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#ifndef GUI_H
#define GUI_H

#include <SDL/SDL_rotozoom.h>
#include "util.h"

#define BUTTON_CLICKED 0
#define BUTTON_NORMAL 1
#define BUTTON_HOVER 2
#define BUTTON_PRESSEDOVER 3
#define BUTTON_PRESSEDOUT 4
#define BUTTON_SELECTED 5
#define MENU_SELECT 1<<27
#define MENU_CLICK 1<<26


using namespace std;


class Label
{
protected:
	string caption;
	SDL_Surface* image;
//	int textSize;
	SDL_Color textColor;
	int render();
public:
	SDL_Rect pos;
	Label();
	Label(string ncaption, SDL_Rect& npos);
	~Label();
	void draw(SDL_Surface* screen);	
	int setTextSize(int ntextSize);
	void setTextColor(SDL_Color textColor);
	int setCaption(string ncaption);
};

vector<Label*> textField(string s, SDL_Rect& r, int textSize);


class SlidingBackground
{
protected:
	SDL_Surface *background;
	double x1;
	double x2;
	double y;
public:
	double xSpeed;
	double ySpeed;
	bool randm;
	
	SlidingBackground(SDL_Surface *nbackground, double nxSpeed, double nySpeed);
	~SlidingBackground();
	
	void setRandom(bool r);
	void draw(SDL_Surface *screen);
	void frame(double time);
};

class AbstractInteractive
{
public:
	virtual ~AbstractInteractive(){}
	virtual void draw(SDL_Surface *screen) {}
	virtual int handleEvents(SDL_Event event){return 0;}
	virtual void frame(double time){}
	virtual void refresh(){}
};

class TextBox: public AbstractInteractive
{
protected:
	vector<Label*> labels;
public:
	TextBox(vector<Label*> nlabels);
	~TextBox();
	
	virtual void draw(SDL_Surface *screen);
	virtual int handleEvents(SDL_Event event);
	virtual void frame(double time);
	virtual void refresh();
};

class Button: AbstractInteractive
{
protected:
	SDL_Surface *normal;
	SDL_Surface *mouseOver;
	SDL_Surface *pressed;
	SDL_Surface *inactive;
	bool clicked;
	bool over;
public:
	bool deactivated;
	bool isDblClckButton;
	double timer;
	bool selected;
	SDL_Rect pos;
	
	Button(SDL_Rect nPos, SDL_Surface *nnormal, SDL_Surface *nmouseOver, SDL_Surface *npressed, SDL_Surface *ninactive);
	Button(SDL_Rect npos, string message, int& shouldbeTextSize);
	//fancybutton & draggable button
	Button(SDL_Rect npos, SDL_Surface* content, bool fancy);
	~Button();
	void draw(SDL_Surface *screen);
	int handleEvents(const SDL_Event& event);
	void frame(double time);
	void refresh();
};

class Scrollbar
{
protected:
	SDL_Surface *bar;
	SDL_Surface *dot;
	bool horizontal;
	bool clicked;
	double stateGoal;
public:
	double state;
	double sensitivity;
	SDL_Rect pos;
	
	//makes direction according to h/w of the Rect
	Scrollbar(SDL_Rect npos);
	~Scrollbar();

	void draw(SDL_Surface *screen);
	double handleEvents(const SDL_Event& event);
	double frame(double time);
	void refresh();
};

class Scrollable : public AbstractInteractive
{
protected:
	int currentSubPos;
	SDL_Surface* fakeScreen;
	AbstractInteractive* subInteractive;
	SDL_Rect pos;
	SDL_Rect wholeMenu;
	Scrollbar* bar;
	bool horizontal;
	void setSubPosition(double d);
	SDL_Rect MousePos;
public:
	Scrollable(SDL_Rect npos, AbstractInteractive* nsubInteractive, SDL_Rect subRect, bool nhorizontal, bool nscrollbarSide);
	~Scrollable();
	void draw(SDL_Surface* screen);
	int handleEvents(SDL_Event event);
	void frame(double time);
	void refresh();
};

class Menu : public AbstractInteractive
{
public:
	vector<Button*> buttons;
	vector<int> effects;
	SlidingBackground *BG;
	bool isSelectMenu;
	//wether to send signal on Mouse up or down
	bool onMouseDown;
	
	Menu(){
	}
	Menu(vector<Button*> nbuttons, vector<int> neffects, SDL_Surface *background, bool rBG);
	Menu(vector<string> choices, vector<int> neffects, SDL_Surface *background, bool rBG, SDL_Surface *screen);
	Menu(vector<SDL_Surface*> pics, int width, int& height, bool nisSelectMenu, bool nonMouseDown);
	virtual ~Menu();
	
	virtual void draw(SDL_Surface *screen);
	virtual int handleEvents(SDL_Event event);
	virtual void frame(double time);
	virtual void refresh();
};



class CompositMenu: public AbstractInteractive
{
protected:
	vector<Button*> tabs;
	int state;
	SDL_Surface* fakeScreen;
	SDL_Rect subPos;
public:
	vector<AbstractInteractive*> submenues;
	SlidingBackground* BG;
	CompositMenu(vector<AbstractInteractive*> nsubmenues, SDL_Surface* nBG, SDL_Rect nsubPos, vector<Button*> ntabs);
	~CompositMenu();
	
	virtual void draw(SDL_Surface *screen);
	virtual int handleEvents(SDL_Event event);
	virtual void frame(double time);
	virtual void refresh();
	int getState();
};

class GetStringMenu: public AbstractInteractive
{
protected:
	Label* title;
	Label* input;
	Button* back;
	Button* oK;
	int iBack;
	int iOK;
	int screenw;
public:
	SlidingBackground* BG;
	string s;
	int maxLength;
	GetStringMenu(string headline, int back, int ok, SDL_Surface* nBG, SDL_Surface* screen);
	~GetStringMenu();
	
	virtual void draw(SDL_Surface* screen);
	virtual int handleEvents(SDL_Event event);
	virtual void frame(double time);
	virtual void refresh();
};

#endif