Files
android_bootable_recovery/gui/objects.hpp
bigbiff 7abc5fe195 Add cancel backup capability.
This will stop the iteration of the partition objects, kill the
current twrpTar thread and remove the backup directory.

Implement TWAtomicInt class to give us a wrapper that automatically
uses mutexes before the read and write to help ensure that the
reads and writes will be atomic based on documentation.

Change-Id: I645b22bc980a292e9c7202acb24ffd22ebe68c63
2015-01-27 15:07:19 +01:00

1126 lines
30 KiB
C++

/*
Copyright 2013 bigbiff/Dees_Troy TeamWin
This file is part of TWRP/TeamWin Recovery Project.
TWRP 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.
TWRP 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 TWRP. If not, see <http://www.gnu.org/licenses/>.
*/
// objects.hpp - Base classes for object manager of GUI
#ifndef _OBJECTS_HEADER
#define _OBJECTS_HEADER
#include "rapidxml.hpp"
#include <vector>
#include <string>
#include <map>
#include <set>
#include <time.h>
using namespace rapidxml;
#include "../data.hpp"
#include "resources.hpp"
#include "pages.hpp"
#include "../partitions.hpp"
#ifndef TW_X_OFFSET
#define TW_X_OFFSET 0
#endif
#ifndef TW_Y_OFFSET
#define TW_Y_OFFSET 0
#endif
class RenderObject
{
public:
enum Placement {
TOP_LEFT = 0,
TOP_RIGHT = 1,
BOTTOM_LEFT = 2,
BOTTOM_RIGHT = 3,
CENTER = 4,
CENTER_X_ONLY = 5,
};
public:
RenderObject() { mRenderX = 0; mRenderY = 0; mRenderW = 0; mRenderH = 0; mPlacement = TOP_LEFT; }
virtual ~RenderObject() {}
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void) = 0;
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void) { return 0; }
// GetRenderPos - Returns the current position of the object
virtual int GetRenderPos(int& x, int& y, int& w, int& h) { x = mRenderX; y = mRenderY; w = mRenderW; h = mRenderH; return 0; }
// SetRenderPos - Update the position of the object
// Return 0 on success, <0 on error
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0) { mRenderX = x; mRenderY = y; if (w || h) { mRenderW = w; mRenderH = h; } return 0; }
// GetPlacement - Returns the current placement
virtual int GetPlacement(Placement& placement) { placement = mPlacement; return 0; }
// SetPlacement - Update the current placement
virtual int SetPlacement(Placement placement) { mPlacement = placement; return 0; }
// SetPageFocus - Notify when a page gains or loses focus
virtual void SetPageFocus(int inFocus) { return; }
protected:
int mRenderX, mRenderY, mRenderW, mRenderH;
Placement mPlacement;
};
class ActionObject
{
public:
ActionObject() { mActionX = 0; mActionY = 0; mActionW = 0; mActionH = 0; }
virtual ~ActionObject() {}
public:
// NotifyTouch - Notify of a touch event
// Return 0 on success, >0 to ignore remainder of touch, and <0 on error
virtual int NotifyTouch(TOUCH_STATE state, int x, int y) { return 0; }
// NotifyKey - Notify of a key press
// Return 0 on success (and consume key), >0 to pass key to next handler, and <0 on error
virtual int NotifyKey(int key, bool down) { return 1; }
// GetRenderPos - Returns the current position of the object
virtual int GetActionPos(int& x, int& y, int& w, int& h) { x = mActionX; y = mActionY; w = mActionW; h = mActionH; return 0; }
// SetRenderPos - Update the position of the object
// Return 0 on success, <0 on error
virtual int SetActionPos(int x, int y, int w = 0, int h = 0);
// IsInRegion - Checks if the request is handled by this object
// Return 0 if this object handles the request, 1 if not
virtual int IsInRegion(int x, int y) { return ((x < mActionX || x > mActionX + mActionW || y < mActionY || y > mActionY + mActionH) ? 0 : 1); }
protected:
int mActionX, mActionY, mActionW, mActionH;
};
class GUIObject
{
public:
GUIObject(xml_node<>* node);
virtual ~GUIObject();
public:
