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+/*
+ 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 1 if this object handles the request, 0 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;
+ FontResource* mFont;
+ int mIsStatic;
+ int mVarChanged;
+ int mFontHeight;
+ unsigned maxWidth;
+ unsigned charSkip;
+};
+
+// 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:
+ ImageResource* mImage;
+ ImageResource* 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:
+ enum ThreadType { THREAD_NONE, THREAD_ACTION, THREAD_CANCEL };
+
+ int getKeyByName(std::string key);
+ int doAction(Action action);
+ ThreadType getThreadType(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 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;
+ ImageResource* 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:
+ ImageResource* mChecked;
+ ImageResource* mUnchecked;
+ GUIText* mLabel;
+ int mTextX, mTextY;
+ int mCheckX, mCheckY, mCheckW, mCheckH;
+ int mLastState;
+ bool mRendered;
+ std::string mVarName;
+};
+
+class GUIScrollList : public GUIObject, public RenderObject, public ActionObject
+{
+public:
+ GUIScrollList(xml_node<>* node);
+ virtual ~GUIScrollList();
+
+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:
+ // derived classes need to implement these
+ // get number of items
+ virtual size_t GetItemCount() { return 0; }
+ // render a single item in rect (mRenderX, yPos, mRenderW, actualItemHeight)
+ virtual void RenderItem(size_t itemindex, int yPos, bool selected);
+ // an item was selected
+ virtual void NotifySelect(size_t item_selected) {}
+
+ // render a standard-layout list item with optional icon and text
+ void RenderStdItem(int yPos, bool selected, ImageResource* icon, const char* text, int iconAndTextH = 0);
+
+ enum { NO_ITEM = (size_t)-1 };
+ // returns item index at coordinates or NO_ITEM if there is no item there
+ size_t HitTestItem(int x, int y);
+
+ // Called by the derived class to set the max icon size so we can calculate the proper actualItemHeight and center smaller icons if the icon size varies
+ void SetMaxIconSize(int w, int h);
+
+ // This will make sure that the item indicated by list_index is visible on the screen
+ void SetVisibleListLocation(size_t list_index);
+
+ // Handle scrolling changes for drags and kinetic scrolling
+ void HandleScrolling();
+
+ // Returns many full rows the list is capable of displaying
+ int GetDisplayItemCount();
+
+ // Returns the size in pixels of a partial item or row size
+ int GetDisplayRemainder();
+
+protected:
+ // Background
+ COLOR mBackgroundColor;
+ ImageResource* mBackground; // background image, if any, automatically centered
+
+ // Header
+ COLOR mHeaderBackgroundColor;
+ COLOR mHeaderFontColor;
+ std::string mHeaderText; // Original header text without parsing any variables
+ std::string mLastHeaderValue; // Header text after parsing variables
+ bool mHeaderIsStatic; // indicates if the header is static (no need to check for changes in NotifyVarChange)
+ int mHeaderH; // actual header height including font, icon, padding, and separator heights
+ ImageResource* mHeaderIcon;
+ int mHeaderIconHeight, mHeaderIconWidth; // width and height of the header icon if present
+ int mHeaderSeparatorH; // Height of the separator between header and list items
+ COLOR mHeaderSeparatorColor; // color of the header separator
+
+ // Per-item layout
+ FontResource* mFont;
+ COLOR mFontColor;
+ bool hasHighlightColor; // indicates if a highlight color was set
+ COLOR mHighlightColor; // background row highlight color
+ COLOR mFontHighlightColor;
+ int mFontHeight;
+ int actualItemHeight; // Actual height of each item in pixels including max icon size, font size, and padding
+ int maxIconWidth, maxIconHeight; // max icon width and height for the list, set by derived class in SetMaxIconSize
+ int mItemSpacing; // stores the spacing or padding on the y axis, part of the actualItemHeight
+ int mSeparatorH; // Height of the separator between items
+ COLOR mSeparatorColor; // color of the separator that is between items
+
+ // Scrollbar
+ int mFastScrollW; // width of the fastscroll area
+ int mFastScrollLineW; // width of the line for fastscroll rendering
+ int mFastScrollRectW; // width of the rectangle for fastscroll
+ int mFastScrollRectH; // minimum height of the rectangle for fastscroll
+ COLOR mFastScrollLineColor;
+ COLOR mFastScrollRectColor;
+
+ // Scrolling and dynamic state
+ int mFastScrollRectCurrentY; // current top of fastscroll rect relative to list top
+ int mFastScrollRectCurrentH; // current height of fastscroll rect
+ int mFastScrollRectTouchY; // offset from top of fastscroll rect where the user initially touched
