1 /* Copyright (C) 2009 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 GUI Object - List [box]
23 GUI Object for creating lists of information, wherein one
24 of the elements can be selected. A scroll-bar will aid
25 when there's too much information to be displayed at once.
33 #ifndef INCLUDED_CLIST
34 #define INCLUDED_CLIST
36 //--------------------------------------------------------
37 // Includes / Compiler directives
38 //--------------------------------------------------------
40 #include "IGUIScrollBar.h"
42 //--------------------------------------------------------
44 //--------------------------------------------------------
46 //--------------------------------------------------------
48 //--------------------------------------------------------
50 //--------------------------------------------------------
52 //--------------------------------------------------------
56 * Create a list of elements, where one can be selected
57 * by the user. The control will use a pre-processed
58 * text-object for each element, which will be managed
59 * by the IGUITextOwner structure.
61 * A scroll-bar will appear when needed. This will be
62 * achieve with the IGUIScrollBarOwner structure.
66 class CList
: public IGUIScrollBarOwner
, public IGUITextOwner
75 * @see IGUIObject#ResetStates()
77 virtual void ResetStates() { IGUIScrollBarOwner::ResetStates(); }
80 * Adds an item last to the list.
82 virtual void AddItem(const CStrW
& str
, const CStrW
& data
);
86 * Sets up text, should be called every time changes has been
87 * made that can change the visual.
89 virtual void SetupText();
92 * @see IGUIObject#HandleMessage()
94 virtual void HandleMessage(SGUIMessage
&Message
);
97 * Handle events manually to catch keyboard inputting.
99 virtual InReaction
ManuallyHandleEvent(const SDL_Event_
* ev
);
107 * Easy select elements functions
109 virtual void SelectNextElement();
110 virtual void SelectPrevElement();
111 virtual void SelectFirstElement();
112 virtual void SelectLastElement();
115 * Handle the \<item\> tag.
117 virtual bool HandleAdditionalChildren(const XMBElement
& child
, CXeromyces
* pFile
);
119 // Called every time the auto-scrolling should be checked.
120 void UpdateAutoScroll();
122 // Extended drawing interface, this is so that classes built on the this one
123 // can use other sprite names.
124 virtual void DrawList(const int &selected
, const CStr
& _sprite
,
125 const CStr
& _sprite_selected
, const CStr
& _textcolor
);
127 // Get the area of the list. This is so that it can easily be changed, like in CDropDown
128 // where the area is not equal to m_CachedActualSize.
129 virtual CRect
GetListRect() const { return m_CachedActualSize
; }
131 // Returns whether SetupText() has run since the last message was received
132 // (and thus whether list items have possibly changed).
133 virtual bool GetModified() const { return m_Modified
; }
139 * List of each element's relative y position. Will be
140 * one larger than m_Items, because it will end with the
141 * bottom of the last element. First element will always
142 * be zero, but still stored for easy handling.
144 std::vector
<float> m_ItemsYPositions
;
147 // Whether the list's items have been modified since last handling a message.