bool IsConditionVariable(std::string var);
bool isConditionTrue();
bool isConditionValid();
// NotifyVarChange - Notify of a variable change
// Returns 0 on success, <0 on error
virtual int NotifyVarChange(const std::string& varName, const std::string& value);
protected:
class Condition
{
public:
Condition() {
mLastResult = true;
}
std::string mVar1;
std::string mVar2;
std::string mCompareOp;
std::string mLastVal;
bool mLastResult;
};
std::vector<Condition> mConditions;
protected:
bool isMounted(std::string vol);
bool isConditionTrue(Condition* condition);
bool mConditionsResult;
};
class InputObject
{
public:
InputObject() { HasInputFocus = 0; }
virtual ~InputObject() {}
public:
// NotifyKeyboard - Notify of keyboard input
// Return 0 on success (and consume key), >0 to pass key to next handler, and <0 on error
virtual int NotifyKeyboard(int key) { return 1; }
virtual int SetInputFocus(int focus) { HasInputFocus = focus; return 1; }
protected:
int HasInputFocus;
};
// Derived Objects
// GUIText - Used for static text
class GUIText : public GUIObject, public RenderObject, public ActionObject
{
public:
// w and h may be ignored, in which case, no bounding box is applied
GUIText(xml_node<>* node);
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// Retrieve the size of the current string (dynamic strings may change per call)
virtual int GetCurrentBounds(int& w, int& h);
// Notify of a variable change
virtual int NotifyVarChange(const std::string& varName, const std::string& value);
// Set maximum width in pixels
virtual int SetMaxWidth(unsigned width);
// Set number of characters to skip (for scrolling)
virtual int SkipCharCount(unsigned skip);
public:
bool isHighlighted;
protected:
std::string mText;
std::string mLastValue;
COLOR mColor;
COLOR mHighlightColor;
Resource* mFont;
int mIsStatic;
int mVarChanged;
int mFontHeight;
unsigned maxWidth;
unsigned charSkip;
bool hasHighlightColor;
protected:
std::string parseText(void);
};
// GUIImage - Used for static image
class GUIImage : public GUIObject, public RenderObject
{
public:
GUIImage(xml_node<>* node);
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// SetRenderPos - Update the position of the object
// Return 0 on success, <0 on error
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
public:
bool isHighlighted;
protected:
Resource* mImage;
Resource* mHighlightImage;
};
// GUIFill - Used for fill colors
class GUIFill : public GUIObject, public RenderObject
{
public:
GUIFill(xml_node<>* node);
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
protected:
COLOR mColor;
};
// GUIAction - Used for standard actions
class GUIAction : public GUIObject, public ActionObject
{
friend class ActionThread;
public:
GUIAction(xml_node<>* node);
public:
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
virtual int NotifyKey(int key, bool down);
virtual int NotifyVarChange(const std::string& varName, const std::string& value);
int doActions();
protected:
class Action
{
public:
std::string mFunction;
std::string mArg;
};
std::vector<Action> mActions;
std::map<int, bool> mKeys;
protected:
int getKeyByName(std::string key);
int doAction(Action action);
bool needsToRunInSeparateThread(const Action& action);
void simulate_progress_bar(void);
int flash_zip(std::string filename, int* wipe_cache);
void reinject_after_flash();
void operation_start(const string operation_name);
void operation_end(const int operation_status);
time_t Start;
// map action name to function pointer
typedef int (GUIAction::*execFunction)(std::string);
typedef std::map<std::string, execFunction> mapFunc;
static mapFunc mf;
static std::set<std::string> setActionsRunningInCallerThread;
// GUI actions
int reboot(std::string arg);
int home(std::string arg);
int key(std::string arg);
