// new_gui.hxx - XML-configured GUI subsystem. #ifndef __NEW_GUI_HXX #define __NEW_GUI_HXX 1 #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include #endif #include #include // for SG_USING_STD #include #include #include SG_USING_STD(vector); #include SG_USING_STD(map); #include
class FGMenuBar; class FGDialog; class FGBinding; class FGColor; /** * XML-configured GUI subsystem. * * This subsystem manages the graphical user interface for FlightGear. * It creates a menubar from the XML configuration file in * $FG_ROOT/gui/menubar.xml, then stores the configuration properties * for XML-configured dialog boxes found in $FG_ROOT/gui/dialogs/. It * can show or hide the menubar, and can display any dialog by name. */ class NewGUI : public SGSubsystem { public: /** * Constructor. */ NewGUI (); /** * Destructor. */ virtual ~NewGUI (); /** * Initialize the GUI subsystem. */ virtual void init (); /** * Reinitialize the GUI subsystem. */ virtual void reinit (); /** * Bind properties for the GUI subsystem. * * Currently, this method binds the properties for showing and * hiding the menu. */ virtual void bind (); /** * Unbind properties for the GUI subsystem. */ virtual void unbind (); /** * Update the GUI subsystem. * * Currently, this method is a no-op, because nothing the GUI * subsystem does is time-dependent. */ virtual void update (double delta_time_sec); /** * Creates a new dialog box, using the same property format as the * gui/dialogs configuration files. Does not display the * resulting dialog. If a pre-existing dialog of the same name * exists, it will be deleted. The node argument will be stored * in the GUI subsystem using SGPropertNode_ptr reference counting. * It should not be deleted by user code. * * @param node A property node containing the dialog definition */ virtual void newDialog (SGPropertyNode* node); /** * Display a dialog box. * * At initialization time, the subsystem reads all of the XML * configuration files from the directory $FG_ROOT/gui/dialogs/. * The configuration for each dialog specifies a name, and this * method invokes the dialog with the name specified (if it * exists). * * @param name The name of the dialog box. * @return true if the dialog exists, false otherwise. */ virtual bool showDialog (const string &name); /** * Close the currenty active dialog. This function is intended to * be called from code (pui callbacks, for instance) that registers * its dialog object as active via setActiveDialog(). Other * user-level code should use the closeDialog(name) API. * * @return true if a dialog was active, false otherwise */ virtual bool closeActiveDialog (); /** * Close a named dialog, if it is open. * * @param name The name of the dialog box. * @return true if the dialog was active, false otherwise. */ virtual bool closeDialog (const string &name); /** * Return a pointer to the current menubar. */ virtual FGMenuBar * getMenuBar (); /** * Ignore this method. * * This method is for internal use only, but it has to be public * so that a non-class callback can see it. */ virtual void setActiveDialog (FGDialog * dialog); /** * Get the dialog currently active, if any. * * @return The active dialog, or 0 if none is active. */ virtual FGDialog * getActiveDialog (); virtual const FGColor& getColor (const char * which) { return _colors[which]; } virtual const FGColor& getColor (string which) { return _colors[which.c_str()]; } virtual puFont *getDefaultFont() { return &_font; } protected: /** * Test if the menubar is visible. * * This method exists only for binding. */ virtual bool getMenuBarVisible () const; /** * Show or hide the menubar. * * This method exists only for binding. */ virtual void setMenuBarVisible (bool visible); virtual void setStyle (); virtual void setupFont (); private: fntTexFont _tex_font; puFont _font; map _colors; // Free all allocated memory. void clear (); // Read all the configuration files in a directory. void readDir (const char * path); FGMenuBar * _menubar; FGDialog * _active_dialog; map _active_dialogs; map _dialog_props; }; class FGColor { public: FGColor() { clear(); } FGColor(float r, float g, float b, float a = 1.0f) { set(r, g, b, a); } FGColor(const SGPropertyNode *prop) { set(prop); } FGColor& operator=(const FGColor& c) { _red = c._red; _green = c._green; _blue = c._blue; _alpha = c._alpha; return *this; } inline void clear() { _red = _green = _blue = _alpha = -1.0f; } // merges in non-negative components from property with children etc. bool merge(const SGPropertyNode *prop); bool merge(const FGColor& color); bool set(const SGPropertyNode *prop) { clear(); return merge(prop); }; bool set(const FGColor& color) { clear(); return merge(color); } bool set(float r, float g, float b, float a = 1.0f) { _red = r, _green = g, _blue = b, _alpha = a; return true; } bool isValid() const { return _red >= 0.0 && _green >= 0.0 && _blue >= 0.0; } void print() const { std::cerr << "red=" << _red << ", green=" << _green << ", blue=" << _blue << ", alpha=" << _alpha << std::endl; } inline void setRed(float red) { _red = red; } inline void setGreen(float green) { _green = green; } inline void setBlue(float blue) { _blue = blue; } inline void setAlpha(float alpha) { _alpha = alpha; } inline float red() const { return clamp(_red); } inline float green() const { return clamp(_green); } inline float blue() const { return clamp(_blue); } inline float alpha() const { return _alpha < 0.0 ? 1.0 : clamp(_alpha); } protected: float _red, _green, _blue, _alpha; private: float clamp(float f) const { return f < 0.0 ? 0.0 : f > 1.0 ? 1.0 : f; } }; #endif // __NEW_GUI_HXX