+ bool hasScroll; // indicates that we have enough items in the list to scroll
+ int firstDisplayedItem; // this item goes at the top of the display list - may only be partially visible
+ int scrollingSpeed; // on a touch release, this is set based on the difference in the y-axis between the last 2 touches and indicates how fast the kinetic scrolling will go
+ int y_offset; // this is how many pixels offset in the y axis for per pixel scrolling, is always <= 0 and should never be < -actualItemHeight
+ bool allowSelection; // true if touched item can be selected, false for pure read-only lists and the console
+ size_t selectedItem; // selected item index after the initial touch, set to -1 if we are scrolling
+ int touchDebounce; // debounce for touches, minimum of 6 pixels but may be larger calculated based actualItemHeight / 3
+ int lastY, last2Y; // last 2 touch locations, used for tracking kinetic scroll speed
+ int fastScroll; // indicates that the inital touch was inside the fastscroll region - makes for easier fast scrolling as the touches don't have to stay within the fast scroll region and you drag your finger
+ int mUpdate; // indicates that a change took place and we need to re-render
+};
+
+class GUIFileSelector : public GUIScrollList
+{
+public:
+ GUIFileSelector(xml_node<>* node);
+ virtual ~GUIFileSelector();
+
+public:
+ // 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
+ 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);
+
+ virtual size_t GetItemCount();
+ virtual void RenderItem(size_t itemindex, int yPos, bool selected);
+ virtual void NotifySelect(size_t item_selected);
+
+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 GetFileList(const std::string folder);
+ static bool fileSort(FileData d1, FileData d2);
+
+protected:
+ std::vector<FileData> mFolderList;
+ std::vector<FileData> mFileList;
+ std::string mPathVar; // current path displayed, saved in the data manager
+ std::string mPathDefault; // default value for the path if none is set in mPathVar
+ std::string mExtn; // used for filtering the file list, for example, *.zip
+ std::string mVariable; // set when the user selects an item, pull path like /path/to/foo
+ std::string mSortVariable; // data manager variable used to change the sorting of files
+ std::string mSelection; // set when the user selects an item without the full path like selecting /path/to/foo would just be set to foo
+ int mShowFolders, mShowFiles; // indicates if the list should show folders and/or files
+ int mShowNavFolders; // indicates if the list should include the "up a level" item and allow you to traverse folders (nav folders are disabled for the restore list, for instance)
+ static int mSortOrder; // must be static because it is used by the static function fileSort
+ ImageResource* mFolderIcon;
+ ImageResource* mFileIcon;
+ bool updateFileList;
+};
+
+class GUIListBox : public GUIScrollList
+{
+public:
+ GUIListBox(xml_node<>* node);
+ virtual ~GUIListBox();
+
+public:
+ // 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
+ 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);
+
+ virtual size_t GetItemCount();
+ virtual void RenderItem(size_t itemindex, int yPos, bool selected);
+ virtual void NotifySelect(size_t item_selected);
+
+protected:
+ struct ListData {
+ std::string displayName;
+ std::string variableValue;
+ unsigned int selected;
+ };
+
+protected:
+ std::vector<ListData> mList;
+ std::string mVariable;
+ std::string currentValue;
+ ImageResource* mIconSelected;
+ ImageResource* mIconUnselected;
+};
+
+class GUIPartitionList : public GUIScrollList
+{
+public:
+ GUIPartitionList(xml_node<>* node);
+ virtual ~GUIPartitionList();
+
+public:
+ // 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();
+
+ // NotifyVarChange - 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);
+
+ virtual size_t GetItemCount();
+ virtual void RenderItem(size_t itemindex, int yPos, bool selected);
+ virtual void NotifySelect(size_t item_selected);
+
+protected:
+ void MatchList();
+ void SetPosition();
+
+protected:
+ std::vector<PartitionList> mList;
+ std::string ListType;
+ std::string mVariable;
+ std::string selectedList;
+ std::string currentValue;
+ std::string mLastValue;
+ ImageResource* mIconSelected;
+ ImageResource* mIconUnselected;
+ bool updateList;
+};
+
+class GUIConsole : public GUIScrollList
+{
+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);
+
+ // IsInRegion - Checks if the request is handled by this object
+ // Return 1 if this object handles the request, 0 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);
+
+ // ScrollList interface
+ virtual size_t GetItemCount();
