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GUIListBox.cpp
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GUIListBox.cpp
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/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. 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
,
int
gravity
)
:
GUIObject
(
left
,
top
,
width
,
height
,
NULL
,
-1
,
enabled
,
visible
,
gravity
),
selectable
(
true
),
clickEvents
(
false
){
//Set the state -1.
state
=
-1
;
//Create the scrollbar and add it to the children.
scrollBar
=
new
GUIScrollBar
(
width
-16
,
0
,
16
,
height
,
1
,
0
,
0
,
0
,
1
,
1
,
true
,
true
);
childControls
.
push_back
(
scrollBar
);
}
GUIListBox
::~
GUIListBox
(){
//Remove all items and cache.
clearItems
();
//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
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
;
//Update the scrollbar.
if
(
scrollBar
->
visible
)
b
=
b
||
scrollBar
->
handleEvents
(
x
,
y
,
enabled
,
visible
,
b
);
//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
;
j
-=
y
;
//Check if the mouse is inside the GUIListBox.
if
(
i
>=
0
&&
i
<
width
-4
&&
j
>=
0
&&
j
<
height
-4
){
//Calculate selected item.
int
idx
=
-1
;
int
yPos
=-
firstItemY
;
int
i
=
scrollBar
->
value
;
if
(
yPos
!=
0
)
i
--
;
for
(;
i
<
images
.
size
();
++
i
){
SDL_Surface
**
c
=&
images
.
at
(
i
);
if
(
*
c
)
yPos
+=
(
*
c
)
->
h
;
if
(
j
<
yPos
){
idx
=
i
;
break
;
}
}
//If the entry isn't above the max we have an event.
if
(
idx
>=
0
&&
idx
<
(
int
)
item
.
size
()
&&
selectable
){
state
=
idx
;
//Check if the left mouse button is pressed.
if
(
event
.
type
==
SDL_MOUSEBUTTONDOWN
&&
event
.
button
.
button
==
SDL_BUTTON_LEFT
){
//Check if the slected item changed.
if
(
value
!=
idx
){
value
=
idx
;
//If event callback is configured then add an event to the queue.
if
(
eventCallback
){
GUIEvent
e
=
{
eventCallback
,
name
,
this
,
GUIEventChange
};
GUIEventQueue
.
push_back
(
e
);
}
}
//After possibly a change event, there will always be a click event.
if
(
eventCallback
&&
clickEvents
){
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
++
;
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
--
;
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
,
bool
draw
){
if
(
updateScrollbar
){
//Calculate the height of the content.
int
maxY
=
0
;
for
(
unsigned
int
i
=
0
;
i
<
images
.
size
();
i
++
){
maxY
+=
images
.
at
(
i
)
->
h
;
}
//Check if we need to show the scrollbar for many entries.
if
(
maxY
<
height
){
scrollBar
->
maxValue
=
0
;
scrollBar
->
value
=
0
;
scrollBar
->
visible
=
false
;
}
else
{
scrollBar
->
visible
=
true
;
scrollBar
->
maxValue
=
item
.
size
();
int
yy
=
0
;
for
(
int
i
=
images
.
size
()
-1
;
i
>
0
;
i
--
){
yy
+=
images
.
at
(
i
)
->
h
;
if
(
yy
>
height
)
break
;
else
scrollBar
->
maxValue
--
;
}
scrollBar
->
largeChange
=
item
.
size
()
/
4
;
}
updateScrollbar
=
false
;
}
//Rectangle the size of the GUIObject, used to draw borders.
//SDL_Rect r; //Unused local variable :/
//There's no need drawing the GUIObject when it's invisible.
if
(
!
visible
||!
draw
)
return
;
//Get the absolute x and y location.
x
+=
left
;
y
+=
top
;
//Draw the background box.
SDL_Rect
r
=
{
x
,
y
,
width
,
height
};
SDL_FillRect
(
screen
,
&
r
,
0xFFFFFFFF
);
firstItemY
=
0
;
//Loop through the entries and draw them.
if
(
scrollBar
->
value
==
scrollBar
->
maxValue
&&
scrollBar
->
visible
){
int
lowNumber
=
height
;
int
currentItem
=
images
.
size
()
-1
;
while
(
lowNumber
>=
0
&&
currentItem
>=
0
){
lowNumber
-=
images
.
at
(
currentItem
)
->
h
;
if
(
lowNumber
>
0
){
if
(
selectable
){
//Check if the mouse is hovering on current entry. If so draw borders around it.
if
(
state
==
currentItem
)
drawGUIBox
(
x
,
y
+
lowNumber
-1
,
width
,
images
.