int page(std::string arg);
int reload(std::string arg);
int readBackup(std::string arg);
int set(std::string arg);
int clear(std::string arg);
int mount(std::string arg);
int unmount(std::string arg);
int restoredefaultsettings(std::string arg);
int copylog(std::string arg);
int compute(std::string arg);
int setguitimezone(std::string arg);
int overlay(std::string arg);
int queuezip(std::string arg);
int cancelzip(std::string arg);
int queueclear(std::string arg);
int sleep(std::string arg);
int appenddatetobackupname(std::string arg);
int generatebackupname(std::string arg);
int checkpartitionlist(std::string arg);
int getpartitiondetails(std::string arg);
int screenshot(std::string arg);
int setbrightness(std::string arg);
// (originally) threaded actions
int fileexists(std::string arg);
int flash(std::string arg);
int wipe(std::string arg);
int refreshsizes(std::string arg);
int nandroid(std::string arg);
int fixpermissions(std::string arg);
int dd(std::string arg);
int partitionsd(std::string arg);
int installhtcdumlock(std::string arg);
int htcdumlockrestoreboot(std::string arg);
int htcdumlockreflashrecovery(std::string arg);
int cmd(std::string arg);
int terminalcommand(std::string arg);
int killterminal(std::string arg);
int reinjecttwrp(std::string arg);
int checkbackupname(std::string arg);
int decrypt(std::string arg);
int adbsideload(std::string arg);
int adbsideloadcancel(std::string arg);
int openrecoveryscript(std::string arg);
int installsu(std::string arg);
int fixsu(std::string arg);
int decrypt_backup(std::string arg);
int repair(std::string arg);
int changefilesystem(std::string arg);
int startmtp(std::string arg);
int stopmtp(std::string arg);
int flashimage(std::string arg);
int cancelbackup(std::string arg);
int simulate;
};
class ActionThread
{
public:
ActionThread();
~ActionThread();
void threadActions(GUIAction *act);
void run(void *data);
private:
struct ThreadData
{
GUIAction *act;
};
pthread_t m_thread;
bool m_thread_running;
pthread_mutex_t m_act_lock;
};
class GUIConsole : public GUIObject, public RenderObject, public ActionObject
{
public:
GUIConsole(xml_node<>* node);
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// SetRenderPos - Update the position of the object
// Return 0 on success, <0 on error
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
// IsInRegion - Checks if the request is handled by this object
// Return 0 if this object handles the request, 1 if not
virtual int IsInRegion(int x, int y);
// NotifyTouch - Notify of a touch event
// Return 0 on success, >0 to ignore remainder of touch, and <0 on error (Return error to allow other handlers)
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
protected:
enum SlideoutState
{
hidden = 0,
visible,
request_hide,
request_show
};
Resource* mFont;
Resource* mSlideoutImage;
COLOR mForegroundColor;
COLOR mBackgroundColor;
COLOR mScrollColor;
unsigned int mFontHeight;
int mCurrentLine;
unsigned int mLastCount;
unsigned int RenderCount;
unsigned int mMaxRows;
int mStartY;
int mSlideoutX, mSlideoutY, mSlideoutW, mSlideoutH;
int mSlideinX, mSlideinY, mSlideinW, mSlideinH;
int mConsoleX, mConsoleY, mConsoleW, mConsoleH;
int mLastTouchX, mLastTouchY;
int mSlideout;
SlideoutState mSlideoutState;
std::vector<std::string> rConsole;
std::vector<std::string> rConsoleColor;
bool mRender;
protected:
virtual int RenderSlideout(void);
virtual int RenderConsole(void);
};
class GUIButton : public GUIObject, public RenderObject, public ActionObject
{
public:
GUIButton(xml_node<>* node);
virtual ~GUIButton();
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// SetPos - Update the position of the render object
// Return 0 on success, <0 on error
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
// NotifyTouch - Notify of a touch event