+ virtual void RenderItem(size_t itemindex, int yPos, bool selected);
+ virtual void NotifySelect(size_t item_selected);
+protected:
+ enum SlideoutState
+ {
+ hidden = 0,
+ visible,
+ request_hide,
+ request_show
+ };
+
+ ImageResource* mSlideoutImage;
+ size_t mLastCount; // lines from gConsole that are already split and copied into rConsole
+ bool scrollToEnd; // true if we want to keep tracking the last line
+ int mSlideoutX, mSlideoutY, mSlideoutW, mSlideoutH;
+ int mSlideout;
+ SlideoutState mSlideoutState;
+ std::vector<std::string> rConsole;
+ std::vector<std::string> rConsoleColor;
+
+protected:
+ bool AddLines();
+ int RenderSlideout(void);
+ int RenderConsole(void);
+};
+
+// 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:
+ ImageResource* mEmptyBar;
+ ImageResource* 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;
+ GUIText* sSliderLabel;
+ ImageResource* sSlider;
+ ImageResource* sSliderUsed;
+ ImageResource* 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;
+ int end_x;
+ int layout;
+ };
+ int ParseKey(const char* keyinfo, keyboard_key_class& key, int& Xindex, int keyWidth, bool longpress);
+ struct capslock_tracking_struct
+ {
+ int capslock;
+ int set_capslock;
+ int revert_layout;
+ };
+
+ ImageResource* 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;
+ int currentLayout;
+ int row_heights[MAX_KEYBOARD_LAYOUTS][MAX_KEYBOARD_ROWS];
+ unsigned int KeyboardWidth, KeyboardHeight;
+ int rowY, colX, highlightRenderCount;
+ bool hasHighlight, hasCapsHighlight;
+ GUIAction* mAction;
+ COLOR mHighlightColor;
+ COLOR mCapsHighlightColor;
+};
+
+// GUIInput - Used for keyboard input
+class GUIInput : public GUIObject, public RenderObject, public ActionObject, public InputObject
+{
+public:
+ 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;
+ ImageResource* mBackground;
+ ImageResource* mCursor;
+ FontResource* 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();
+ virtual ~HardwareKeyboard();
+
+public:
+ // called by the input handler for key events
+ int KeyDown(int key_code);
+ int KeyUp(int key_code);
+
+ // called by the input handler when holding a key down
+ int KeyRepeat();
+
+ // called by multi-key actions to suppress key-release notifications
+ void ConsumeKeyRelease(int key);
+
+private:
+ int mLastKeyChar;
+ 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;
+ FontResource *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;
+ ImageResource *mBackgroundImage;
+ ImageResource *mHandleImage;
+ ImageResource *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;
+ ImageResource *m_image;
+ bool m_present;
+};
+
+class GUIPatternPassword : public GUIObject, public RenderObject, public ActionObject
+{
+public:
+ GUIPatternPassword(xml_node<>* node);
+ virtual ~GUIPatternPassword();
+
+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:
+ void CalculateDotPositions();
+ void ResetActiveDots();
+ void ConnectDot(int dot_idx);
+ void ConnectIntermediateDots(int dot_idx);
+ int InDot(int x, int y);
+ bool DotUsed(int dot_idx);
+ static bool IsInRect(int x, int y, int rx, int ry, int rw, int rh);
+ void PatternDrawn();
+
+ struct Dot {
+ int x;
+ int y;
+ bool active;
+ };
+
+ Dot mDots[9];
+ int mConnectedDots[9];
+ size_t mConnectedDotsLen;
+ int mCurLineX;
+ int mCurLineY;
+ bool mTrackingTouch;
+ bool mNeedRender;
+
+ COLOR mDotColor;
+ COLOR mActiveDotColor;
+ COLOR mLineColor;
+ ImageResource *mDotImage;
+ ImageResource *mActiveDotImage;
+ gr_surface mDotCircle;
+ gr_surface mActiveDotCircle;
+ int mDotRadius;
+ int mLineWidth;
+
+ std::string mPassVar;
+ GUIAction *mAction;
+ int mUpdate;
+};
+
+
+// Helper APIs
+xml_node<>* FindNode(xml_node<>* parent, const char* nodename, int depth = 0);
+std::string LoadAttrString(xml_node<>* element, const char* attrname, const char* defaultvalue = "");
+int LoadAttrInt(xml_node<>* element, const char* attrname, int defaultvalue = 0);
+int LoadAttrIntScaleX(xml_node<>* element, const char* attrname, int defaultvalue = 0);
+int LoadAttrIntScaleY(xml_node<>* element, const char* attrname, int defaultvalue = 0);
+COLOR LoadAttrColor(xml_node<>* element, const char* attrname, bool* found_color, COLOR defaultvalue = COLOR(0,0,0,0));
+COLOR LoadAttrColor(xml_node<>* element, const char* attrname, COLOR defaultvalue = COLOR(0,0,0,0));
+FontResource* LoadAttrFont(xml_node<>* element, const char* attrname);
+ImageResource* LoadAttrImage(xml_node<>* element, const char* attrname);
+AnimationResource* LoadAttrAnimation(xml_node<>* element, const char* attrname);
+
+bool LoadPlacement(xml_node<>* node, int* x, int* y, int* w = NULL, int* h = NULL, RenderObject::Placement* placement = NULL);
+
+#endif // _OBJECTS_HEADER
+