1 /**
2 GUI.c
3 This file contains functions that are used for layouting custom menus.
4
5 @author Zapper
6 */
7
8 /* -- constants used for layout -- */
9
10 static const GUI_AlignLeft = -1;
11 static const GUI_AlignCenter = 0;
12 static const GUI_AlignRight = +1;
13
14 static const GUI_AlignTop = -1;
15 static const GUI_AlignBottom = +1;
16
17 /*
18 Prototype for the alternative layout:
19
20 Propterties:
21 - Align: proplist, defines the alignment via alignment constnats GUI_Align*
22 - X: Horizontal alignment: Left, Center, Right
23 - Y: Vertical alginment: Top, Center, Bottom
24 - Margin: proplist, defines the margin of the GUI element
25 - Left: Margin on the left side of the element
26 - Right: Margin on the right side of the element
27 - Top: Margin on top of the element
28 - Bottom: Margin on the bottom of the element
29 Note: The margin dimension is defined by the property "Dimension"
30 - Width: int, width of the element
31 - Height: int, height of the element
32 - Dimension: function, defines the unit for the properties "Margin", "Width", and "Height";
33 Should be one of: Global.ToPercentString (default), or Global.ToEmString
34 */
35 static const GUI_BoxLayout = new Global {
36 Align = { X = GUI_AlignLeft, Y = GUI_AlignTop,},
37 Margin = { Left = 0, Right = 0, Top = 0, Bottom = 0,},
38 Width = 0,
39 Height = 0,
40 Dimension = Global.ToPercentString,
41 };
42
43 /*
44 Prototype for grid layout:
45
46 Properties:
47 - Grid: proplist, as GUI_BoxLayout; additional properties:
48 - Rows (default = 1): The number of rows in the grid
49 - Columns (default = 1): The nnumber of columns in the grid
50 Defines the layout for the box that contains the grid
51 - Cell: proplist, as GUI_BoxLayout
52 Defines the layout for individual cells in the grid
53
54 */
55 static const GUI_GridCellLayout = new Global {
56 Grid = { Prototype = GUI_BoxLayout, Rows = 1, Columns = 1},
57 Cell = { Prototype = GUI_BoxLayout, },
58 };
59
60
61 /* -- menu functions -- */
62
63 // documented in /docs/sdk/script/fn
GuiAction_Call(proplist target,string function,value)64 global func GuiAction_Call(proplist target, string function, value)
65 {
66 return [GUI_Call, target, function, value];
67 }
68
69 // documented in /docs/sdk/script/fn
GuiAction_SetTag(string tag,int subwindow,object target)70 global func GuiAction_SetTag(string tag, int subwindow, object target)
71 {
72 return [GUI_SetTag, tag, subwindow, target];
73 }
74
GuiAddCloseButton(proplist menu,proplist target,string callback,parameter)75 global func GuiAddCloseButton(proplist menu, proplist target, string callback, parameter)
76 {
77 var close_button =
78 {
79 Tooltip = "$TooltipGUIClose$",
80 Priority = 0x0fffff,
81 Left = "100%-2em", Top = "0%+0em",
82 Right = "100%", Bottom = "0%+2em",
83 Symbol = GetDefaultCancelSymbol(),
84 BackgroundColor = {Std = 0, Hover = 0x50ffff00},
85 OnMouseIn = GuiAction_SetTag("Hover"),
86 OnMouseOut = GuiAction_SetTag("Std"),
87 OnClick = GuiAction_Call(target, callback, parameter)
88 };
89 GuiAddSubwindow(close_button, menu);
90 return close_button;
91 }
92
GuiUpdateText(string text,int menu,int submenu,object target)93 global func GuiUpdateText(string text, int menu, int submenu, object target)
94 {
95 var update = {Text = text};
96 GuiUpdate(update, menu, submenu, target);
97 return true;
98 }
99
100 // adds proplist /submenu/ as a new property to /menu/
GuiAddSubwindow(proplist submenu,proplist menu)101 global func GuiAddSubwindow(proplist submenu, proplist menu)
102 {
103 do
104 {
105 // use an anonymous name starting with an underscore
106 var uniqueID = Format("_child%d", RandomX(10000, 0xffffff));
107 if (menu[uniqueID] != nil) continue;
108 menu[uniqueID] = submenu;
109 return true;
110 } while (true);
111 }
112
113 // Converts an integer into a floating "em"-value, as the given value is divided by the given factor (10 by default).
ToEmString(int value,int factor)114 global func ToEmString(int value, int factor)
115 {
116 // Make sure factor is a power of ten.
