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2026-02-02 04:50:13 +01:00

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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/>.
*
*/
#ifndef TETRAEDGE_TE_TE_LUA_GUI_H
#define TETRAEDGE_TE_TE_LUA_GUI_H
#include "common/str.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "tetraedge/te/te_button_layout.h"
#include "tetraedge/te/te_checkbox_layout.h"
#include "tetraedge/te/te_clip_layout.h"
#include "tetraedge/te/te_color.h"
#include "tetraedge/te/te_curve_anim2.h"
#include "tetraedge/te/te_extended_text_layout.h"
#include "tetraedge/te/te_i_3d_object2.h"
#include "tetraedge/te/te_i_layout.h"
#include "tetraedge/te/te_i_text_layout.h"
#include "tetraedge/te/te_layout.h"
#include "tetraedge/te/te_list_layout.h"
#include "tetraedge/te/te_lua_context.h"
#include "tetraedge/te/te_lua_script.h"
#include "tetraedge/te/te_object.h"
#include "tetraedge/te/te_quaternion.h"
#include "tetraedge/te/te_scrolling_layout.h"
#include "tetraedge/te/te_sprite_layout.h"
#include "tetraedge/te/te_text_layout.h"
#include "tetraedge/te/te_vector3f32.h"
#include "tetraedge/te/te_variant.h"
namespace Tetraedge {
class TeLuaGUI : public TeObject {
public:
TeLuaGUI();
virtual ~TeLuaGUI() {
unload();
};
virtual void enter() {};
virtual void leave() {};
TeLayout *layout(const Common::String &name);
TeButtonLayout *buttonLayout(const Common::String &name);
TeCheckboxLayout *checkboxLayout(const Common::String &name);
TeClipLayout *clipLayout(const Common::String &name);
TeCurveAnim2<Te3DObject2, TeColor> *colorLinearAnimation(const Common::String &name);
TeExtendedTextLayout *extendedTextLayout(const Common::String &name);
TeCurveAnim2<TeLayout, TeVector3f32> *layoutAnchorLinearAnimation(const Common::String &name);
TeCurveAnim2<TeLayout, TeVector3f32> *layoutPositionLinearAnimation(const Common::String &name);
TeListLayout *listLayout(const Common::String &name);
TeCurveAnim2<TeI3DObject2, TeQuaternion> *rotationLinearAnimation(const Common::String &name);
TeScrollingLayout *scrollingLayout(const Common::String &name);
TeSpriteLayout *spriteLayout(const Common::String &name);
TeITextLayout *textLayout(const Common::String &name);
// Same as the above functions, but call error() if the result is null.
TeLayout *layoutChecked(const Common::String &name);
TeButtonLayout *buttonLayoutChecked(const Common::String &name);
TeSpriteLayout *spriteLayoutChecked(const Common::String &name);
bool load(const Common::Path &subPath);
bool load(const TetraedgeFSNode &node);
void unload();
TeVariant value(const Common::String &key);
template <typename T> using StringMap = Common::HashMap<Common::String, T>;
StringMap<TeLayout *> &layouts() { return _layouts; }
StringMap<TeButtonLayout *> &buttonLayouts() { return _buttonLayouts; }
StringMap<TeCheckboxLayout *> &checkboxLayouts() { return _checkboxLayouts; }
StringMap<TeListLayout *> &listLayouts() { return _listLayouts; }
StringMap<TeSpriteLayout *> &spriteLayouts() { return _spriteLayouts; }
StringMap<TeTextLayout *> &textLayouts() { return _textLayouts; }
StringMap<TeScrollingLayout *> &scrollingLayouts() { return _scrollingLayouts; }
StringMap<TeClipLayout *> &clipLayouts() { return _clipLayouts; }
StringMap<TeExtendedTextLayout *> &extendedTextLayouts() { return _extendedTextLayouts; }
StringMap<TeCurveAnim2<TeLayout, TeVector3f32> *> &layoutAnchorLinearAnimations() { return _layoutAnchorLinearAnimations; }
StringMap<TeCurveAnim2<TeLayout, TeVector3f32> *> &layoutPositionLinearAnimations() { return _layoutPositionLinearAnimations; }
StringMap<TeCurveAnim2<Te3DObject2, TeColor> *> &colorLinearAnimations() { return _colorLinearAnimations; }
bool loaded() const { return _loaded; }
const Common::Path &scriptPath() const { return _scriptPath; }
protected:
bool _loaded;
private:
Common::Path _scriptPath;
TeLuaContext _luaContext;
TeLuaScript _luaScript;
StringMap<TeLayout *> _layouts;
StringMap<TeButtonLayout *> _buttonLayouts;
StringMap<TeCheckboxLayout *> _checkboxLayouts;
StringMap<TeListLayout *> _listLayouts;
StringMap<TeSpriteLayout *> _spriteLayouts;
StringMap<TeTextLayout *> _textLayouts;
StringMap<TeScrollingLayout *> _scrollingLayouts;
StringMap<TeClipLayout *> _clipLayouts;
StringMap<TeExtendedTextLayout *> _extendedTextLayouts;
StringMap<TeCurveAnim2<TeLayout, TeVector3f32> *> _layoutAnchorLinearAnimations;
StringMap<TeCurveAnim2<TeLayout, TeVector3f32> *> _layoutPositionLinearAnimations;
StringMap<TeCurveAnim2<Te3DObject2, TeColor> *> _colorLinearAnimations;
};
} // end namespace Tetraedge
#endif // TETRAEDGE_TE_TE_LUA_GUI_H