holds all elements in this element's tab group.
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IGUIElement* getTabGroup()
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{
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IGUIElement *ret=this;
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while (ret && !ret->isTabGroup())
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ret = ret->getParent();
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return ret;
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}
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//! Returns true if element is enabled
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/** Currently elements do _not_ care about parent-states.
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So if you want to affect children you have to enable/disable them all.
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The only exception to this are sub-elements which also check their parent.
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*/
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virtual bool isEnabled() const
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{
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if ( isSubElement() && IsEnabled && getParent() )
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return getParent()->isEnabled();
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return IsEnabled;
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}
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//! Sets the enabled state of this element.
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virtual void setEnabled(bool enabled)
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{
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IsEnabled = enabled;
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}
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//! Sets the new caption of this element.
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virtual void setText(const wchar_t* text)
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{
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Text = text;
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}
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//! Returns caption of this element.
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virtual const wchar_t* getText() const
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{
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return Text.c_str();
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}
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//! Sets the new caption of this element.
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virtual void setToolTipText(const wchar_t* text)
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{
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ToolTipText = text;
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}
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//! Returns caption of this element.
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virtual const core::stringw& getToolTipText() const
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{
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return ToolTipText;
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}
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//! Returns id. Can be used to identify the element.
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virtual s32 getID() const
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{
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return ID;
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}
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//! Sets the id of this element
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virtual void setID(s32 id)
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{
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ID = id;
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}
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//! Called if an event happened.
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virtual bool OnEvent(const SEvent& event) IRR_OVERRIDE
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{
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return Parent ? Parent->OnEvent(event) : false;
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}
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//! Brings a child to front
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/** \return True if successful, false if not. */
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virtual bool bringToFront(IGUIElement* element)
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{
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core::list<IGUIElement*>::Iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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{
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if (element == (*it))
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{
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Children.erase(it);
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Children.push_back(element);
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return true;
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}
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}
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return false;
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}
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//! Moves a child to the back, so it's siblings are drawn on top of it
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/** \return True if successful, false if not. */
|
|
virtual bool sendToBack(IGUIElement* child)
|
|
{
|
|
core::list<IGUIElement*>::Iterator it = Children.begin();
|
|
if (child == (*it)) // already there
|
|
return true;
|
|
for (; it != Children.end(); ++it)
|
|
{
|
|
if (child == (*it))
|
|
{
|
|
Children.erase(it);
|
|
Children.push_front(child);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//! Returns list with children of this element
|
|
virtual const core::list<IGUIElement*>& getChildren() const
|
|
{
|
|
return Children;
|
|
}
|
|
|
|
|
|
//! Finds the first element with the given id.
|
|
/** \param id: Id to search for.
|
|
\param searchchildren: Set this to true, if also children of this
|
|
element may contain the element with the searched id and they
|
|
should be searched too.
|
|
\return Returns the first element with the given id. If no element
|
|
with this id was found, 0 is returned. */
|
|
virtual IGUIElement* getElementFromId(s32 id, bool searchchildren=false) const
|
|
{
|
|
IGUIElement* e = 0;
|
|
|
|
core::list<IGUIElement*>::ConstIterator it = Children.begin();
|
|
for (; it != Children.end(); ++it)
|
|
{
|
|
if ((*it)->getID() == id)
|
|
return (*it);
|
|
|
|
if (searchchildren)
|
|
e = (*it)->getElementFromId(id, true);
|
|
|
|
if (e)
|
|
return e;
|
|
}
|
|
|
|
return e;
|
|
}
|
|
|
|
|
|
//! returns true if the given element is a child of this one.