at
(
currentItem
)
->
h
+
1
,
screen
,
0x00000000
);
//Check if the current entry is selected. If so draw a gray background.
if
(
value
==
currentItem
)
drawGUIBox
(
x
,
y
+
lowNumber
-1
,
width
,
images
.
at
(
currentItem
)
->
h
+
1
,
screen
,
0xDDDDDDFF
);
}
applySurface
(
x
,
y
+
lowNumber
,
images
.
at
(
currentItem
),
screen
,
NULL
);
}
else
{
if
(
selectable
){
//Check if the mouse is hovering on current entry. If so draw borders around it.
if
(
state
==
currentItem
)
drawGUIBox
(
x
,
y
,
width
,
images
.
at
(
currentItem
)
->
h
+
lowNumber
+
1
,
screen
,
0x00000000
);
//Check if the current entry is selected. If so draw a gray background.
if
(
value
==
currentItem
)
drawGUIBox
(
x
,
y
,
width
,
images
.
at
(
currentItem
)
->
h
+
lowNumber
+
1
,
screen
,
0xDDDDDDFF
);
}
firstItemY
=-
lowNumber
;
SDL_Rect
clip
;
clip
.
x
=
0
;
clip
.
y
=-
lowNumber
;
clip
.
w
=
images
.
at
(
currentItem
)
->
w
;
clip
.
h
=
images
.
at
(
currentItem
)
->
h
+
lowNumber
;
applySurface
(
x
,
y
,
images
.
at
(
currentItem
),
screen
,
&
clip
);
break
;
}
currentItem
--
;
}
}
else
{
for
(
int
i
=
scrollBar
->
value
,
j
=
y
+
1
;
j
<=
height
&&
i
<
(
int
)
item
.
size
();
i
++
){
//Check if the current item is out side of the widget.
int
yOver
=
images
[
i
]
->
h
;
if
(
j
+
images
[
i
]
->
h
>
y
+
height
)
yOver
=
y
+
height
-
j
;
if
(
yOver
>
0
){
if
(
selectable
){
//Check if the mouse is hovering on current entry. If so draw borders around it.
if
(
state
==
i
)
drawGUIBox
(
x
,
j
-1
,
width
,
yOver
+
1
,
screen
,
0x00000000
);
//Check if the current entry is selected. If so draw a gray background.
if
(
value
==
i
)
drawGUIBox
(
x
,
j
-1
,
width
,
yOver
+
1
,
screen
,
0xDDDDDDFF
);
}
//Draw the image.
SDL_Rect
clip
;
clip
.
x
=
0
;
clip
.
y
=
0
;
clip
.
w
=
images
[
i
]
->
w
;
clip
.
h
=
yOver
;
applySurface
(
x
,
j
,
images
[
i
],
screen
,
&
clip
);
}
else
{
break
;
}
j
+=
images
[
i
]
->
h
;
}
}
//Draw borders around the whole thing.
drawGUIBox
(
x
,
y
,
width
,
height
,
screen
,
0x00000000
);
//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
,
draw
);
}
}
void
GUIListBox
::
clearItems
(){
item
.
clear
();
for
(
unsigned
int
i
=
0
;
i
<
images
.
size
();
i
++
){
SDL_FreeSurface
(
images
[
i
]);
}
images
.
clear
();
}
void
GUIListBox
::
addItem
(
std
::
string
name
,
SDL_Surface
*
image
){
item
.
push_back
(
name
);
if
(
image
){
images
.
push_back
(
image
);
}
else
if
(
!
image
&&!
name
.
empty
()){
SDL_Color
black
=
{
0
,
0
,
0
,
0
};
SDL_Surface
*
tmp
=
TTF_RenderUTF8_Blended
(
fontText
,
name
.
c_str
(),
black
);
images
.
push_back
(
tmp
);
}
updateScrollbar
=
true
;
}
void
GUIListBox
::
updateItem
(
int
index
,
std
::
string
newText
,
SDL_Surface
*
newImage
){
item
.
at
(
index
)
=
newText
;
if
(
newImage
){
SDL_FreeSurface
(
images
.
at
(
index
));
images
.
at
(
index
)
=
newImage
;
}
else
if
(
!
newImage
&&!
newText
.
empty
()){
SDL_FreeSurface
(
images
.
at
(
index
));
SDL_Color
black
=
{
0
,
0
,
0
,
0
};
SDL_Surface
*
tmp
=
TTF_RenderUTF8_Blended
(
fontText
,
newText
.
c_str
(),
black
);
images
.
at
(
index
)
=
tmp
;
}
updateScrollbar
=
true
;
}
std
::
string
GUIListBox
::
getItem
(
int
index
){
return
item
.
