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diff --git a/src/GUIListBox.cpp b/src/GUIListBox.cpp
index 14e5edd..a2580eb 100644
--- a/src/GUIListBox.cpp
+++ b/src/GUIListBox.cpp
@@ -1,353 +1,365 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GUIListBox.h"
using namespace std;
GUIListBox::GUIListBox(int left,int top,int width,int height,bool enabled,bool visible):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible){
//Set the state -1.
state=-1;
//Create the scrollbar and add it to the children.
scrollBar=new GUIScrollBar(0,0,16,0,1,0,0,0,0,0,true,false);
childControls.push_back(scrollBar);
}
bool GUIListBox::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//Calculate the scrollbar position.
scrollBar->left=width-16;
scrollBar->height=height;
int m=item.size(),n=(height-4)/24;
if(m>n){
scrollBar->maxValue=m-n;
scrollBar->smallChange=1;
scrollBar->largeChange=n;
scrollBar->visible=true;
b=b||scrollBar->handleEvents(x,y,enabled,visible,b);
}else{
scrollBar->value=0;
scrollBar->maxValue=0;
scrollBar->visible=false;
}
//Set state negative.
state=-1;
//Check if the GUIListBox is visible, enabled and no event has been processed before.
if(enabled&&visible&&!b){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j;
SDL_GetMouseState(&i,&j);
//Convert the mouse location to a relative location.
i-=x+2;
j-=y+2;
//Check if the mouse is inside the GUIListBox.
if(i>=0&&i<width-4&&j>=0&&j<height-4){
//Calculate the y location with the scrollbar position.
int idx=j/24+scrollBar->value;
//If the entry isn't above the max we have an event.
if(idx>=0&&idx<(int)item.size()){
state=idx;
//Check if the left mouse button is pressed.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && value!=idx){
value=idx;
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}
//Check for mouse wheel scrolling.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_WHEELDOWN && scrollBar->enabled){
scrollBar->value+=4;
if(scrollBar->value > scrollBar->maxValue)
scrollBar->value = scrollBar->maxValue;
}else if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_WHEELUP && scrollBar->enabled){
scrollBar->value-=4;
if(scrollBar->value < 0)
scrollBar->value = 0;
}
}
}
//Process child controls event except for the scrollbar.
//That's why i starts at one.
for(unsigned int i=1;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIListBox::render(int x,int y){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
//Default background opacity
int clr=128;
//TODO: Add hover check?
//Draw the box.
Uint32 color=0xFFFFFFFF|clr;
drawGUIBox(x,y,width,height,screen,color);
//We need to draw the items.
//The number of items.
int m=item.size();
//The number of items that are visible.
int n=(height-4)/24;
//Integer containing the current entry that is being drawn.
int i;
//The y coordinate the current entries reaches.
int j;
//If the number of items is higer than fits on the screen set the begin value (m) to scrollBar->value+n.
if(m>scrollBar->value+n)
m=scrollBar->value+n;
//Loop through the (visible) entries and draw them.
for(i=scrollBar->value,j=y+1;i<m;i++,j+=24){
//The background color for the entry.
int clr=-1;
//If i is the selected entry then give it a light gray background.
if(value==i){
clr=0xDDDDDDFF;
}
//Check if the current entry is selected. If so draw borders around it.
if(state==i)
drawGUIBox(x,j-1,width,25,screen,0x00000000);
//Only draw when clr isn't -1.
if(clr!=-1)
drawGUIBox(x,j-1,width,25,screen,clr);
//Now draw the text.
const char* s=item[i].c_str();
//Make sure the text isn't empty.
if(s && s[0]){
//Render black text.
SDL_Color black={0,0,0,0};
SDL_Surface *bm=TTF_RenderUTF8_Blended(fontText,s,black);
//Calculate the text location, center it vertically.
r.x=x+4;
r.y=j+12-bm->h/2;
//Draw the text and free the rendered surface.
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y);
}
}
GUISingleLineListBox::GUISingleLineListBox(int left,int top,int width,int height,bool enabled,bool visible):
GUIObject(left,top,width,height,0,NULL,-1,enabled,visible),animation(0){}
bool GUISingleLineListBox::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
state&=~0xF;
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Convert the mouse location to a relative location.
i-=x;
j-=y;
//The selected button.
