(PC Editor and Scenario Editor are unaffected by this commit.) Things removed: - All references to Carbon and QuickDraw are gone. - No more Resource Manager; the game no longer relies on old resource files at all - The old dialog framework (from dlogtool.c, functions usually prefixed with cd_) is no longer used. - Files that weren't being compiled - Boost libraries that are now in the C++ library (function, shared_ptr) - Obsolete build settings Replacement dependencies: - Boost Filesystem replaces references to things like FSSpec - SFML replaces all the QuickDraw code and most window management - Cocoa replaces AppleEvent management, menu management, and some window management - I wrote a resource manager interface to mimick the important aspects of the behaviour of the Mac Resource Manager - I had to rewrite some functions that QuickDraw provided natively, such as clipping regions; not all of these are tested Things added: - Every referenced dialog has been converted from a DITL resource into the new XML-based dialog format. - All referenced STR# resources have been extracted into simple text files - Now compiles against Mac OSX 10.7 SDK and libc++ - The first item in the Help menu opens the docs on Sylae's website - It seems all the constants for soundtool vanished somewhere, so I added them back from the original Mac source Other changes: - Updated to XCode 4(?) project format - Added the xcschemes created by XCode 4; I'm not sure how important these are, but they seem like they might be important - Added document on converting dialogs to the XML format. - Make string formatting mismatches into errors instead of warnings - Disable error limit - Graphics sheets that previously used masking now have alpha transparency - Converted all graphics sheets to 8-bit PNG - Trimmed white border from intro image - Converted dialogs in the resource file have their resource name set to the name of the XML file of the converted version - Referenced string resources in the resource file have their resource name set to the name of the text file of the extracted version - Add the black-and-white patterns from the PAT resources to the pixpats.png; at least one of them is used somewhere in the game - Recreated the menu.xib as a Cocoa xib file instead of a Carbon xib file - Disable GNU C++ extensions; maybe this'll make it easier to compile with cl.exe later - Add marks to the enormous handle_action function to make it easier to navigate\ - A build step to validate the XML dialogs using xmllint (doesn't quite work properly yet but does at least catch dialogs that are not well-formed)- Fix a lot of warnings about assigning string constants to non-const char pointers - Fixed the file and application icons (which had somehow become corrupted at some point) - Lots of additional functions in the custom location and rectangle classes, including implicit conversion to and from SFML rects and vectors; also they now store coordinates as int instead of char - A new enum for encounter note types - Much tweaking of the encounter note recording mechanisms - To ease porting, I added a simple function that converts from classic Mac ticks (about 1/60 of a second) to the SFML time type - Python script to convert STR# resources to txt files, replacing newlines with vertical bars - Extracted the Mac font (Dungeon Bold) from the resource file and also added the Windows font (MaidenWord) XML Dialog Framework changes: - Remove the static initialization object in favour of manually calling cDialog::init() - {set,get}Format() no longer used for colour; there's a dedicated {set,get}Colour() instead - draw() methods unprotected in the control classes so that controls can be drawn in the main window - There's no longer a friend relationship between the dialogs and the controls - Fixed buttons duplicating the "depressed" boolean - Buttons now properly offset the label for tiny and push buttons, and for LEDs - Buttons no longer assume that either none or both of "width" and "height" are given in the XML - Add {get,set}BtnType() to cButton - cLedGroup now overrides handleClick(), which has also been made virtual; this was necessary for LEDs within a group to properly hilite while being clicked - Add addChoice() to cLedGroup to insert additional LED choices - Moved the key enums and cKey to a separate file - Add a method to get a control's attached key - Add methods to get and set a control's rect and position - Controls can now directly take a window as a parent rather than a dialog - Add addLabelFor() method to cDialog which adds a static text control as a label for another control - Remove hack for storing a dialog result of arbitrary type in favour of boost::any - Add method to get default text colour for a dialog - Add method to get a dialog's rect - Add method to add the same event handler to multiple controls in a dialog - Add concept of default button to dialogs - Add enum for text field type (currently either number or text) - Implement the text field without use of native controls, including somewhat decent text input and a flashing insertion point - cPict no longer stores references to every sheet; it fetches them as needed from the resource manager - The many draw functions in cPict are no longer static, since they need to access the window containing the pict (before they could only be static due to QuickDraw's global state) - Add setPict() without a type argument to change the graphic without changing the type, which is a common operation - Add a scrollbar control; the specifics aren't implemented yet - Change signature of the record callback for cStrDlog; it will no longer be passed the strings - Publicize the no-button constructor of cChoiceDlog; it'll assume "okay" is the only button - Add operator-> to cPictChoice for accessing the underlying dialog - Add constructor to cPictChoice that takes a starting and ending pic num - Remove err parameter from giveError - Many more keys handled, plus support for catching copy, paste, cut, and select all keyboard shortcuts - Text input fields take priority, overriding any other keyboard shortcuts in the dialog, but they never catch help (F1), escape, or enter - Some changes to the format itself: -> keys go in the "def-key" attribute, but modifiers go in "key-mod" -> "clickable" is no longer a recognized attribute -> "title" is now a recognized text size (18pt, even larger than "large" at 12pt) -> "defbtn" attribute on the root element
131 lines
4.2 KiB
C++
131 lines
4.2 KiB
C++
/*
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* button.h
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* BoE
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*
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* Created by Celtic Minstrel on 11/05/09.
