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engines/tetraedge/te/te_lua_gui.h
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129
engines/tetraedge/te/te_lua_gui.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TETRAEDGE_TE_TE_LUA_GUI_H
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#define TETRAEDGE_TE_TE_LUA_GUI_H
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#include "common/str.h"
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#include "common/hashmap.h"
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#include "common/hash-str.h"
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#include "tetraedge/te/te_button_layout.h"
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#include "tetraedge/te/te_checkbox_layout.h"
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#include "tetraedge/te/te_clip_layout.h"
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#include "tetraedge/te/te_color.h"
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#include "tetraedge/te/te_curve_anim2.h"
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#include "tetraedge/te/te_extended_text_layout.h"
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#include "tetraedge/te/te_i_3d_object2.h"
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#include "tetraedge/te/te_i_layout.h"
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#include "tetraedge/te/te_i_text_layout.h"
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#include "tetraedge/te/te_layout.h"
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#include "tetraedge/te/te_list_layout.h"
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#include "tetraedge/te/te_lua_context.h"
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#include "tetraedge/te/te_lua_script.h"
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#include "tetraedge/te/te_object.h"
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#include "tetraedge/te/te_quaternion.h"
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#include "tetraedge/te/te_scrolling_layout.h"
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#include "tetraedge/te/te_sprite_layout.h"
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#include "tetraedge/te/te_text_layout.h"
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#include "tetraedge/te/te_vector3f32.h"
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#include "tetraedge/te/te_variant.h"
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namespace Tetraedge {
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class TeLuaGUI : public TeObject {
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public:
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TeLuaGUI();
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virtual ~TeLuaGUI() {
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unload();
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};
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virtual void enter() {};
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virtual void leave() {};
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TeLayout *layout(const Common::String &name);
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TeButtonLayout *buttonLayout(const Common::String &name);
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TeCheckboxLayout *checkboxLayout(const Common::String &name);
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TeClipLayout *clipLayout(const Common::String &name);
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TeCurveAnim2<Te3DObject2, TeColor> *colorLinearAnimation(const Common::String &name);
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TeExtendedTextLayout *extendedTextLayout(const Common::String &name);
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TeCurveAnim2<TeLayout, TeVector3f32> *layoutAnchorLinearAnimation(const Common::String &name);
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TeCurveAnim2<TeLayout, TeVector3f32> *layoutPositionLinearAnimation(const Common::String &name);
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TeListLayout *listLayout(const Common::String &name);
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TeCurveAnim2<TeI3DObject2, TeQuaternion> *rotationLinearAnimation(const Common::String &name);
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TeScrollingLayout *scrollingLayout(const Common::String &name);
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TeSpriteLayout *spriteLayout(const Common::String &name);
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TeITextLayout *textLayout(const Common::String &name);
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// Same as the above functions, but call error() if the result is null.
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TeLayout *layoutChecked(const Common::String &name);
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TeButtonLayout *buttonLayoutChecked(const Common::String &name);
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TeSpriteLayout *spriteLayoutChecked(const Common::String &name);
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bool load(const Common::Path &subPath);
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bool load(const TetraedgeFSNode &node);
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void unload();
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TeVariant value(const Common::String &key);
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template <typename T> using StringMap = Common::HashMap<Common::String, T>;
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StringMap<TeLayout *> &layouts() { return _layouts; }
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StringMap<TeButtonLayout *> &buttonLayouts() { return _buttonLayouts; }
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StringMap<TeCheckboxLayout *> &checkboxLayouts() { return _checkboxLayouts; }
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StringMap<TeListLayout *> &listLayouts() { return _listLayouts; }
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StringMap<TeSpriteLayout *> &spriteLayouts() { return _spriteLayouts; }
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StringMap<TeTextLayout *> &textLayouts() { return _textLayouts; }
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StringMap<TeScrollingLayout *> &scrollingLayouts() { return _scrollingLayouts; }
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StringMap<TeClipLayout *> &clipLayouts() { return _clipLayouts; }
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StringMap<TeExtendedTextLayout *> &extendedTextLayouts() { return _extendedTextLayouts; }
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StringMap<TeCurveAnim2<TeLayout, TeVector3f32> *> &layoutAnchorLinearAnimations() { return _layoutAnchorLinearAnimations; }
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StringMap<TeCurveAnim2<TeLayout, TeVector3f32> *> &layoutPositionLinearAnimations() { return _layoutPositionLinearAnimations; }
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StringMap<TeCurveAnim2<Te3DObject2, TeColor> *> &colorLinearAnimations() { return _colorLinearAnimations; }
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bool loaded() const { return _loaded; }
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const Common::Path &scriptPath() const { return _scriptPath; }
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protected:
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bool _loaded;
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private:
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Common::Path _scriptPath;
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TeLuaContext _luaContext;
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TeLuaScript _luaScript;
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StringMap<TeLayout *> _layouts;
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StringMap<TeButtonLayout *> _buttonLayouts;
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StringMap<TeCheckboxLayout *> _checkboxLayouts;
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StringMap<TeListLayout *> _listLayouts;
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StringMap<TeSpriteLayout *> _spriteLayouts;
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StringMap<TeTextLayout *> _textLayouts;
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StringMap<TeScrollingLayout *> _scrollingLayouts;
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StringMap<TeClipLayout *> _clipLayouts;
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StringMap<TeExtendedTextLayout *> _extendedTextLayouts;
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StringMap<TeCurveAnim2<TeLayout, TeVector3f32> *> _layoutAnchorLinearAnimations;
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StringMap<TeCurveAnim2<TeLayout, TeVector3f32> *> _layoutPositionLinearAnimations;
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StringMap<TeCurveAnim2<Te3DObject2, TeColor> *> _colorLinearAnimations;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_TE_TE_LUA_GUI_H
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