// Return 0 on success, >0 to ignore remainder of touch, and <0 on error
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
protected:
GUIImage* mButtonImg;
Resource* mButtonIcon;
GUIText* mButtonLabel;
GUIAction* mAction;
int mTextX, mTextY, mTextW, mTextH;
int mIconX, mIconY, mIconW, mIconH;
bool mRendered;
bool hasHighlightColor;
bool renderHighlight;
bool hasFill;
COLOR mFillColor;
COLOR mHighlightColor;
Placement TextPlacement;
};
class GUICheckbox: public GUIObject, public RenderObject, public ActionObject
{
public:
GUICheckbox(xml_node<>* node);
virtual ~GUICheckbox();
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// SetPos - Update the position of the render object
// Return 0 on success, <0 on error
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
// NotifyTouch - Notify of a touch event
// Return 0 on success, >0 to ignore remainder of touch, and <0 on error
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
protected:
Resource* mChecked;
Resource* mUnchecked;
GUIText* mLabel;
int mTextX, mTextY;
int mCheckX, mCheckY, mCheckW, mCheckH;
int mLastState;
bool mRendered;
std::string mVarName;
};
class GUIFileSelector : public GUIObject, public RenderObject, public ActionObject
{
public:
GUIFileSelector(xml_node<>* node);
virtual ~GUIFileSelector();
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// NotifyTouch - Notify of a touch event
// Return 0 on success, >0 to ignore remainder of touch, and <0 on error
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
// NotifyVarChange - Notify of a variable change
virtual int NotifyVarChange(const std::string& varName, const std::string& value);
// SetPos - Update the position of the render object
// Return 0 on success, <0 on error
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
// SetPageFocus - Notify when a page gains or loses focus
virtual void SetPageFocus(int inFocus);
protected:
struct FileData {
std::string fileName;
unsigned char fileType; // Uses d_type format from struct dirent
mode_t protection; // Uses mode_t format from stat
uid_t userId;
gid_t groupId;
off_t fileSize;
time_t lastAccess; // Uses time_t format from stat
time_t lastModified; // Uses time_t format from stat
time_t lastStatChange; // Uses time_t format from stat
};
protected:
virtual int GetSelection(int x, int y);
virtual int GetFileList(const std::string folder);
static bool fileSort(FileData d1, FileData d2);
protected:
std::vector<FileData> mFolderList;
std::vector<FileData> mFileList;
std::string mPathVar;
std::string mExtn;
std::string mVariable;
std::string mSortVariable;
std::string mSelection;
std::string mHeaderText;
std::string mLastValue;
int actualLineHeight;
int mStart;
int mLineSpacing;
int mSeparatorH;
int mHeaderSeparatorH;
int mShowFolders, mShowFiles, mShowNavFolders;
int mUpdate;
int mBackgroundX, mBackgroundY, mBackgroundW, mBackgroundH;
int mHeaderH;
int mFastScrollW;
int mFastScrollLineW;
int mFastScrollRectW;
int mFastScrollRectH;
int mFastScrollRectX;
int mFastScrollRectY;
static int mSortOrder;
int startY;
int scrollingSpeed;
int scrollingY;
int mHeaderIsStatic;
int touchDebounce;
unsigned mFontHeight;
unsigned mLineHeight;
int mIconWidth, mIconHeight, mFolderIconHeight, mFileIconHeight, mFolderIconWidth, mFileIconWidth, mHeaderIconHeight, mHeaderIconWidth;
Resource* mHeaderIcon;
Resource* mFolderIcon;
Resource* mFileIcon;
Resource* mBackground;
Resource* mFont;
COLOR mBackgroundColor;
COLOR mFontColor;
COLOR mHeaderBackgroundColor;
COLOR mHeaderFontColor;
COLOR mSeparatorColor;
COLOR mHeaderSeparatorColor;
COLOR mFastScrollLineColor;
COLOR mFastScrollRectColor;
bool hasHighlightColor;
bool hasFontHighlightColor;
bool isHighlighted;
COLOR mHighlightColor;
COLOR mFontHighlightColor;
int startSelection;