//0=nothing 1=left 2=right.
int idx=0;
//Check which button the mouse is above.
if(i>=0&&i<width&&j>=0&&j<height){
if(i<26 && i<width/2){
//The left arrow.
idx=1;
}else if(i>=width-26){
//The right arrow.
idx=2;
}
}
//If idx is 0 it means the mous doesn't hover any arrow so reset animation.
if(idx==0)
animation=0;
//Check if there's a mouse button press or not.
if(k&SDL_BUTTON(1)){
if(((state>>4)&0xF)==idx)
state|=idx;
}else{
state|=idx;
}
//Check if there's a mouse press.
if(event.type==SDL_MOUSEBUTTONDOWN && event.button.button==SDL_BUTTON_LEFT && idx){
state=idx|(idx<<4);
}else if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && idx && ((state>>4)&0xF)==idx){
int m=(int)item.size();
if(m>0){
if(idx==2){
idx=value+1;
if(idx<0||idx>=m) idx=0;
if(idx!=value){
value=idx;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}else if(idx==1){
idx=value-1;
if(idx<0||idx>=m) idx=m-1;
if(idx!=value){
value=idx;
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
}
}
}
}
if(event.type==SDL_MOUSEBUTTONUP) state&=0xF;
}else{
//Set state zero.
state=0;
}
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUISingleLineListBox::render(int x,int y){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//NOTE: logic in the render method since it's the only part that gets called every frame.
if((state&0xF)==0x1 || (state&0xF)==0x2){
animation++;
if(animation>20)
animation=-20;
}
//Get the absolute x and y location.
x+=left;
y+=top;
+ //Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
+ if(enabled!=cachedEnabled || caption.compare(cachedCaption)!=0){
+ //Free the cache.
+ SDL_FreeSurface(cache);
+ cache=NULL;
+
+ //And cache the new values.
+ cachedEnabled=enabled;
+ cachedCaption=caption;
+ }
+
//Draw the text.
if(value>=0 && value<(int)item.size()){
//Get the text.
const char* lp=item[value].c_str();
//Check if the text is empty or not.
if(lp!=NULL && lp[0]){
- //Render black text.
- SDL_Color black={0,0,0,0};
- SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,lp,black);
+ if(!cache){
+ //Render black text.
+ SDL_Color black={0,0,0,0};
+ cache=TTF_RenderUTF8_Blended(fontGUI,lp,black);
+ }
//Center the text both vertically as horizontally.
- r.x=x+(width-bm->w)/2;
- r.y=y+(height-bm->h)/2;
+ r.x=x+(width-cache->w)/2;
+ r.y=y+(height-cache->h)/2;
//Draw the text and free the surface afterwards.
- SDL_BlitSurface(bm,NULL,screen,&r);
- SDL_FreeSurface(bm);
+ SDL_BlitSurface(cache,NULL,screen,&r);
}
}
//Draw the arrows.
SDL_Rect r2={48,0,16,16};
r.x=x;
if((state&0xF)==0x1)
r.x+=abs(animation/2);
r.y=y+(height-16)/2;
SDL_BlitSurface(bmGUI,&r2,screen,&r);
r2.x=64;
r.x=x+width-16;
if((state&0xF)==0x2)
r.x-=abs(animation/2);
SDL_BlitSurface(bmGUI,&r2,screen,&r);
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y);
}
}
diff --git a/src/GUIObject.cpp b/src/GUIObject.cpp
index b39caba..189c166 100644
--- a/src/GUIObject.cpp
+++ b/src/GUIObject.cpp
@@ -1,458 +1,469 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include "GUIObject.h"
#include <iostream>
#include <list>
using namespace std;
//Set the GUIObjectRoot to NULL.
GUIObject* GUIObjectRoot=NULL;
//Initialise the event queue.
list<GUIEvent> GUIEventQueue;
void GUIObjectHandleEvents(bool kill){
//Make sure that GUIObjectRoot isn't null.
if(GUIObjectRoot)
GUIObjectRoot->handleEvents();
//Check for SDL_QUIT.
if(event.type==SDL_QUIT && kill){
//We get a quit event so enter the exit state.
setNextState(STATE_EXIT);
delete GUIObjectRoot;
GUIObjectRoot=NULL;
return;
}
//Keep calling events until there are none left.
while(!GUIEventQueue.empty()){
//Get one event and remove it from the queue.