|
|
//! \param child: The child element to check
|
|
bool isMyChild(IGUIElement* child) const
|
|
{
|
|
if (!child)
|
|
return false;
|
|
do
|
|
{
|
|
if (child->Parent)
|
|
child = child->Parent;
|
|
|
|
} while (child->Parent && child != this);
|
|
|
|
|
|
return child == this;
|
|
}
|
|
|
|
|
|
//! searches elements to find the closest next element to tab to
|
|
/** \param startOrder: The TabOrder of the current element, -1 if none
|
|
\param reverse: true if searching for a lower number
|
|
\param group: true if searching for a higher one
|
|
\param first: element with the highest/lowest known tab order depending on search direction
|
|
\param closest: the closest match, depending on tab order and direction
|
|
\param includeInvisible: includes invisible elements in the search (default=false)
|
|
\param includeDisabled: includes disabled elements in the search (default=false)
|
|
\return true if successfully found an element, false to continue searching/fail */
|
|
bool getNextElement(s32 startOrder, bool reverse, bool group,
|
|
IGUIElement*& first, IGUIElement*& closest, bool includeInvisible=false,
|
|
bool includeDisabled=false) const
|
|
{
|
|
// we'll stop searching if we find this number
|
|
s32 wanted = startOrder + ( reverse ? -1 : 1 );
|
|
if (wanted==-2)
|
|
wanted = 1073741824; // maximum s32
|
|
|
|
core::list<IGUIElement*>::ConstIterator it = Children.begin();
|
|
|
|
s32 closestOrder, currentOrder;
|
|
|
|
while(it != Children.end())
|
|
{
|
|
// ignore invisible elements and their children
|
|
if ( ( (*it)->isVisible() || includeInvisible ) &&
|
|
(group == true || (*it)->isTabGroup() == false) )
|
|
{
|
|
// ignore disabled, but children are checked (disabled is currently per element ignoring parent states)
|
|
if ( (*it)->isEnabled() || includeDisabled )
|
|
{
|
|
// only check tab stops and those with the same group status
|
|
if ((*it)->isTabStop() && ((*it)->isTabGroup() == group))
|
|
{
|
|
currentOrder = (*it)->getTabOrder();
|
|
|
|
// is this what we're looking for?
|
|
if (currentOrder == wanted)
|
|
{
|
|
closest = *it;
|
|
return true;
|
|
}
|
|
|
|
// is it closer than the current closest?
|
|
if (closest)
|
|
{
|
|
closestOrder = closest->getTabOrder();
|
|
if ( ( reverse && currentOrder > closestOrder && currentOrder < startOrder)
|
|
||(!reverse && currentOrder < closestOrder && currentOrder > startOrder))
|
|
{
|
|
closest = *it;
|
|
}
|
|
}
|
|
else
|
|
if ( (reverse && currentOrder < startOrder) || (!reverse && currentOrder > startOrder) )
|
|
{
|
|
closest = *it;
|
|
}
|
|
|
|
// is it before the current first?
|
|
if (first)
|
|
{
|
|
closestOrder = first->getTabOrder();
|
|
|
|
if ( (reverse && closestOrder < currentOrder) || (!reverse && closestOrder > currentOrder) )
|
|
{
|
|
first = *it;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
first = *it;
|
|
}
|
|
}
|
|
}
|
|
// search within children
|
|
if ((*it)->getNextElement(startOrder, reverse, group, first, closest, includeInvisible, includeDisabled))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
++it;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//! Returns the type of the gui element.
|
|
/** This is needed for the .NET wrapper but will be used
|
|
later for serializing and deserializing.
|
|
If you wrote your own GUIElements, you need to set the type for your element as first parameter
|
|
in the constructor of IGUIElement. For own (=unknown) elements, simply use EGUIET_ELEMENT as type */
|
|
EGUI_ELEMENT_TYPE getType() const
|
|
{
|
|
return Type;
|
|
}
|
|
|
|
//! Returns true if the gui element supports the given type.
|
|
/** This is mostly used to check if you can cast a gui element to the class that goes with the type.
|
|
Most gui elements will only support their own type, but if you derive your own classes from interfaces
|
|
you can overload this function and add a check for the type of the base-class additionally.
|
|
This allows for checks comparable to the dynamic_cast of c++ with enabled rtti.
|
|
Note that you can't do that by calling BaseClass::hasType(type), but you have to do an explicit
|
|
comparison check, because otherwise the base class usually just checks for the member variable
|
|
Type which contains the type of your derived class.
|
|
*/
|
|
virtual bool hasType(EGUI_ELEMENT_TYPE type) const
|
|
{
|
|
return type == Type;
|
|
}
|
|
|
|
|
|
//! Returns the type name of the gui element.
|
|
/** This is needed serializing elements. For serializing your own elements, override this function
|
|
and return your own type name which is created by your IGUIElementFactory */
|
|
virtual const c8* getTypeName() const
|
|
{
|
|
return GUIElementTypeNames[Type];
|
|
}
|
|
|
|
//! Returns the name of the element.