at
(
index
);
}
GUISingleLineListBox
::
GUISingleLineListBox
(
int
left
,
int
top
,
int
width
,
int
height
,
bool
enabled
,
bool
visible
,
int
gravity
)
:
GUIObject
(
left
,
top
,
width
,
height
,
NULL
,
-1
,
enabled
,
visible
,
gravity
),
animation
(
0
){}
void
GUISingleLineListBox
::
addItem
(
string
name
,
string
label
){
//Check if the label is set, if not use the name.
if
(
label
.
size
()
==
0
)
label
=
name
;
item
.
push_back
(
pair
<
string
,
string
>
(
name
,
label
));
}
void
GUISingleLineListBox
::
addItems
(
vector
<
pair
<
string
,
string
>
>
items
){
vector
<
pair
<
string
,
string
>
>::
iterator
it
;
for
(
it
=
items
.
begin
();
it
!=
items
.
end
();
++
it
){
addItem
(
it
->
first
,
it
->
second
);
}
}
void
GUISingleLineListBox
::
addItems
(
vector
<
string
>
items
){
vector
<
string
>::
iterator
it
;
for
(
it
=
items
.
begin
();
it
!=
items
.
end
();
++
it
){
addItem
(
*
it
);
}
}
string
GUISingleLineListBox
::
getName
(
unsigned
int
index
){
if
(
index
==
(
unsigned
int
)
-1
)
index
=
value
;
if
(
index
>
item
.
size
())
return
""
;
return
item
[
index
].
first
;
}
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(s) are enabled.
enabled
=
enabled
&&
this
->
enabled
;
//The GUIObject is only enabled when he and his parent(s) are enabled.
visible
=
visible
&&
this
->
visible
;
//Get the absolute position.
x
+=
left
-
gravityX
;
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
;
}
return
b
;
}
void
GUISingleLineListBox
::
render
(
int
x
,
int
y
,
bool
draw
){
//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
;
if
(
gravity
==
GUIGravityCenter
)
gravityX
=
int
(
width
/
2
);
else
if
(
gravity
==
GUIGravityRight
)
gravityX
=
width
;
x
-=
gravityX
;
//Check if the enabled state changed or the caption, if so we need to clear the (old) cache.
if
(
enabled
!=
cachedEnabled
||
item
[
value
].
second
.
compare
(
cachedCaption
)
!=
0
){
//Free the cache.
SDL_FreeSurface
(
cache
);
cache
=
NULL
;
//And cache the new values.
cachedEnabled
=
enabled
;
cachedCaption
=
item
[
value
].
second
;
}
//Draw the text.
if
(
value
>=
0
&&
value
<
(
int
)
item
.
size
()){
//Get the text.
const
char
*
lp
=
item
[
value
].
second
.
c_str
();
//Check if the text is empty or not.
if
(
lp
!=
NULL
&&
lp
[
0
]){
if
(
!
cache
){
SDL_Color
color
;
if
(
inDialog
)
color
=
themeTextColorDialog
;
else
color
=
themeTextColor
;
cache
=
TTF_RenderUTF8_Blended
(
fontGUI
,
lp
,
color
);
//If the text is too wide then we change to smaller font (?)
//NOTE: The width is 32px smaller (2x16px for the arrows).
if
(
cache
->
w
>
width
-32
){
SDL_FreeSurface
(
cache
);
cache
=
TTF_RenderUTF8_Blended
(
fontGUISmall
,
lp
,
color
);
}
}
if
(
draw
){
//Center the text both vertically as horizontally.
r
.
x
=
x
+
(
width
-
cache
->
w
)
/
2
;
r
.
y
=
y
+
(
height
-
cache
->
h
)
/
2
-
GUI_FONT_RAISE
;
//Draw the text and free the surface afterwards.
SDL_BlitSurface
(
cache
,
NULL
,
screen
,
&
r
);
}
}
}
if
(
draw
){
//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
+
4
;
if
(
inDialog
)
applySurface
(
r
.
x
,
r
.
y
,
arrowLeft2
,
screen
,
NULL
);
else
applySurface
(
r
.
x
,
r
.
y
,
arrowLeft1
,
screen
,
NULL
);
r
.
x
=
x
+
width
-16
;
if
((
state
&
0xF
)
==
0x2
)
r
.
x
-=
abs
(
animation
/
2
);
if
(
inDialog
)
applySurface
(
r
.
x
,
r
.
y
,
arrowRight2
,
screen
,
NULL
);
else
applySurface
(
r
.
x
,
r
.
y
,
arrowRight1
,
screen
,
NULL
);
}
}
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