GUIEvent e=GUIEventQueue.front();
GUIEventQueue.pop_front();
//If an eventCallback exist call it.
if(e.eventCallback){
e.eventCallback->GUIEventCallback_OnEvent(e.name,e.obj,e.eventType);
}
}
//We empty the event queue just to be sure.
GUIEventQueue.clear();
}
GUIObject::~GUIObject(){
//We need to delete every child we have.
for(unsigned int i=0;i<childControls.size();i++){
delete childControls[i];
}
//Deleted the childs now empty the childControls vector.
childControls.clear();
}
bool GUIObject::handleEvents(int x,int y,bool enabled,bool visible,bool processed){
//Boolean if the event is processed.
bool b=processed;
//The GUIObject is only enabled when he and his parent are enabled.
enabled=enabled && this->enabled;
//The GUIObject is only enabled when he and his parent are enabled.
visible=visible && this->visible;
//Get the absolute position.
x+=left;
y+=top;
//Type specific event handling.
switch(type){
case GUIObjectButton:
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
break;
case GUIObjectCheckBox:
//Set state to 0.
state=0;
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We have hover so set state to one.
state=1;
//Check for a mouse button press.
if(k&SDL_BUTTON(1))
state=2;
//Check if there's a mouse press and the event hasn't been already processed.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && !b){
//It's a checkbox so toggle the value.
value=value?0:1;
//If event callback is configured then add an event to the queue.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventClick};
GUIEventQueue.push_back(e);
}
//Event has been processed.
b=true;
}
}
}
break;
case GUIObjectTextBox:
//NOTE: We don't reset the state to have a "focus" effect.
//Only check for events when the object is both enabled and visible.
if(enabled&&visible){
//Check if there's a key press and the event hasn't been already processed.
if(state==2 && event.type==SDL_KEYDOWN && !b){
//Get the keycode.
int key=(int)event.key.keysym.unicode;
//Check if the key is supported.
if(key>=32&&key<=126){
//Add the key to the text after the carrot.
caption.insert((size_t)value,1,char(key));
value=clamp(value+1,0,caption.length());
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}else if(event.key.keysym.sym==SDLK_BACKSPACE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0&&value>0){
//Remove the character before the carrot.
value=clamp(value-1,0,caption.length());
caption.erase((size_t)value,1);
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_DELETE){
//We need to remove a character so first make sure that there is text.
if(caption.length()>0){
//Remove the character after the carrot.
value=clamp(value,0,caption.length());
caption.erase((size_t)value,1);
//If there is an event callback then call it.
if(eventCallback){
GUIEvent e={eventCallback,name,this,GUIEventChange};
GUIEventQueue.push_back(e);
}
}
}else if(event.key.keysym.sym==SDLK_RIGHT){
value=clamp(value+1,0,caption.length());
}else if(event.key.keysym.sym==SDLK_LEFT){
value=clamp(value-1,0,caption.length());
}
//The event has been processed.
b=true;
}
//The mouse location (x=i, y=j) and the mouse button (k).
int i,j,k;
k=SDL_GetMouseState(&i,&j);
//Check if the mouse is inside the GUIObject.
if(i>=x&&i<x+width&&j>=y&&j<y+height){
//We can only increase our state. (nothing->hover->focus).
if(state!=2){
state=1;
}
//Check for a mouse button press.
if(k&SDL_BUTTON(1)){
//We have focus.
state=2;
//TODO Move carrot to place clicked
value=caption.length();
}
}else{
//The mouse is outside the TextBox.
//If we don't have focus but only hover we lose it.
if(state==1){
state=0;
}
//If it's a click event outside the textbox then we blur.
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT){
//Set state to 0.
state=0;
}
}
}
break;
}
//Also let the children handle their events.
for(unsigned int i=0;i<childControls.size();i++){
bool b1=childControls[i]->handleEvents(x,y,enabled,visible,b);
//The event is processed when either our or the childs is true (or both).
b=b||b1;
}
return b;
}
void GUIObject::render(int x,int y){
//Rectangle the size of the GUIObject, used to draw borders.