|
|
/** \return Name as character string. */
|
|
virtual const c8* getName() const
|
|
{
|
|
return Name.c_str();
|
|
}
|
|
|
|
|
|
//! Sets the name of the element.
|
|
/** \param name New name of the gui element. */
|
|
virtual void setName(const c8* name)
|
|
{
|
|
Name = name;
|
|
}
|
|
|
|
|
|
//! Sets the name of the element.
|
|
/** \param name New name of the gui element. */
|
|
virtual void setName(const core::stringc& name)
|
|
{
|
|
Name = name;
|
|
}
|
|
|
|
|
|
//! Writes attributes of the scene node.
|
|
/** Implement this to expose the attributes of your scene node for
|
|
scripting languages, editors, debuggers or xml serialization purposes. */
|
|
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE
|
|
{
|
|
out->addString("Name", Name.c_str());
|
|
out->addInt("Id", ID );
|
|
out->addString("Caption", getText());
|
|
out->addString("ToolTip", getToolTipText().c_str());
|
|
out->addRect("Rect", DesiredRect);
|
|
out->addPosition2d("MinSize", core::position2di(MinSize.Width, MinSize.Height));
|
|
out->addPosition2d("MaxSize", core::position2di(MaxSize.Width, MaxSize.Height));
|
|
out->addEnum("LeftAlign", AlignLeft, GUIAlignmentNames);
|
|
out->addEnum("RightAlign", AlignRight, GUIAlignmentNames);
|
|
out->addEnum("TopAlign", AlignTop, GUIAlignmentNames);
|
|
out->addEnum("BottomAlign", AlignBottom, GUIAlignmentNames);
|
|
out->addBool("Visible", IsVisible);
|
|
out->addBool("Enabled", IsEnabled);
|
|
out->addBool("TabStop", IsTabStop);
|
|
out->addBool("TabGroup", IsTabGroup);
|
|
out->addInt("TabOrder", TabOrder);
|
|
out->addBool("NoClip", NoClip);
|
|
}
|
|
|
|
|
|
//! Reads attributes of the scene node.
|
|
/** Implement this to set the attributes of your scene node for
|
|
scripting languages, editors, debuggers or xml deserialization purposes. */
|
|
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE
|
|
{
|
|
setName(in->getAttributeAsString("Name", Name));
|
|
setID(in->getAttributeAsInt("Id", ID));
|
|
setText(in->getAttributeAsStringW("Caption", Text).c_str());
|
|
setToolTipText(in->getAttributeAsStringW("ToolTip").c_str());
|
|
setVisible(in->getAttributeAsBool("Visible", IsVisible));
|
|
setEnabled(in->getAttributeAsBool("Enabled", IsEnabled));
|
|
IsTabStop = in->getAttributeAsBool("TabStop", IsTabStop);
|
|
IsTabGroup = in->getAttributeAsBool("TabGroup", IsTabGroup);
|
|
TabOrder = in->getAttributeAsInt("TabOrder", TabOrder);
|
|
|
|
core::position2di p = in->getAttributeAsPosition2d("MaxSize", core::position2di(MaxSize.Width, MaxSize.Height));
|
|
setMaxSize(core::dimension2du(p.X,p.Y));
|
|
|
|
p = in->getAttributeAsPosition2d("MinSize", core::position2di(MinSize.Width, MinSize.Height));
|
|
setMinSize(core::dimension2du(p.X,p.Y));
|
|
|
|
setAlignment((EGUI_ALIGNMENT) in->getAttributeAsEnumeration("LeftAlign", GUIAlignmentNames, AlignLeft),
|
|
(EGUI_ALIGNMENT)in->getAttributeAsEnumeration("RightAlign", GUIAlignmentNames, AlignRight),
|
|
(EGUI_ALIGNMENT)in->getAttributeAsEnumeration("TopAlign", GUIAlignmentNames, AlignTop),
|
|