117 factor = factor ?? 10;
118 var power_of_ten = 0;
119 while (10**power_of_ten != factor)
120 {
121 if (10**power_of_ten > factor)
122 {
123 Log("WARNING: factor in ToEmString(%d, %d) is not a multiple of ten, falling back to default", value, factor);
124 factor = 10;
125 power_of_ten = 1;
126 break;
127 }
128 power_of_ten++;
129 }
130 // Construct the string using sign, value and decimal notation.
131 var em_sign = "+";
132 if (value < 0)
133 em_sign = "-";
134 var em_value = Format("%d", Abs(value / factor));
135 var em_decimal = Format("%011dem", Abs(value % factor));
136 em_decimal = TakeString(em_decimal, GetLength(em_decimal) - power_of_ten - 2);
137 if (power_of_ten == 0)
138 em_decimal = "0";
139 return Format("%s%s.%s", em_sign, em_value, em_decimal);
140 }
141
142 // Converts an integer into a floating percent value, as the given value is divided by the given factor (10 by default).
ToPercentString(int value,int factor)143 global func ToPercentString(int value, int factor)
144 {
145 // Make sure factor is a power of ten.
146 factor = factor ?? 10;
147 var power_of_ten = 0;
148 while (10**power_of_ten != factor)
149 {
150 if (10**power_of_ten > factor)
151 {
152 Log("WARNING: factor in ToPercentString(%d, %d) is not a multiple of ten, falling back to default", value, factor);
153 factor = 10;
154 power_of_ten = 1;
155 break;
156 }
157 power_of_ten++;
158 }
159 // Construct the string using sign, value and decimal notation.
160 var percent_sign = "+";
161 if (value < 0)
162 percent_sign = "-";
163 var percent_value = Format("%d", Abs(value / factor));
164 var percent_decimal = Format("%011d%%", Abs(value % factor));
165 percent_decimal = TakeString(percent_decimal, GetLength(percent_decimal) - power_of_ten - 1);
166 if (power_of_ten == 0)
167 percent_decimal = "0";
168 return Format("%s%s.%s", percent_sign, percent_value, percent_decimal);
169 }
170
171 /*
172 Returns true if /this/ object is allowed to be displayed on the same stack as the /other/ object in a GUI.
173 */
CanBeStackedWith(object other)174 global func CanBeStackedWith(object other)
175 {
176 return this->GetID() == other->GetID();
177 }
178
179 // Returns the default symbol used for the "cancel" icon displayed e.g. in the top-right corner of menus.
GetDefaultCancelSymbol()180 global func GetDefaultCancelSymbol()
181 {
182 return _inherited(...);
183 }
184
185 /* -- layout functions -- */
186
187 /*
188 Checks a layout for errors, and throw a fatal error if the layout is wrong.
189
190 @par layout A proplist with prototype GUI_BoxLayout.
191 It is checked that:
192 - Width is not 0
193 - Height is not 0
194 - Dimension is Global.ToPercentString or Global.ToEmString
195 */
GuiCheckLayout(proplist layout)196 global func GuiCheckLayout(proplist layout)
197 {
198 var errors = [];
199 if (layout.Width == 0)
200 {
201 PushBack(errors, "property 'Width' must not be 0");
202 }
203 if (layout.Height == 0)
204 {
205 PushBack(errors, "property 'Height' must not be 0");
206 }
207 if (layout.Dimension != Global.ToEmString && layout.Dimension != Global.ToPercentString)
208 {
209 PushBack(errors, Format("property 'Dimension' must be Global.ToEmString, or Global.ToPerccentString, but it is %v", layout.Dimension));
210 }
211
212 if (GetLength(errors) > 0)
213 {
214 var message = "Error in layout";
215 for (var error in errors)
216 {
217 message = Format("%s, %s", message, error);