SDL_Rect r;
//There's no need drawing the GUIObject when it's invisible.
if(!visible)
return;
//Get the absolute x and y location.
x+=left;
y+=top;
+ //Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
+ if(enabled!=cachedEnabled || caption.compare(cachedCaption)!=0){
+ //Free the cache.
+ SDL_FreeSurface(cache);
+ cache=NULL;
+
+ //And cache the new values.
+ cachedEnabled=enabled;
+ cachedCaption=caption;
+ }
+
+
//Now do the type specific rendering.
switch(type){
case GUIObjectLabel:
{
//The rectangle is simple.
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//We don't draw a background and/or border since that label is transparent.
//Get the caption and make sure it isn't empty.
const char* lp=caption.c_str();
if(lp!=NULL && lp[0]){
- //Color the text will be: black.
- SDL_Color black={0,0,0,0};
-
//Render the text using the small font.
- SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,lp,black);
+ if(cache==NULL){
+ //Color the text will be: black.
+ SDL_Color black={0,0,0,0};
+ cache=TTF_RenderUTF8_Blended(fontText,lp,black);
+ }
//Center the text vertically and draw it to the screen.
- r.y=y+(height - bm->h)/2;
- SDL_BlitSurface(bm,NULL,screen,&r);
- SDL_FreeSurface(bm);
+ r.y=y+(height - cache->h)/2;
+ SDL_BlitSurface(cache,NULL,screen,&r);
}
}
break;
case GUIObjectCheckBox:
{
//The rectangle is simple.
r.x=x;
r.y=y;
r.w=width;
r.h=height;
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
//We render black text.
- SDL_Color black={0,0,0,0};
- SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,lp,black);
+ if(!cache){
+ SDL_Color black={0,0,0,0};
+ cache=TTF_RenderUTF8_Blended(fontText,lp,black);
+ }
//Calculate the location, center it vertically.
r.x=x;
- r.y=y+(height - bm->h)/2;
+ r.y=y+(height - cache->h)/2;
//Draw the text and free the surface.
- SDL_BlitSurface(bm,NULL,screen,&r);
- SDL_FreeSurface(bm);
+ SDL_BlitSurface(cache,NULL,screen,&r);
}
//Draw the check (or not).
SDL_Rect r1={0,0,16,16};
if(value==1||value==2)
r1.x=value*16;
r.x=x+width-20;
r.y=y+(height-16)/2;
SDL_BlitSurface(bmGUI,&r1,screen,&r);
}
break;
case GUIObjectButton:
{
//Get the text.
const char* lp=caption.c_str();
//Make sure the text isn't empty.
if(lp!=NULL && lp[0]){
- //Draw black text.
- SDL_Color black={0,0,0,0};
- //Draw in gray when disabled.
- if(!enabled)
- black.r=black.g=black.b=96;
-
- SDL_Surface* bm;
- bm=TTF_RenderUTF8_Blended(fontGUI,lp,black);
+ if(!cache){
+ //Draw black text.
+ SDL_Color black={0,0,0,0};
+ //Draw in gray when disabled.
+ if(!enabled)
+ black.r=black.g=black.b=96;
+
+ cache=TTF_RenderUTF8_Blended(fontGUI,lp,black);
+ }
//Center the text both vertically as horizontally.
- r.x=x+(width-bm->w)/2;
- r.y=y+(height-bm->h)/2;
+ r.x=x+(width-cache->w)/2;
+ r.y=y+(height-cache->h)/2;
//Check if the arrows don't fall of.
- if(bm->w+32<=width){
+ if(cache->w+32<=width){
//Create a rectangle that selects the right image from bmGUI,
SDL_Rect r2={64,0,16,16};
if(state==1){
- applySurface(x+(width-bm->w)/2-25,y+(height-bm->h)/2+((bm->h-16)/2),bmGUI,screen,&r2);
+ applySurface(x+(width-cache->w)/2-25,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
r2.x-=16;
- applySurface(x+(width-bm->w)/2+4+bm->w+5,y+(height-bm->h)/2+((bm->h-16)/2),bmGUI,screen,&r2);
+ applySurface(x+(width-cache->w)/2+4+cache->w+5,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
}else if(state==2){
- applySurface(x+(width-bm->w)/2-20,y+(height-bm->h)/2+((bm->h-16)/2),bmGUI,screen,&r2);
+ applySurface(x+(width-cache->w)/2-20,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
r2.x-=16;
- applySurface(x+(width-bm->w)/2+4+bm->w,y+(height-bm->h)/2+((bm->h-16)/2),bmGUI,screen,&r2);
+ applySurface(x+(width-cache->w)/2+4+cache->w,y+(height-cache->h)/2+((cache->h-16)/2),bmGUI,screen,&r2);
}
}
//Draw the text and free the surface.