(EGUI_ALIGNMENT)in->getAttributeAsEnumeration("BottomAlign", GUIAlignmentNames, AlignBottom));
|
|
|
|
setRelativePosition(in->getAttributeAsRect("Rect", DesiredRect));
|
|
|
|
setNotClipped(in->getAttributeAsBool("NoClip", NoClip));
|
|
}
|
|
|
|
protected:
|
|
// not virtual because needed in constructor
|
|
void addChildToEnd(IGUIElement* child)
|
|
{
|
|
if (child)
|
|
{
|
|
child->grab(); // prevent destruction when removed
|
|
child->remove(); // remove from old parent
|
|
child->LastParentRect = getAbsolutePosition();
|
|
child->Parent = this;
|
|
Children.push_back(child);
|
|
}
|
|
}
|
|
|
|
// not virtual because needed in constructor
|
|
void recalculateAbsolutePosition(bool recursive)
|
|
{
|
|
core::rect<s32> parentAbsolute(0,0,0,0);
|
|
core::rect<s32> parentAbsoluteClip;
|
|
f32 fw=0.f, fh=0.f;
|
|
|
|
if (Parent)
|
|
{
|
|
parentAbsolute = Parent->AbsoluteRect;
|
|
|
|
if (NoClip)
|
|
{
|
|
IGUIElement* p=this;
|
|
while (p->Parent)
|
|
p = p->Parent;
|
|
parentAbsoluteClip = p->AbsoluteClippingRect;
|
|
}
|
|
else
|
|
parentAbsoluteClip = Parent->AbsoluteClippingRect;
|
|
}
|
|
|
|
const s32 diffx = parentAbsolute.getWidth() - LastParentRect.getWidth();
|
|
const s32 diffy = parentAbsolute.getHeight() - LastParentRect.getHeight();
|
|
|
|
if (AlignLeft == EGUIA_SCALE || AlignRight == EGUIA_SCALE)
|
|
fw = (f32)parentAbsolute.getWidth();
|
|
|
|
if (AlignTop == EGUIA_SCALE || AlignBottom == EGUIA_SCALE)
|
|
fh = (f32)parentAbsolute.getHeight();
|
|
|
|
switch (AlignLeft)
|
|
{
|
|
case EGUIA_UPPERLEFT:
|
|
break;
|
|
case EGUIA_LOWERRIGHT:
|
|
DesiredRect.UpperLeftCorner.X += diffx;
|
|
break;
|
|
case EGUIA_CENTER:
|
|
DesiredRect.UpperLeftCorner.X += diffx/2;
|
|
break;
|
|
case EGUIA_SCALE:
|
|
DesiredRect.UpperLeftCorner.X = core::round32(ScaleRect.UpperLeftCorner.X * fw);
|
|
break;
|
|
}
|
|
|
|
switch (AlignRight)
|
|
{
|
|
case EGUIA_UPPERLEFT:
|
|
break;
|
|
case EGUIA_LOWERRIGHT:
|
|
DesiredRect.LowerRightCorner.X += diffx;
|
|
break;
|
|
case EGUIA_CENTER:
|
|
DesiredRect.LowerRightCorner.X += diffx/2;
|
|
break;
|
|
case EGUIA_SCALE:
|
|
DesiredRect.LowerRightCorner.X = core::round32(ScaleRect.LowerRightCorner.X * fw);
|
|
break;
|
|
}
|
|
|
|
switch (AlignTop)
|
|
{
|
|
case EGUIA_UPPERLEFT:
|
|
break;
|
|
case EGUIA_LOWERRIGHT:
|
|
DesiredRect.UpperLeftCorner.Y += diffy;
|
|
break;
|
|
case EGUIA_CENTER:
|
|
DesiredRect.UpperLeftCorner.Y += diffy/2;
|
|
break;
|
|
case EGUIA_SCALE:
|
|
DesiredRect.UpperLeftCorner.Y = core::round32(ScaleRect.UpperLeftCorner.Y * fh);
|
|
break;
|
|
}
|
|
|
|
switch (AlignBottom)
|
|
{
|
|
case EGUIA_UPPERLEFT:
|
|
break;
|
|
case EGUIA_LOWERRIGHT:
|
|
DesiredRect.LowerRightCorner.Y += diffy;
|
|
break;
|
|
case EGUIA_CENTER:
|
|
DesiredRect.LowerRightCorner.Y += diffy/2;
|
|
break;
|
|
case EGUIA_SCALE:
|
|
DesiredRect.LowerRightCorner.Y = core::round32(ScaleRect.LowerRightCorner.Y * fh);
|
|
break;
|
|
}
|
|
|
|
RelativeRect = DesiredRect;
|
|
|
|
const s32 w = RelativeRect.getWidth();
|
|
const s32 h = RelativeRect.getHeight();