bool updateFileList;
};
class GUIListBox : public GUIObject, public RenderObject, public ActionObject
{
public:
GUIListBox(xml_node<>* node);
virtual ~GUIListBox();
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// NotifyTouch - Notify of a touch event
// Return 0 on success, >0 to ignore remainder of touch, and <0 on error
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
// NotifyVarChange - Notify of a variable change
virtual int NotifyVarChange(const std::string& varName, const std::string& value);
// SetPos - Update the position of the render object
// Return 0 on success, <0 on error
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
// SetPageFocus - Notify when a page gains or loses focus
virtual void SetPageFocus(int inFocus);
protected:
struct ListData {
std::string displayName;
std::string variableValue;
unsigned int selected;
};
protected:
virtual int GetSelection(int x, int y);
protected:
std::vector<ListData> mList;
std::string mVariable;
std::string mSelection;
std::string currentValue;
std::string mHeaderText;
std::string mLastValue;
int actualLineHeight;
int mStart;
int startY;
int mSeparatorH, mHeaderSeparatorH;
int mLineSpacing;
int mUpdate;
int mBackgroundX, mBackgroundY, mBackgroundW, mBackgroundH, mHeaderH;
int mFastScrollW;
int mFastScrollLineW;
int mFastScrollRectW;
int mFastScrollRectH;
int mFastScrollRectX;
int mFastScrollRectY;
int mIconWidth, mIconHeight, mSelectedIconWidth, mSelectedIconHeight, mUnselectedIconWidth, mUnselectedIconHeight, mHeaderIconHeight, mHeaderIconWidth;
int scrollingSpeed;
int scrollingY;
static int mSortOrder;
unsigned mFontHeight;
unsigned mLineHeight;
Resource* mHeaderIcon;
Resource* mIconSelected;
Resource* mIconUnselected;
Resource* mBackground;
Resource* mFont;
COLOR mBackgroundColor;
COLOR mFontColor;
COLOR mHeaderBackgroundColor;
COLOR mHeaderFontColor;
COLOR mSeparatorColor;
COLOR mHeaderSeparatorColor;
COLOR mFastScrollLineColor;
COLOR mFastScrollRectColor;
bool hasHighlightColor;
bool hasFontHighlightColor;
bool isHighlighted;
COLOR mHighlightColor;
COLOR mFontHighlightColor;
int mHeaderIsStatic;
int startSelection;
int touchDebounce;
};
class GUIPartitionList : public GUIObject, public RenderObject, public ActionObject
{
public:
GUIPartitionList(xml_node<>* node);
virtual ~GUIPartitionList();
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// NotifyTouch - Notify of a touch event
// Return 0 on success, >0 to ignore remainder of touch, and <0 on error
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
// NotifyVarChange - Notify of a variable change
virtual int NotifyVarChange(const std::string& varName, const std::string& value);
// SetPos - Update the position of the render object
// Return 0 on success, <0 on error
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
// SetPageFocus - Notify when a page gains or loses focus
virtual void SetPageFocus(int inFocus);
protected:
virtual int GetSelection(int x, int y);
virtual void MatchList(void);
protected:
std::vector<PartitionList> mList;
std::string ListType;
std::string mVariable;
std::string selectedList;
std::string currentValue;
std::string mHeaderText;
std::string mLastValue;
int actualLineHeight;
int mStart;
int startY;
int mSeparatorH, mHeaderSeparatorH;
int mLineSpacing;
int mUpdate;
int mBackgroundX, mBackgroundY, mBackgroundW, mBackgroundH, mHeaderH;
int mFastScrollW;
int mFastScrollLineW;
int mFastScrollRectW;
int mFastScrollRectH;
int mFastScrollRectX;
int mFastScrollRectY;
int mIconWidth, mIconHeight, mSelectedIconWidth, mSelectedIconHeight, mUnselectedIconWidth, mUnselectedIconHeight, mHeaderIconHeight, mHeaderIconWidth;
int scrollingSpeed;
int scrollingY;
static int mSortOrder;
unsigned mFontHeight;
unsigned mLineHeight;
Resource* mHeaderIcon;