- SDL_BlitSurface(bm,NULL,screen,&r);
- SDL_FreeSurface(bm);
+ SDL_BlitSurface(cache,NULL,screen,&r);
}
}
break;
case GUIObjectTextBox:
{
//Default background opacity
int clr=50;
//If hovering or focused make background more visible.
if(state==1)
clr=128;
else if (state==2)
clr=100;
//Draw the box.
Uint32 color=0xFFFFFF00|clr;
drawGUIBox(x,y,width,height,screen,color);
//Get the text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
- //Draw the black text.
- SDL_Color black={0,0,0,0};
- SDL_Surface* bm=TTF_RenderUTF8_Blended(fontText,lp,black);
+ if(!cache){
+ //Draw the black text.
+ SDL_Color black={0,0,0,0};
+ cache=TTF_RenderUTF8_Blended(fontText,lp,black);
+ }
//Calculate the location, center it vertically.
r.x=x+2;
- r.y=y+(height - bm->h)/2;
+ r.y=y+(height - cache->h)/2;
//Draw the text.
SDL_Rect tmp={0,0,width-2,25};
- SDL_BlitSurface(bm,&tmp,screen,&r);
+ SDL_BlitSurface(cache,&tmp,screen,&r);
//Only draw the carrot when focus.
if(state==2){
r.x=x;
r.y=y+4;
r.w=2;
r.h=height-8;
int advance;
for(int n=0;n<value;n++){
TTF_GlyphMetrics(fontText,caption[n],NULL,NULL,NULL,NULL,&advance);
r.x+=advance;
}
//Make sure that the carrot is inside the textbox.
if(r.x<x+width)
SDL_FillRect(screen,&r,0);
}
- //And free the surface.
- SDL_FreeSurface(bm);
}else{
//Only draw the carrot when focus.
if(state==2){
r.x=x+4;
r.y=y+4;
r.w=2;
r.h=height-8;
SDL_FillRect(screen,&r,0);
}
}
}
break;
case GUIObjectFrame:
{
//Create a rectangle the size of the button and fill it.
Uint32 color=0xDDDDDDFF;
drawGUIBox(x,y,width,height,screen,color);
//Get the title text.
const char* lp=caption.c_str();
//Make sure it isn't empty.
if(lp!=NULL && lp[0]){
- //The colors black and white used to render the title with white background.
- SDL_Color black={0,0,0,0};
- SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,lp,black);
+ if(!cache){
+ //The colors black and white used to render the title with white background.
+ SDL_Color black={0,0,0,0};
+ cache=TTF_RenderUTF8_Blended(fontGUI,lp,black);
+ }
//Calculate the location, center horizontally and vertically relative to the top.
- r.x=x+(width-bm->w)/2;
+ r.x=x+(width-cache->w)/2;
r.y=y+6;
//Draw the text and free the surface.
- SDL_BlitSurface(bm,NULL,screen,&r);
-
- //And free the surface.
- SDL_FreeSurface(bm);
-
+ SDL_BlitSurface(cache,NULL,screen,&r);
}
}
break;
}
//We now need to draw all the children of the GUIObject.
for(unsigned int i=0;i<childControls.size();i++){
childControls[i]->render(x,y);
}
}
diff --git a/src/GUIObject.h b/src/GUIObject.h
index 319f6e4..d9bb9f1 100644
--- a/src/GUIObject.h
+++ b/src/GUIObject.h
@@ -1,164 +1,176 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#ifndef GUIOBJECT_H
#define GUIOBJECT_H
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include <string>
#include <vector>
#include <list>
//Ids for the different GUIObject types.
