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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: WindowLayout.h ///////////////////////////////////////////////////////////////////////////
// Created: Colin Day, September 2001
// Desc: Encapsulation of all windows loaded from a .wnd file for
// purposes of a "shell" layout screen
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __WINDOWLAYOUT_H_
#define __WINDOWLAYOUT_H_
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "Common/GameMemory.h"
#include "GameClient/GameWindow.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
class GameWindow;
class WindowLayout;
// TYPE DEFINES ///////////////////////////////////////////////////////////////////////////////////
typedef void (*WindowLayoutInitFunc)( WindowLayout *layout, void *userData );
typedef void (*WindowLayoutUpdateFunc)( WindowLayout *layout, void *userData );
typedef void (*WindowLayoutShutdownFunc)( WindowLayout *layout, void *userData );
//-------------------------------------------------------------------------------------------------
/** The representation of a screen layout loaded from a .wnd layout
* script file */
//-------------------------------------------------------------------------------------------------
class WindowLayout : public MemoryPoolObject
{
// memory pool for screen layouts
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( WindowLayout, "WindowLayoutPool" );
public:
WindowLayout( void );
// ~WindowLayout( void ); ///< defined by memory pool glue
// manipulating screen properties ---------------------------------------------------------------
AsciiString getFilename( void ); ///< return source window filename
Bool load( AsciiString filename ); ///< create windows and load from .wnd file
void hide( Bool hide ); ///< hide/unhide all windows on this screen
Bool isHidden( void ); ///< return visible state of screen
void bringForward( void ); ///< bring all windows in this screen forward
// manipulating window lists --------------------------------------------------------------------
void addWindow( GameWindow *window ); ///< add window to screen
void removeWindow( GameWindow *window ); ///< remove window from screen
void destroyWindows( void ); ///< destroy all windows in this screen
GameWindow *getFirstWindow( void ); ///< get first window in list for screen
// accessing layout callbacks ------------------------------------------------------------------
void runInit( void *userData = NULL ); ///< run the init method if available
void runUpdate( void *userData = NULL ); ///< run the update method if available
void runShutdown( void *userData = NULL ); ///< run the shutdown method if available
void setInit( WindowLayoutInitFunc init ); ///< set the init callback
void setUpdate( WindowLayoutUpdateFunc update ); ///< set the update callback
void setShutdown( WindowLayoutShutdownFunc shutdown); ///< set the shutdown callback
protected:
// internal helpers -----------------------------------------------------------------------------
GameWindow *findWindow( GameWindow *window ); ///< find window in this layout
//===============================================================================================
// protected data ===============================================================================
//===============================================================================================
AsciiString m_filenameString; ///< layout filename
GameWindow *m_windowList; ///< list of windows in this layout
GameWindow *m_windowTail; ///< end of m_windowList
Int m_windowCount; ///< how man windows are in the list
Bool m_hidden; ///< visible state of this screen
//
// These are callbacks you can attach to a "layout file" ... they are not
// automatically called when using the WindowManager to load and create
// the layout. You can incorporate when and where init, shutdown and update should
// be called for any system or code that is uses these window layouts
//
WindowLayoutInitFunc m_init; ///< init callback
WindowLayoutUpdateFunc m_update; ///< update callback
WindowLayoutShutdownFunc m_shutdown; ///< shutdown callback
}; // end class WindowLayout
// INLINING ///////////////////////////////////////////////////////////////////////////////////////
inline AsciiString WindowLayout::getFilename( void ) { return m_filenameString; }
inline GameWindow *WindowLayout::getFirstWindow( void ) { return m_windowList; }
inline Bool WindowLayout::isHidden( void ) { return m_hidden; }
inline void WindowLayout::runInit( void *userData ) { if( m_init ) m_init( this, userData ); }
inline void WindowLayout::runUpdate( void *userData ) { if( m_update ) m_update( this, userData ); }
inline void WindowLayout::runShutdown( void *userData ) { if( m_shutdown ) m_shutdown( this, userData ); }
inline void WindowLayout::setInit( WindowLayoutInitFunc init ) { m_init = init; }
inline void WindowLayout::setUpdate( WindowLayoutUpdateFunc update ) { m_update = update; }
inline void WindowLayout::setShutdown( WindowLayoutShutdownFunc shutdown ) {m_shutdown = shutdown;}
#endif // __WINDOWLAYOUT_H_