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flightgear/src/GUI/new_gui.hxx
frohlich 2f8beb56ea Modified Files:
src/GUI/new_gui.cxx src/GUI/new_gui.hxx src/Main/main.cxx
 	src/Main/renderer.cxx src/Main/renderer.hxx
	src/Main/splash.cxx src/Main/splash.hxx
	src/Scenery/scenery.hxx: Move splash screen into the scenegraph.
2007-05-03 18:12:29 +00:00

324 lines
8.6 KiB
C++

// 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 <config.h>
#endif
#include <plib/pu.h>
#include <simgear/compiler.h> // for SG_USING_STD
#include <simgear/props/props.hxx>
#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/misc/sg_path.hxx>
#include <vector>
#include <map>
SG_USING_STD(vector);
SG_USING_STD(map);
SG_USING_STD(string);
#include <Main/fg_props.hxx>
class SGBinding;
class FGMenuBar;
class FGDialog;
class FGColor;
class FGFontCache;
/**
* 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. Reloads all XML dialogs.
*/
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);
/**
* Redraw the GUI picking up new GUI colors.
*/
virtual void redraw ();
/**
* 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);
/**
* Get dialog property tree's root node.
* @param name The name of the dialog box.
* @return node pointer if the dialog was found, zero otherwise.
*/
virtual SGPropertyNode_ptr getDialogProperties (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 ();
/**
* Get the named dialog if active.
*
* @return The named dialog, or 0 if it isn't active.
*/
virtual FGDialog * getDialog (const string &name);
virtual FGColor *getColor (const char * name) const {
_citt_t it = _colors.find(name);
return (it != _colors.end()) ? it->second : NULL;
}
virtual FGColor *getColor (const string &name) const {
_citt_t it = _colors.find(name.c_str());
return (it != _colors.end()) ? it->second : NULL;
}
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 (SGPropertyNode *);
/**
* Used by reinit() and redraw() to close all dialogs and to apply
* current GUI colors. If "reload" is false, reopens all dialogs.
* Otherwise reloads all XML dialog files from disk and reopens all
* but Nasal * generated dialogs, omitting dynamic widgets. (This
* is only useful for GUI development.)
*/
virtual void reset (bool reload);
private:
struct ltstr
{
bool operator()(const char* s1, const char* s2) const {
return strcmp(s1, s2) < 0;
}
};
puFont *_font;
map<const char*,FGColor*, ltstr> _colors;
typedef map<const char*,FGColor*, ltstr>::iterator _itt_t;
typedef map<const char*,FGColor*, ltstr>::const_iterator _citt_t;
void clear_colors();
// Read all the configuration files in a directory.
void readDir (const char * path);
FGMenuBar * _menubar;
FGDialog * _active_dialog;
map<string,FGDialog *> _active_dialogs;
map<string,SGPropertyNode_ptr> _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(FGColor *c) {
if (c) set(c->_red, c->_green, c->_blue, c->_alpha);
}
inline void clear() { _red = _green = _blue = _alpha = -1.0f; }
// merges in non-negative components from property with children <red> 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; }
};
/**
* A small class to keep all fonts available for future use.
* This also assures a font isn't resident more than once.
*/
class FGFontCache {
private:
struct fnt {
fnt(puFont *pu = 0) : pufont(pu), texfont(0) {}
~fnt() { if (texfont) { delete pufont; delete texfont; } }
puFont *pufont;
fntTexFont *texfont;
};
SGPath _path;
map<const string,fnt *> _fonts;
typedef map<const string,fnt *>::const_iterator _itt_t;
bool _initialized;
struct fnt *getfnt(const char *name, float size, float slant);
public:
FGFontCache();
~FGFontCache();
puFont *get(const char *name, float size=15.0, float slant=0.0);
puFont *get(SGPropertyNode *node);
fntTexFont *getTexFont(const char *name, float size=15.0, float slant=0.0);
SGPath getfntpath(const char *name);
};
#endif // __NEW_GUI_HXX