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-
- // 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 "../base/Handle.h"
- #include "../api/stringAPI.h"
- #include "../implementation/image/Image.h"
- #include "../implementation/gui/InputEvent.h"
- #include "../implementation/gui/VisualTheme.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.
- // Handle<dsr::BackendWindow> 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 {
- enum class ReturnCode {
- Good,
- KeyNotFound,
- ParsingFailure
- };
- // A handle to a window.
- // The Window wraps itself around native window backends to abstract away platform specific details.
- // It also makes it easy to load and use a graphical interface using the optional component system.
- class DsrWindow;
- using Window = Handle<DsrWindow>;
- // A handle to a GUI component.
- // Components are an abstraction for graphical user interfaces, which might not always be powerful enough.
- // * If you're making something advanced that components cannot do,
- // you can also use draw calls and input events directly against the window without using Component.
- class VisualComponent;
- using Component = Handle<VisualComponent>;
- // 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);
- // Set window title
- // Assigns the window's title.
- void window_setTitle(Window& window, const dsr::String& title);
- // Returns the window's title.
- String window_getTitle(Window& window);
- // Clipboard
- // Most operating systems require that a window is associated with each request to access the clipboard.
- // This allow anti-virus software to see the user consent for accessing the clipboard,
- // because a key combination commonly associated with pasting text was pressed before the request was made.
- // Returns content from an internal or extenal clipboard.
- // The internal clipboard within the application is used when the system specific backend has not implemented clipboard access.
- String window_loadFromClipboard(Window& window, double timeoutInSeconds);
- // Stores the text argument to an internal or extenal clipboard.
- // The internal clipboard within the application is used when the system specific backend has not implemented clipboard access.
- void window_saveToClipboard(Window& window, const ReadableString &text, double timeoutInSeconds);
- // Layout files
- // Loading an interface by parsing a layout file's content, with any external resources loaded relative to fromPath.
- // Embedded images do not count as external resources, but file paths need fromPath in order to know from where they will be loaded.
- // Raises an exception if window doesn't exist.
- void window_loadInterfaceFromString(const Window& window, const dsr::String& content, const ReadableString &fromPath);
- // Loading an interface by parsing a layout file's content, with any external resources loaded relative to the current directory.
- // Useful when your application has already assigned the current directory, or when all resources are embedded into the layout.
- // 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);
- // Returns a handle to the first matching component of the name in window.
- // For consistent behavior, make sure that only one component has the name, or use window_findComponentByNameAndIndex after giving each a unique index.
- // If mustExist is true, not finding any component with the name throws an exception.
- // Raises an exception if window doesn't exist.
- // Component names are case sensitive to reduce the risk of accidental naming conflicts among many components.
- Component window_findComponentByName(const Window& window, const ReadableString& name, bool mustExist = true);
- // Returns a handle to the first matching component of the name and index in window.
- // If mustExist is true, not finding any component with the name throws an exception.
- // Raises an exception if window doesn't exist.
- // Component names are case sensitive to reduce the risk of accidental naming conflicts among many components.
- Component window_findComponentByNameAndIndex(const Window& window, const ReadableString& name, int index, bool mustExist = true);
- // Calls back with the component handle and index for each match of the name.
- // Can be used to count the number of components by incrementing a counter for each match.
- // Can be used to detach all the matching components and have them automatically garbage collected by reference counting.
- // The index can be used as a filter or to look up information.
- // To allow detaching components while iterating over the list of children, order is reversed for child components.
- // Raises an exception if window doesn't exist.
- // Component names are case sensitive to reduce the risk of accidental naming conflicts among many components.
- void window_findAllComponentsByName(const Window& window, const ReadableString& name, std::function<void(Component component, int index)> callback);
- // 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);
- // Executes deferred actions without having to call window_drawComponents.
- // So if you just called component_detachFromParent to remove a child component, this will trigger it instantly
- // so that calls to component_getChildCount will show the new count without having to wait for window_drawComponents.
- // Make sure not to call window_flushDeferredActions from inside of a comonent's event, because that would remove the whole point of deferring actions.
- // If an event is triggered from within another event, it can easily cause bugs in the program by not executing transactions one after another.
- // Raises an exception if window doesn't exist.
- void window_flushDeferredActions(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);
- // Cursor
- // Sets the cursor visibility for window, hiding if visible is false and showing if visible is true.
- // Returns true on success and false on failure.
- bool window_setCursorVisibility(const Window& window, bool visible);
- // Returns true iff the cursor is allowed to be displayed over window.
- bool window_getCursorVisibility(const Window& window);
- // Tries move the cursor so that its active point is at (x, y) within window.
