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GUIListBox.cpp
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GUIListBox.cpp
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/****************************************************************************
** 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
;
//Set the rectangle to the size of the GUIListBox.
r
.
x
=
x
;
r
.
y
=
y
;
r
.
w
=
width
;
r
.
h
=
height
;
SDL_FillRect
(
screen
,
&
r
,
0
);
//Now shrink the rectangle by one pixel and fillRect with white.
//This will leave an one pixel border.
r
.
x
=
x
+
1
;
r
.
y
=
y
+
1
;
r
.
w
=
width
-2
;
r
.
h
=
height
-2
;
SDL_FillRect
(
screen
,
&
r
,
-1
);
//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
+
2
;
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 grey background.
if
(
value
==
i
)
clr
=
SDL_MapRGB
(
screen
->
format
,
192
,
192
,
192
);
//Set the rectangle of the entry.
r
.
x
=
x
+
2
;
r
.
y
=
j
;
r
.
w
=
width
-4
;
r
.
h
=
24
;
//Check if the current entry is selected.
if
(
state
==
i
){
//Selected means we draw a black border around
SDL_FillRect
(
screen
,
&
r
,
0
);
r
.
x
+=
1
;
r
.
y
+=
1
;
r
.
w
-=
2
;
r
.
h
-=
2
;
}
//Now fill the entry with the background clr.
SDL_FillRect
(
screen
,
&
r
,
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_RenderText_Blended
(
fontSmall
,
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
){}
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
<
16
&&
i
<
width
/
2
){
//The left arrow.
idx
=
1
;
}
else
if
(
i
>=
width
-16
){
//The right arrow.
idx
=
2
;
}
}
//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
;
//Get the absolute x and y location.
x
+=
left
;
y
+=
top
;
//Two colors, gray and lightgray.
int
clr_lightgray
=
SDL_MapRGB
(
screen
->
format
,
192
,
192
,
192
);
int
clr_gray
=
SDL_MapRGB
(
screen
->
format
,
128
,
128
,
128
);
//Draw the rectangle the size of the GUIObject black.
r
.
x
=
x
;
r
.
y
=
y
;
r
.
w
=
width
;
r
.
h
=
height
;
SDL_FillRect
(
screen
,
&
r
,
0
);
//Shrink the rectangle by one pixel and draw white leaving a one pixel border.
r
.
x
=
x
+
1
;
r
.
y
=
y
+
1
;
r
.
w
=
width
-2
;
r
.
h
=
height
-2
;
SDL_FillRect
(
screen
,
&
r
,
-1
);
//Draw the highlight.
if
((
state
&
0xF
)
==
0x1
){
r
.
w
=
15
;
SDL_FillRect
(
screen
,
&
r
,(
state
&
0xF0
)
?
clr_gray
:
clr_lightgray
);
}
if
((
state
&
0xF
)
==
0x2
){
r
.
x
=
x
+
width
-16
;
r
.
w
=
15
;
SDL_FillRect
(
screen
,
&
r
,(
state
&
0xF0
)
?
clr_gray
:
clr_lightgray
);
}
//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_RenderText_Blended
(
fontSmall
,
lp
,
black
);
//Center the text both vertically as horizontally.
r
.
x
=
x
+
(
width
-
bm
->
w
)
/
2
;
r
.
y
=
y
+
(
height
-
bm
->
h
)
/
2
;
//Draw the text and free the surface afterwards.
SDL_BlitSurface
(
bm
,
NULL
,
screen
,
&
r
);
SDL_FreeSurface
(
bm
);
}
}
//Draw the arrows.
SDL_Rect
r2
=
{
48
,
0
,
16
,
16
};
r
.
x
=
x
;
r
.
y
=
y
+
(
height
-16
)
/
2
;
SDL_BlitSurface
(
bmGUI
,
&
r2
,
screen
,
&
r
);
r2
.
x
=
64
;
r
.
x
=
x
+
width
-16
;
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
);
}
}
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