Resource* mIconSelected;
Resource* mIconUnselected;
Resource* mBackground;
Resource* mFont;
COLOR mBackgroundColor;
COLOR mFontColor;
COLOR mHeaderBackgroundColor;
COLOR mHeaderFontColor;
COLOR mSeparatorColor;
COLOR mHeaderSeparatorColor;
COLOR mFastScrollLineColor;
COLOR mFastScrollRectColor;
bool hasHighlightColor;
bool hasFontHighlightColor;
bool isHighlighted;
COLOR mHighlightColor;
COLOR mFontHighlightColor;
int mHeaderIsStatic;
int startSelection;
int touchDebounce;
bool updateList;
};
// GUIAnimation - Used for animations
class GUIAnimation : public GUIObject, public RenderObject
{
public:
GUIAnimation(xml_node<>* node);
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
protected:
AnimationResource* mAnimation;
int mFrame;
int mFPS;
int mLoop;
int mRender;
int mUpdateCount;
};
class GUIProgressBar : public GUIObject, public RenderObject, public ActionObject
{
public:
GUIProgressBar(xml_node<>* node);
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// NotifyVarChange - Notify of a variable change
// Returns 0 on success, <0 on error
virtual int NotifyVarChange(const std::string& varName, const std::string& value);
protected:
Resource* mEmptyBar;
Resource* mFullBar;
std::string mMinValVar;
std::string mMaxValVar;
std::string mCurValVar;
float mSlide;
float mSlideInc;
int mSlideFrames;
int mLastPos;
protected:
virtual int RenderInternal(void); // Does the actual render
};
class GUISlider : public GUIObject, public RenderObject, public ActionObject
{
public:
GUISlider(xml_node<>* node);
virtual ~GUISlider();
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// NotifyTouch - Notify of a touch event
// Return 0 on success, >0 to ignore remainder of touch, and <0 on error
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
protected:
GUIAction* sAction;
Resource* sSlider;
Resource* sSliderUsed;
Resource* sTouch;
int sTouchW, sTouchH;
int sCurTouchX;
int sUpdate;
};
#define MAX_KEYBOARD_LAYOUTS 5
#define MAX_KEYBOARD_ROWS 9
#define MAX_KEYBOARD_KEYS 20
#define KEYBOARD_ACTION 253
#define KEYBOARD_LAYOUT 254
#define KEYBOARD_SWIPE_LEFT 252
#define KEYBOARD_SWIPE_RIGHT 251
#define KEYBOARD_ARROW_LEFT 250
#define KEYBOARD_ARROW_RIGHT 249
#define KEYBOARD_HOME 248
#define KEYBOARD_END 247
#define KEYBOARD_ARROW_UP 246
#define KEYBOARD_ARROW_DOWN 245
#define KEYBOARD_SPECIAL_KEYS 245
#define KEYBOARD_BACKSPACE 8
class GUIKeyboard : public GUIObject, public RenderObject, public ActionObject
{
public:
GUIKeyboard(xml_node<>* node);
virtual ~GUIKeyboard();
public:
virtual int Render(void);
virtual int Update(void);
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
protected:
virtual int GetSelection(int x, int y);
protected:
struct keyboard_key_class
{
unsigned char key;
unsigned char longpresskey;
unsigned int end_x;
unsigned int layout;
};
struct capslock_tracking_struct
{
int capslock;
int set_capslock;
int revert_layout;
};
Resource* keyboardImg[MAX_KEYBOARD_LAYOUTS];
struct keyboard_key_class keyboard_keys[MAX_KEYBOARD_LAYOUTS][MAX_KEYBOARD_ROWS][MAX_KEYBOARD_KEYS];
struct capslock_tracking_struct caps_tracking[MAX_KEYBOARD_LAYOUTS];
bool mRendered;
std::string mVariable;
unsigned int cursorLocation;
unsigned int currentLayout;
unsigned int row_heights[MAX_KEYBOARD_LAYOUTS][MAX_KEYBOARD_ROWS];
unsigned int KeyboardWidth, KeyboardHeight;
int rowY, colX, highlightRenderCount, hasHighlight, hasCapsHighlight;
GUIAction* mAction;
COLOR mHighlightColor;
COLOR mCapsHighlightColor;
};
// GUIInput - Used for keyboard input
class GUIInput : public GUIObject, public RenderObject, public ActionObject, public InputObject
{
public:
// w and h may be ignored, in which case, no bounding box is applied
GUIInput(xml_node<>* node);
virtual ~GUIInput();
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// Notify of a variable change