|
|
|
|
// make sure the desired rectangle is allowed
|
|
if (w < (s32)MinSize.Width)
|
|
RelativeRect.LowerRightCorner.X = RelativeRect.UpperLeftCorner.X + MinSize.Width;
|
|
if (h < (s32)MinSize.Height)
|
|
RelativeRect.LowerRightCorner.Y = RelativeRect.UpperLeftCorner.Y + MinSize.Height;
|
|
if (MaxSize.Width && w > (s32)MaxSize.Width)
|
|
RelativeRect.LowerRightCorner.X = RelativeRect.UpperLeftCorner.X + MaxSize.Width;
|
|
if (MaxSize.Height && h > (s32)MaxSize.Height)
|
|
RelativeRect.LowerRightCorner.Y = RelativeRect.UpperLeftCorner.Y + MaxSize.Height;
|
|
|
|
RelativeRect.repair();
|
|
|
|
AbsoluteRect = RelativeRect + parentAbsolute.UpperLeftCorner;
|
|
|
|
if (!Parent)
|
|
parentAbsoluteClip = AbsoluteRect;
|
|
|
|
AbsoluteClippingRect = AbsoluteRect;
|
|
AbsoluteClippingRect.clipAgainst(parentAbsoluteClip);
|
|
|
|
LastParentRect = parentAbsolute;
|
|
|
|
if ( recursive )
|
|
{
|
|
// update all children
|
|
core::list<IGUIElement*>::Iterator it = Children.begin();
|
|
for (; it != Children.end(); ++it)
|
|
{
|
|
(*it)->recalculateAbsolutePosition(recursive);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected:
|
|
|
|
//! List of all children of this element
|
|
core::list<IGUIElement*> Children;
|
|
|
|
//! Pointer to the parent
|
|
IGUIElement* Parent;
|
|
|
|
//! relative rect of element
|
|
core::rect<s32> RelativeRect;
|
|
|
|
//! absolute rect of element
|
|
core::rect<s32> AbsoluteRect;
|
|
|
|
//! absolute clipping rect of element
|
|
core::rect<s32> AbsoluteClippingRect;
|
|
|
|
//! the rectangle the element would prefer to be,
|
|
//! if it was not constrained by parent or max/min size
|
|
core::rect<s32> DesiredRect;
|
|
|
|
//! for calculating the difference when resizing parent
|
|
core::rect<s32> LastParentRect;
|
|
|
|
//! relative scale of the element inside its parent
|
|
core::rect<f32> ScaleRect;
|
|
|
|
//! maximum and minimum size of the element
|
|
core::dimension2du MaxSize, MinSize;
|
|
|
|
//! is visible?
|
|
bool IsVisible;
|
|
|
|
//! is enabled?
|
|
bool IsEnabled;
|
|
|
|
//! is a part of a larger whole and should not be serialized?
|
|
bool IsSubElement;
|
|
|
|
//! does this element ignore its parent's clipping rectangle?
|
|
bool NoClip;
|
|
|
|
//! caption
|
|
core::stringw Text;
|
|
|
|
//! tooltip
|
|
core::stringw ToolTipText;
|
|
|
|
//! users can set this for identifying the element by string
|
|
core::stringc Name;
|
|
|
|
//! users can set this for identifying the element by integer
|
|
s32 ID;
|
|
|
|
//! tab stop like in windows
|
|
bool IsTabStop;
|
|
|
|
//! tab order
|
|
s32 TabOrder;
|
|
|
|
//! tab groups are containers like windows, use ctrl+tab to navigate
|
|
bool IsTabGroup;
|
|
|
|
//! tells the element how to act when its parent is resized
|
|
EGUI_ALIGNMENT AlignLeft, AlignRight, AlignTop, AlignBottom;
|
|
|
|
//! GUI Environment
|
|
IGUIEnvironment* Environment;
|
|
|
|
//! type of element
|
|
EGUI_ELEMENT_TYPE Type;
|
|
};
|
|
|
|
|
|
} // end namespace gui
|
|
} // end namespace irr
|
|
|
|
#endif
|