//None is a special type, it has no visual form.
const int GUIObjectNone=0;
//A label used to dispaly text.
const int GUIObjectLabel=1;
//Button which will invoke an event when pressed.
const int GUIObjectButton=2;
//Checkbox which represents a boolean value and can be toggled.
const int GUIObjectCheckBox=3;
//A text box used to enter text.
const int GUIObjectTextBox=5;
//Frame which is like a container.
const int GUIObjectFrame=6;
//The event id's.
//A click event used for e.g. buttons.
const int GUIEventClick=0;
//A change event used for e.g. textboxes.
const int GUIEventChange=1;
class GUIObject;
//Class that is used as event callback.
class GUIEventCallback{
public:
//This method is called when an event is fired.
//name: The name of the event.
//obj: Pointer to the GUIObject which caused this event.
//eventType: The type of event as defined above.
virtual void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType)=0;
};
//Class containing the
class GUIObject{
public:
//The relative x location of the GUIObject.
int left;
//The relative y location of the GUIObject.
int top;
//The width of the GUIObject.
int width;
//The height of the GUIObject.
int height;
//The type of the GUIObject.
int type;
//The value of the GUIObject.
//It depends on the type of GUIObject what it means.
int value;
//The name of the GUIObject.
std::string name;
//The caption of the GUIObject.
//It depends on the type of GUIObject what it is.
std::string caption;
//Boolean if the GUIObject is enabled.
bool enabled;
//Boolean if the GUIObject is visible.
bool visible;
//Vector containing the children of the GUIObject.
std::vector<GUIObject*> childControls;
//Event callback used to invoke events.
GUIEventCallback* eventCallback;
protected:
//The state of the GUIObject.
//It depends on the type of GUIObject where it's used for.
int state;
//Surface containing some gui images.
SDL_Surface* bmGUI;
+
+ //Surface that can be used to cache rendered text.
+ SDL_Surface* cache;
+ //String containing the old caption to detect if it changed.
+ std::string cachedCaption;
+ //Boolean containing the previous enabled state.
+ bool cachedEnabled;
public:
//Constructor.
//left: The relative x location of the GUIObject.
//top: The relative y location of the GUIObject.
//witdh: The width of the GUIObject.
//height: The height of the GUIObject.
//type: The type of the GUIObject.
//caption: The text on the GUIObject.
//value: The value of the GUIObject.
//enabled: Boolean if the GUIObject is enabled or not.
//visible: Boolean if the GUIObject is visisble or not.
GUIObject(int left=0,int top=0,int width=0,int height=0,int type=0,
const char* caption=NULL,int value=0,
bool enabled=true,bool visible=true):
left(left),top(top),width(width),height(height),
type(type),value(value),
enabled(enabled),visible(visible),
- eventCallback(NULL),state(0)
+ eventCallback(NULL),state(0),
+ cache(NULL),cachedEnabled(enabled)
{
//Make sure that caption isn't NULL before setting it.
- if(caption) GUIObject::caption=caption;
+ if(caption){
+ GUIObject::caption=caption;
+ //And set the cached caption.
+ cachedCaption=caption;
+ }
//Load the gui images.
bmGUI=loadImage(getDataPath()+"gfx/gui.png");
}
//Destructor.
virtual ~GUIObject();
//Method used to handle mouse and/or key events.
//x: The x mouse location.
//y: The y mouse location.
//enabled: Boolean if the parent is enabled or not.
//visible: Boolean if the parent is visible or not.
//processed: Boolean if the event has been processed (by the parent) or not.
//Returns: Boolean if the event is processed by the child.
virtual bool handleEvents(int x=0,int y=0,bool enabled=true,bool visible=true,bool processed=false);
//Method that will render the GUIObject.
//x: The x location to draw the GUIObject. (x+left)
//y: The y location to draw the GUIObject. (y+top)
virtual void render(int x=0,int y=0);
};
//Method used to handle the GUIEvents from the GUIEventQueue.
//kill: Boolean if an SDL_QUIT event may kill the GUIObjectRoot.
void GUIObjectHandleEvents(bool kill=false);
//A structure containing the needed variables to call an event.
struct GUIEvent{
//Event callback used to invoke the event.
GUIEventCallback* eventCallback;
//The name of the event.
std::string name;
//Pointer to the object which invoked the event.
GUIObject* obj;
//The type of event.
int eventType;
};
//List used to queue the gui events.
extern std::list<GUIEvent> GUIEventQueue;
#endif

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