mirror of https://github.com/PrimeDecomp/prime.git
95 lines
2.5 KiB
C++
95 lines
2.5 KiB
C++
#ifndef _CGUIWIDGET
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#define _CGUIWIDGET
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#include "GuiSys/CGuiObject.hpp"
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#include "Kyoto/Graphics/CColor.hpp"
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#include "Kyoto/SObjectTag.hpp"
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#include "rstl/string.hpp"
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class CFinalInput;
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class CGuiFrame;
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enum ETraversalMode {
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kTM_ChildrenAndSiblings = 0,
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kTM_Children = 1,
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kTM_Single = 2,
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};
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class CGuiWidget : public CGuiObject {
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public:
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enum EGuiModelDrawFlags {
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kGMDF_Shadeless = 0,
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kGMDF_Opaque = 1,
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kGMDF_Alpha = 2,
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kGMDF_Additive = 3,
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kGMDF_AlphaAdditiveOverdraw = 4
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};
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class CGuiWidgetParms {
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public:
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CGuiWidgetParms(CGuiFrame*, const rstl::string&, bool, short, short, bool, bool, bool,
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const CColor&, CGuiWidget::EGuiModelDrawFlags, bool, bool);
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CGuiFrame* x0_frame;
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bool x4_useAnimController;
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short x6_selfId;
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short x8_parentId;
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bool xa_defaultVisible;
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bool xb_defaultActive;
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bool xc_cullFaces;
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bool xd_g;
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bool xe_h;
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CColor x10_color;
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EGuiModelDrawFlags x14_drawFlags;
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};
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CGuiWidget(const CGuiWidgetParms& parms);
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~CGuiWidget();
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void Update(float dt);
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void Draw(const CGuiWidgetDrawParms& drawParms) const;
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void Initialize();
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virtual void ProcessUserInput(const CFinalInput& input);
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virtual void Touch() const;
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virtual bool GetIsVisible() const;
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virtual bool GetIsActive() const;
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virtual FourCC GetWidgetTypeID() const { return 'BWIG'; }
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virtual bool AddWorkerWidget(CGuiWidget* worker);
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virtual bool GetIsFinishedLoadingWidgetSpecific() const;
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virtual void OnVisible();
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virtual void OnActivate();
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void SetIsVisible(bool visible);
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void SetColor(const CColor& color);
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const CColor& GetColor() const { return xa4_color; }
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void SetVisibility(bool visible, ETraversalMode mode);
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void ParseBaseInfo(CGuiFrame* frame, CInputStream& in, const CGuiWidgetParms& parms);
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static CGuiWidgetParms ReadWidgetHeader(CGuiFrame* frame, CInputStream& in);
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CGuiFrame* GetFrame() { return xb0_frame; }
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private:
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short x70_selfId;
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short x72_parentId;
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CTransform4f x74_transform;
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CColor xa4_color;
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CColor xa8_color2;
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EGuiModelDrawFlags xac_drawFlags;
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CGuiFrame* xb0_frame;
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short xb4_workerId;
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bool xb6_24_pg : 1;
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bool xb6_25_isVisible : 1;
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bool xb6_26_isActive : 1;
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bool xb6_27_isSelectable : 1;
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bool xb6_28_eventLock : 1;
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bool xb6_29_cullFaces : 1;
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bool xb6_30_depthGreater : 1;
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bool xb6_31_depthTest : 1;
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bool xb7_24_depthWrite : 1;
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bool xb7_25_ : 1;
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};
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CHECK_SIZEOF(CGuiWidget, 0xb8)
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CGuiWidget* FGuiWidgetFactoryInGame(uint type, CGuiFrame* parent, CInputStream& in);
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#endif // _CGUIWIDGET
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