218 }
219 FatalError(message);
220 }
221 }
222
223
224 /*
225 Calculates the position for a box element.
226
227 This function returns a proplist with the properties: Left, Right, Top, Bottom.
228 The proplist can be added to a GUI proplist in order to define the position
229 of said GUI element - simply merge with AddProperties(element, position);
230
231 @par layout A proplist with prototype GUI_BoxLayout;
232 */
GuiCalculateBoxElementPosition(proplist layout)233 global func GuiCalculateBoxElementPosition(proplist layout)
234 {
235 GuiCheckLayout(layout);
236
237 var element_width = layout.Width + layout.Margin.Left + layout.Margin.Right;
238 var element_height = layout.Height + layout.Margin.Top + layout.Margin.Bottom;
239
240 // determine alignment on x axis
241 var align_x;
242 var offset_x;
243 if (layout.Align.X == GUI_AlignLeft)
244 {
245 align_x = "0%";
246 offset_x = 0;
247 }
248 else if (layout.Align.X == GUI_AlignCenter)
249 {
250 align_x = "50%";
251 offset_x = -element_width / 2;
252 }
253 else if (layout.Align.X == GUI_AlignRight)
254 {
255 align_x = "100%";
256 offset_x = -element_width;
257 }
258
259 // determine alignment on y axis
260 var align_y;
261 var offset_y;
262 if (layout.Align.Y == GUI_AlignTop)
263 {
264 align_y = "0%";
265 offset_y = 0;
266 }
267 else if (layout.Align.Y == GUI_AlignCenter)
268 {
269 align_y = "50%";
270 offset_y = -element_height / 2;
271 }
272 else if (layout.Align.Y == GUI_AlignBottom)
273 {
274 align_y = "100%";
275 offset_y = -element_height;
276 }
277
278 // determine actual dimensions
279
280 var element_x = offset_x + layout.Margin.Left;
281 var element_y = offset_y + layout.Margin.Top;
282
283 return
284 {
285 Left = Format("%s%s", align_x, Call(layout.Dimension, element_x)),
286 Top = Format("%s%s", align_y, Call(layout.Dimension, element_y)),
287 Right = Format("%s%s", align_x, Call(layout.Dimension, element_x + layout.Width)),
288 Bottom = Format("%s%s", align_y, Call(layout.Dimension, element_y + layout.Height))
289 };
290 }
291
292
293 /*
294 Calculates the position for a box element inside a grid of elements.
295 For example, the buttons in the inventory bar could be modeled as a grid
296 with 1 row and x columns - this function calculates the position of a single
297 button in that grid, based on the layout.
298
299 This function returns a proplist with the properties: Left, Right, Top, Bottom.
300 The proplist can be added to a GUI proplist in order to define the position
301 of said GUI element - simply merge with AddProperties(element, position);
302
303 @par layout A proplist with prototype GUI_GridCellLayout; Alternatively,
304 you can use a the prototype GUI_BoxLayout (In that case, however,
305 the margin and alignment are shared between cells and the grid,
306 and you need two additional properties "Rows" and "Columns")
307
308 @par row The vertical position of the element in the grid. First row is 0.
309 @par column The horizontal position of the element in the grid. First column is 0.
310 */
GuiCalculateGridElementPosition(proplist layout,int row,int column)311 global func GuiCalculateGridElementPosition(proplist layout, int row, int column)
312 {
313 // determine internal layout
314 var grid_layout, cell_layout;
315
316 if (layout["Grid"] && layout["Cell"])
317 {
318 grid_layout = layout["Grid"];
319 cell_layout = layout["Cell"];
320 }
321 else
322 {
323 grid_layout = {Prototype = layout};
324 cell_layout = {Prototype = layout};
325 grid_layout.Rows = grid_layout.Rows;
326 grid_layout.Columns = grid_layout.Columns;
327 }
328
329 // determine position of the cell in the grid
330 var cell_width = cell_layout.Width + cell_layout.Margin.Left + cell_layout.Margin.Right;
331 var cell_height = cell_layout.Height + cell_layout.Margin.Top + cell_layout.Margin.Bottom;
332
333 var cell_pos_x = cell_layout.Margin.Left + column * cell_width;
334 var cell_pos_y = cell_layout.Margin.Top + row * cell_height;
335
336 // determine position of the grid
337 var grid_width = cell_width * (grid_layout.Columns ?? 1);
338 var grid_height = cell_height * (grid_layout.Rows ?? 1);
339
340 var grid_position = GuiCalculateBoxElementPosition({Prototype = grid_layout, Width = grid_width, Height = grid_height});
341
342 // merge everything into one
343 return
344 {
345 Left = Format("%s%s", grid_position.Left, Call(cell_layout.Dimension, cell_pos_x)),
346 Top = Format("%s%s", grid_position.Top, Call(cell_layout.Dimension, cell_pos_y)),
347 Right = Format("%s%s", grid_position.Left, Call(cell_layout.Dimension, cell_pos_x + cell_layout.Width)),
348 Bottom = Format("%s%s", grid_position.Top, Call(cell_layout.Dimension, cell_pos_y + cell_layout.Height))
349 };
350 }
351