// zlib open source license // // Copyright (c) 2019 David Forsgren Piuva // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. #ifndef DFPSR_API_GUI #define DFPSR_API_GUI #include "types.h" #include "../api/stringAPI.h" #include "../gui/InputEvent.h" // createBackendWindow should be implemented outside of the core framework // Choose one of the window backends in SDK/native to compile and link with your application. // std::shared_ptr createBackendWindow(const dsr::String& title, int width, int height); // Constness on handles doesn't propagate to any inner types // "const Comopnent&" only means that the writable Component handle can be created from a sub-expression // because the location where the handle is stored cannot be overwritten. // This allow getting a component by name and using it as an argument without being stored in a variable. namespace dsr { // Window Construction // A portable window will be wrapped around a native window backend supplied from a call to createBackendWindow. Window window_create(const dsr::String& title, int32_t width, int32_t height); // If the game starts in full screen, this constructor should be used instead. // Otherwise the canvas may ask for the window's dimensions while the system still keeps the old dimensions due to delays. Window window_create_fullscreen(const dsr::String& title); // Returns true iff the window exists bool window_exists(const Window& window); // Layout files // Loading an interface by parsing a layout file's content. // Raises an exception if window doesn't exist. void window_loadInterfaceFromString(const Window& window, const dsr::String& content); // Loading an interface by parsing a layout file loaded by filename. // Raises an exception if window doesn't exist. void window_loadInterfaceFromFile(const Window& window, const dsr::ReadableString& filename); // Store the interface back into a layout file. // Raises an exception if window doesn't exist. String window_saveInterfaceToString(const Window& window); // Find a component // Get the component being stored directly in the window // Raises an exception if window doesn't exist. // There should always exist a root component where more components can be added recursively Component window_getRoot(const Window& window); // TODO: Document // Raises an exception if window doesn't exist. Component window_findComponentByName(const Window& window, const ReadableString& name, bool mustExist = true); // TODO: Document // Raises an exception if window doesn't exist. Component window_findComponentByNameAndIndex(const Window& window, const ReadableString& name, int index, bool mustExist = true); // The three main events to run in a loop at the end of the main function // If the window's event queue contained any resize of the window, the canvas and the depth buffer will be replaced during this call. // New calls to window_getCanvas and window_getDepthBuffer are required after this call, because the window could be given a new size. // Returns true iff any event were processed. // By calling window_executeEvents in a loop while returning false, one can wait for input. // Sleeping for 10 milliseconds is quite responsive while saving lots of battery. // Only redrawing the regions that has changed (dirty rectangles et cetera) can further save power. // Example: // while (!window_executeEvents(window)) { // time_sleepSeconds(0.01); // } // window_drawComponents(window); // window_showCanvas(window); bool window_executeEvents(const Window& window); // Draw the root component and its children to the canvas. // Raises an exception if window doesn't exist. void window_drawComponents(const Window& window); // Show the canvas. // Raises an exception if window doesn't exist. void window_showCanvas(const Window& window); // Pixel upscaling // The pixel-scale is the width and height of each canvas pixel when displayed on the window. // The color and depth buffers from window_getCanvas and window_getDepthBuffer will shrink to fit each pixel within the window. // Partial pixels at right and bottom sides are replaced with black padding, // so that mouse coordinates can be divided and multiplied evenly during scale conversion. // If using a higher value than the default 1, upscaling will be done during the call to window_showCanvas. // The backend window will receive the upscaled image to display over the whole window. // Gets the current pixel scale. // Raises an exception if window doesn't exist. int window_getPixelScale(const Window& window); // Assigns a new pixel scale. // Raises an exception if window doesn't exist. // Just like when handling a window resize, this will replace the canvas and depth buffer. // Any old handles to canvas and depth buffer will become useless, so fetch new image handles from the window to avoid black flickering. void window_setPixelScale(const Window& window, int scale); // Full screen void window_setFullScreen(const Window& window, bool enabled); bool window_isFullScreen(const Window& window); // Fetch the window's surfaces // Always get the canvas (and any depth