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*
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*/
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#ifndef BUTTON_H
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#define BUTTON_H
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#include <SFML/Graphics.hpp>
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#include <string>
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#include <map>
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#include <vector>
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#include "control.h"
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enum eBtnType { // w x h
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BTN_SM = 0, // 23x23 (PICT id 2000 / 2001)
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BTN_REG, // 63x23 (PICT id 2002 / 2003)
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BTN_LG, // 102x23 (PICT id 2004 / 2005)
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BTN_HELP, // 16x13 (PICT id 2006 / 2007) white bubble w/ ? mark
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BTN_LEFT, // 63x23 (PICT id 2008 / 2009) with left arrow
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BTN_RIGHT, // 63x23 (PICT id 2010 / 2011) with right arrow
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BTN_UP, // 63x23 (PICT id 2012 / 2013) with up arrow
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BTN_DOWN, // 63x23 (PICT id 2014 / 2015) with down arrow
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BTN_TINY, // 14x10 (PICT id 2021)
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BTN_DONE, // 63x23 (PICT id 2022 / 2023) says "Done"
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BTN_TALL, // 63x40 (PICT id 2024 / 2025)
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BTN_TRAIT, // 63x40 (PICT id 2026 / 2027) says "Race Good/Bad Traits"
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BTN_PUSH, // 30x30 (PICT id 2028 / 2029) red round button
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BTN_LED, // 14x10 (PICT id 2018 / 2019 / 2020)
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};
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enum eLedState {led_green = 0, led_red, led_off};
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class cButton : public cControl {
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public:
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static void init();
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void attachClickHandler(click_callback_t f) throw();
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void attachFocusHandler(focus_callback_t f) throw(xHandlerNotSupported);
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bool triggerClickHandler(cDialog& me, std::string id, eKeyMod mods, location where);
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//virtual void setPict(short pict, short type) = 0;
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void setFormat(eFormat prop, short val) throw(xUnsupportedProp);
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short getFormat(eFormat prop) throw(xUnsupportedProp);
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void setColour(sf::Color clr) throw(xUnsupportedProp);
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sf::Color getColour() throw(xUnsupportedProp);
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void setBtnType(eBtnType type);
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eBtnType getBtnType();
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explicit cButton(cDialog* parent);
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bool isClickable();
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void setType(eBtnType newType);
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eBtnType getType();
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virtual ~cButton();
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void draw();
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protected:
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eBtnType type;
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click_callback_t onClick;
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cButton(cDialog* parent,eControlType t);
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private:
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bool wrapLabel;
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bool labelWithKey;
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std::string fromList;
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static RECT btnRects[13][2];
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protected:
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static size_t btnGW[14];
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static sf::Texture buttons[7];
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};
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class cLed : public cButton {
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public:
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static void init();
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void attachClickHandler(click_callback_t f) throw();
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void attachFocusHandler(focus_callback_t f) throw();
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bool triggerClickHandler(cDialog& me, std::string id, eKeyMod mods, location where);
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bool triggerFocusHandler(cDialog& me, std::string id, bool losingFocus);
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void setFormat(eFormat prop, short val) throw(xUnsupportedProp);
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short getFormat(eFormat prop) throw(xUnsupportedProp);
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explicit cLed(cDialog* parent);
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virtual ~cLed();
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void setState(eLedState to);
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eLedState getState();
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void draw();
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private:
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eLedState state;
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eTextFont textFont;
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sf::Color color;
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short textSize;
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static RECT ledRects[3][2];
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focus_callback_t onFocus;
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};
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class cLedGroup : public cControl {
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std::vector<cLed> btns;
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click_callback_t onClick;
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focus_callback_t onFocus;
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std::map<std::string,cLed*> choices;
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std::string fromList;
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std::string curSelect, prevSelect;
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std::string clicking;
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public:
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void attachClickHandler(click_callback_t f) throw(); // activated whenever a click is received, even on the currently active LED
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void attachFocusHandler(focus_callback_t f) throw(); // activated only when the selection changes
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bool triggerClickHandler(cDialog& me, std::string id, eKeyMod mods, location where);
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bool triggerFocusHandler(cDialog& me, std::string id, bool losingFocus);
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void addChoice(cLed* ctrl, std::string key);
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void disable(std::string id);
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void enable(std::string id);
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using cControl::show;
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using cControl::hide;
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void hide(std::string id);
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void show(std::string id);
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void setFormat(eFormat prop, short val) throw(xUnsupportedProp);
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short getFormat(eFormat prop) throw(xUnsupportedProp);
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void setColour(sf::Color clr) throw(xUnsupportedProp);
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sf::Color getColour() throw(xUnsupportedProp);
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explicit cLedGroup(cDialog* parent);
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bool isClickable();
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bool handleClick();
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virtual ~cLedGroup();
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cLed& operator[](std::string id);
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void setSelected(std::string id);
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std::string getSelected();
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std::string getPrevSelection(); // The id of the element that was last selected before the selection changed to the current selection.
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void recalcRect();
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typedef std::map<std::string,cLed*>::iterator ledIter;
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void draw();
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};
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#endif
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