- // To get back the new cursor location and see if it worked, you must wait for the triggered mouse move event.
- // It is impossible to know if the operation succeeded while returning, due to absolute position input devices overwriting the side-effect.
- // It is recommended to avoid this method if you can, but some games require capturing relative mouse movements.
- // If you use this then make sure to test it carefully on all targeted operating systems and both relative and absolute input devices.
- // Pre-conditions:
- // 0 <= x < width
- // 0 <= y < height
- // Moving the mouse outside of the window's region may cause undefined behavior between platforms.
- // Post-condition:
- // Returns true on success and false on failure.
- // WARNING!
- // Only set the cursor location if you know for sure that the cursor is controlled using relative input devices, such as a mouse or track-pad.
- // If an absolute input method is used, such as a stylus-pen, touch-screen or eye-tracker, the cursor will shake quickly.
- // The solution is to let the user select between modes for relative and absolute inputs.
- // You can for example let absolute input mode move the cursor freely within a dead zone and hover over edges
- // to rotate the camera itself, when pattern detection noticed a stylus pen being used instead of a mouse.
- // WARNING!
- // On MS-Windows the cursor will always move, but on X11 the cursor must be within the window's region.
- // Only use this in full-screen mode to prevent getting stuck outside of the window.
- // WARNING!
- // Due to potential race-conditions, you can not assume that the next mouse move event is generated by this call.
- bool window_setCursorPosition(const Window& window, int x, int y);
- // 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);
- // An alternative to window_loadInterfaceFromString when you want the interface loaded into a panel instead of the whole window.
- // Useful for dynamically creating and destroying interfaces to save memory and load the application faster.
- // Loading an interface by parsing a layout file's content, with any external resources loaded relative to fromPath.
- // Embedded images do not count as external resources, but file paths need fromPath in order to know from where they will be loaded.
- // Raises an exception if parent doesn't exist.
- Component component_createWithInterfaceFromString(Component& parent, const String& content, const ReadableString &fromPath);
- // With fromPath implicitly being the current path.
- Component component_createWithInterfaceFromString(Component& parent, const String& content);
- // Loading the interface from a file and loading resources relative to filename's parent folder.
- Component component_createWithInterfaceFromFile(Component& parent, const String& filename);
- // Returns true iff the component exists.
- bool component_exists(const Component& component);
- // Marks component as detached, so that it will be safely removed from the parent's list next time window_drawComponents or window_flushDeferredActions is called.
- // Deferring the removal makes sure that no event's callback is called from inside of another event.
- void component_detachFromParent(const Component& component);
- // Returns the number of direct (non-recursive) child components attached to parent, or -1 if parent is a null handle.
- int component_getChildCount(const Component& parent);
- // Returns the child at childIndex from parent, or an empty handle if parent does not exist or childIndex is out of bound.
- // Child indices go from 0 to count - 1.
- // The child index refers to the parent's list of children, not the child's index attribute.
- Component component_getChild(const Component& parent, int childIndex);
- // Returns a handle to the first matching component of the name in parent recursively.
- // Can be used instead of window_findComponentByName to further reduce the risk of name collisions, by only looking for recursive child components of a specific parent component.
- // If mustExist is true, not finding any component with the name within parent throws an exception.
- // Raises an exception if parent doesn't exist.
- // Component names are case sensitive to reduce the risk of accidental naming conflicts among many components.
- Component component_findChildByName(const Component& parent, const ReadableString& name, bool mustExist = true);
- // Returns a handle to the first matching component of the name and index in parent recursively.
- // If mustExist is true, not finding any component with the name within parent throws an exception.
- // Raises an exception if parent doesn't exist.
- // Component names are case sensitive to reduce the risk of accidental naming conflicts among many components.
- Component component_findChildByNameAndIndex(const Component& parent, const ReadableString& name, int index, bool mustExist = true);
- // Returns true iff propertyName exists in component.
- // Property names are case insensitive, to give more flexibility for the few property names.
- 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, to give more flexibility for the few property names.
- // 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);
- // An advanced overload allowing loading of resources from a specific path using the fromPath argument.
- ReturnCode component_setProperty(const Component& component, const ReadableString& propertyName, const ReadableString& value, const ReadableString& fromPath, 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, to give more flexibility for the few property names.
- // 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.
- // Matching of methodName is case insensitive, to give more flexibility for the few method names.
- 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);
- // Called before the component and it's child components are destructed.
- // The event is called when there are no more handles to component.
- // Be careful not to forget any extra handles to the component if a memory leak would significantly change the behavior.
- void component_setDestroyEvent(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
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