virtual int NotifyVarChange(const std::string& varName, const std::string& value);
// NotifyTouch - Notify of a touch event
// Return 0 on success, >0 to ignore remainder of touch, and <0 on error
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
virtual int NotifyKeyboard(int key);
protected:
virtual int GetSelection(int x, int y);
// Handles displaying the text properly when chars are added, deleted, or for scrolling
virtual int HandleTextLocation(int x);
protected:
GUIText* mInputText;
GUIAction* mAction;
Resource* mBackground;
Resource* mCursor;
Resource* mFont;
std::string mText;
std::string mLastValue;
std::string mVariable;
std::string mMask;
std::string mMaskVariable;
COLOR mBackgroundColor;
COLOR mCursorColor;
int scrollingX;
int lastX;
int mCursorLocation;
int mBackgroundX, mBackgroundY, mBackgroundW, mBackgroundH;
int mFontY;
unsigned skipChars;
unsigned mFontHeight;
unsigned CursorWidth;
bool mRendered;
bool HasMask;
bool DrawCursor;
bool isLocalChange;
bool HasAllowed;
bool HasDisabled;
std::string AllowedList;
std::string DisabledList;
unsigned MinLen;
unsigned MaxLen;
};
class HardwareKeyboard
{
public:
HardwareKeyboard(void);
virtual ~HardwareKeyboard();
public:
virtual int KeyDown(int key_code);
virtual int KeyUp(int key_code);
virtual int KeyRepeat(void);
void ConsumeKeyRelease(int key);
private:
std::set<int> mPressedKeys;
};
class GUISliderValue: public GUIObject, public RenderObject, public ActionObject
{
public:
GUISliderValue(xml_node<>* node);
virtual ~GUISliderValue();
public:
// Render - Render the full object to the GL surface
// Return 0 on success, <0 on error
virtual int Render(void);
// Update - Update any UI component animations (called <= 30 FPS)
// Return 0 if nothing to update, 1 on success and contiue, >1 if full render required, and <0 on error
virtual int Update(void);
// SetPos - Update the position of the render object
// Return 0 on success, <0 on error
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
// NotifyTouch - Notify of a touch event
// Return 0 on success, >0 to ignore remainder of touch, and <0 on error
virtual int NotifyTouch(TOUCH_STATE state, int x, int y);
// Notify of a variable change
virtual int NotifyVarChange(const std::string& varName, const std::string& value);
// SetPageFocus - Notify when a page gains or loses focus
virtual void SetPageFocus(int inFocus);
protected:
int measureText(const std::string& str);
int valueFromPct(float pct);
float pctFromValue(int value);
void loadValue(bool force = false);
std::string mVariable;
int mMax;
int mMin;
int mValue;
char *mValueStr;
float mValuePct;
std::string mMaxStr;
std::string mMinStr;
Resource *mFont;
GUIText* mLabel;
int mLabelW;
COLOR mTextColor;
COLOR mLineColor;
COLOR mSliderColor;
bool mShowRange;
bool mShowCurr;
int mLineX;
int mLineY;
int mLineH;
int mLinePadding;
int mPadding;
int mSliderY;
int mSliderW;
int mSliderH;
bool mRendered;
int mFontHeight;
GUIAction *mAction;
bool mChangeOnDrag;
int mLineW;
bool mDragging;
Resource *mBackgroundImage;
Resource *mHandleImage;
Resource *mHandleHoverImage;
};
class MouseCursor : public RenderObject
{
public:
MouseCursor(int posX, int posY);
virtual ~MouseCursor();
virtual int Render(void);
virtual int Update(void);
virtual int SetRenderPos(int x, int y, int w = 0, int h = 0);
void Move(int deltaX, int deltaY);
void GetPos(int& x, int& y);
void LoadData(xml_node<>* node);
void ResetData(int resX, int resY);
private:
int m_resX;
int m_resY;
bool m_moved;
float m_speedMultiplier;
COLOR m_color;
Resource *m_image;
bool m_present;
};
// Helper APIs
bool LoadPlacement(xml_node<>* node, int* x, int* y, int* w = NULL, int* h = NULL, RenderObject::Placement* placement = NULL);
#endif // _OBJECTS_HEADER