buffer) after calls to window_executeEvents or window_setPixelScale, // because these may replace the canvas with a new size. // TODO: Prevent the backend window from freeing the memory while the canvas is still being used. // Get the canvas/color-buffer. // Raises an exception if window doesn't exist. // The canvas size will be smaller when pixelScale is larger, because the canvas has to fit inside the window. AlignedImageRgbaU8 window_getCanvas(const Window& window); // Get the depth buffer allocated on demand. // Raises an exception if window doesn't exist. // If you never call this method, no depth buffer will be allocated. // If you call it at the same time as window_getCanvas, it will have the same size as the canvas. AlignedImageF32 window_getDepthBuffer(const Window& window); // The low-resolution canvas and depth buffer dimensions are relative to mouse events given to components. // Because component are drawn to the canvas and affected by upscaling. // Returns the width of the canvas. // Raises an exception if window doesn't exist. int window_getCanvasWidth(const Window& window); // Returns the height of the canvas. // Raises an exception if window doesn't exist. int window_getCanvasHeight(const Window& window); // The window's inner dimensions are relative to mouse events received directly from the window at full pixel resolution. // Returns the inner width of the window. // Raises an exception if window doesn't exist. int window_getInnerWidth(const Window& window); // Returns the inner height of the window. // Raises an exception if window doesn't exist. int window_getInnerHeight(const Window& window); // Direct window events // Listen to window mouse events. // Raises an exception if window doesn't exist. // event.mouseEventType gives the type of mouse event. // event.key gives the key being used. void window_setMouseEvent(const Window& window, const MouseCallback& mouseEvent); // Listen to window keyboard events. // Raises an exception if window doesn't exist. // event.keyboardEventType gives the type of keyboard event. // event.dsrKey gives the key being used. void window_setKeyboardEvent(const Window& window, const KeyboardCallback& keyboardEvent); // Listen to the window close event. // Raises an exception if window doesn't exist. void window_setCloseEvent(const Window& window, const EmptyCallback& closeEvent); // Components // Create a new component belonging to parent. // Returns a handle to the component or an empty handle if className have not been registered. // Can use component_exists on the result to check if the operation was a success. // className must be the name of a registered persistent class inheriting from VisualComponent. // identifierName is used to find the component. // index can be used to identify multiple components with the same name without having to generate numbered names. Component component_create(const Component& parent, const ReadableString& className, const ReadableString& identifierName, int index = 0); // Returns true iff the component exists. bool component_exists(const Component& component); // Removed the component from the parent. // Does nothing if used against the root component. // Make sure to erase any other references to the component if you want it erased. void component_detachFromParent(const Component& component); // Returns true iff propertyName exists in component. bool component_hasProperty(const Component& component, const ReadableString& propertyName); // Sets a property found using propertyName in component to the value serialized in value. // Raises an exception if component doesn't exist. // Matching of propertyName is case insensitive. // Returns ReturnCode::Good if assigned. // Unless mustAssign forces an exception. // Returns ReturnCode::KeyNotFound if propertyName wasn't found in component. // Unless mustAssign forces an exception. // Returns ReturnCode::ParsingFailure if propertyName was found but value couldn't be converted to its type. ReturnCode component_setProperty(const Component& component, const ReadableString& propertyName, const ReadableString& value, bool mustAssign = true); // A version for setting integers and booleans. // For integers: // Just set value to whatever you want assigned directly. // This is faster than using component_setProperty by not parsing the value from any string. // For booleans: // Use 1 (or another non-zero value) for true and 0 for false. // Boolean properties will convery any non-zero values into ones. ReturnCode component_setProperty_integer(const Component& component, const ReadableString& propertyName, int64_t value, bool mustAssign = true); // A version for setting images. ReturnCode component_setProperty_image(const Component& component, const ReadableString& propertyName, const OrderedImageRgbaU8& value, bool mustAssign = true); // A version optimized for basic strings to bypass quote mangling // The new value is given as it is without unmangling. ReturnCode component_setProperty_string(const Component& component, const ReadableString& propertyName, const ReadableString& value, bool mustAssign = true); // Returns a property found using propertyName in component. // Raises an exception if component doesn't exist. // Matching of propertyName is case insensitive. // If mustExist is true // Raises an exception when propertyName isn't found. // If mustExist is false // Returns an empty string when propertyName isn't found. String component_getProperty(const Component& component, const ReadableString& propertyName, bool mustExist = true); // A version for getting integers and booleans. // Returns defaultValue on failure, which should use a value that is never actually used. int64_t component_getProperty_integer(const Component& component, const ReadableString& propertyName, bool mustExist = true, int64_t defaultValue = 0); // A version for getting images OrderedImageRgbaU8 component_getProperty_image(const Component& component, const ReadableString& propertyName, bool mustExist = true); // A version optimized for basic strings to bypass quote mangling. // Returns the result without adding any quote signs or escape characters. String component_getProperty_string(const Component& component, const ReadableString& propertyName, bool mustExist = true); // Call a named method in the component using optional text arguments String component_call(const Component& component, const ReadableString& methodName); String component_call(const Component& component, const ReadableString& methodName, const ReadableString& arguments); // Component events // The main activation of clickable components. // The pressed callback doesn't take any arguments, because it should be possible to generate from multiple input methods. void component_setPressedEvent(const Component& component, const EmptyCallback& event); // Mouse-down activates when any mouse button is pressed down within the component // Raises an exception if component doesn't exist. // The component itself decides if the mouse is inside, which allow rounded components to act as their true shape. void component_setMouseDownEvent(const Component& component, const MouseCallback& mouseEvent); // Mouse-up should eventually follow after a mouse-down event, to ensure basic transaction safety. // Raises an exception if component doesn't exist. // * Even if the mouse is dragged outside of the component or window before being lifted. // * Even if the component is removed from the window while the button is pressed, // the button press will keep it alive long enough to receive the mouse-up event before being freed. void component_setMouseUpEvent(const Component& component, const MouseCallback& mouseEvent); // Mouse-move is triggered when the mouse moves over the component. // Raises an exception if component doesn't exist. // * When pressed down inside of the component, dragging outside the component or even window will // continue to give mouse-move events to the callback. // * If dragging left of or above the window, event.position may contain negative coordinates. void component_setMouseMoveEvent(const Component& component, const MouseCallback& mouseEvent); // Mouse-scroll is triggered by scrolling in any direction. // Raises an exception if component doesn't exist. // Currently only supporting MouseKeyEnum::ScrollUp and MouseKeyEnum::ScrollDown as values in event.key. void component_setMouseScrollEvent(const Component& component, const MouseCallback& mouseEvent); // Key-down only comes when a button is pressed down. (No repeat) // Raises an exception if component doesn't exist. // The backend window is responsible to filter away any false positives for down events caused by repetition. void component_setKeyDownEvent(const Component& component, const KeyboardCallback& keyboardEvent); // Key-up only comes when a button is lifted after being pressed. (No repeat) // Raises an exception if component doesn't exist. void component_setKeyUpEvent(const Component& component, const KeyboardCallback& keyboardEvent); // Key-type comes both when a key is pressed, and then repeatedly without having to lift the key. // Raises an exception if component doesn't exist. // There's usually a second's delay before quickly repeating. void component_setKeyTypeEvent(const Component& component, const KeyboardCallback& keyboardEvent); // Select events are sent when the selected index of something has changed. // Used in Listbox to cover updates from all different ways the selection may change. void component_setSelectEvent(const Component& component, const IndexCallback& selectEvent); // Theme // Apply the given theme recursively to all components in the window's interface. // Raises an exception if window or component doesn't exist. // Components will gather what they can from the theme and save it for later. // Changing a theme while being used by an interface or adding new components, // should apply the theme again to ensure that all changes are applied. // TODO: Automate this process by storing a reference to the theme in each component and checking for updates before drawing. void window_applyTheme(const Window& window, const VisualTheme& theme); } #endif