#endif
#include <plib/pu.h>
+#include <plib/sg.h>
#include <simgear/compiler.h> // for SG_USING_STD
#include <simgear/props/props.hxx>
+#include <simgear/misc/sg_path.hxx>
#include <vector>
SG_USING_STD(vector);
class FGDialog;
class FGBinding;
+class NewGUI;
+class FGColor;
/**
virtual void applyValues ();
+ /**
+ * Update state. Called on active dialogs before rendering.
+ */
+ virtual void update ();
+
private:
+ enum {
+ BACKGROUND = 0x01,
+ FOREGROUND = 0x02,
+ HIGHLIGHT = 0x04,
+ LABEL = 0x08,
+ LEGEND = 0x10,
+ MISC = 0x20,
+ EDITFIELD = 0x40
+ };
+
// Private copy constructor to avoid unpleasant surprises.
FGDialog (const FGDialog &);
void setupGroup (puGroup * group, SGPropertyNode * props,
int width, int height, bool makeFrame = false);
+ // Set object colors: the "which" argument defines which color qualities
+ // (PUCOL_LABEL, etc.) should pick up the <color> property.
+ void setColor(puObject * object, SGPropertyNode * props, int which = 0);
+
+ // return key code number for keystring
+ int getKeyCode(const char *keystring);
+
// The top-level PUI object.
puObject * _object;
+ // The GUI subsystem.
+ NewGUI * _gui;
+
+ // The dialog font. Defaults to the global gui font, but can get
+ // overridden by a top level font definition.
+ puFont * _font;
+
+ // The source xml tree, so that we can pass data back, such as the
+ // last position.
+ SGPropertyNode *_props;
+
// PUI provides no way for userdata to be deleted automatically
// with a GUI object, so we have to keep track of all the special
// data we allocated and then free it manually when the dialog
SGPropertyNode_ptr node;
};
vector<PropertyObject *> _propertyObjects;
+ vector<PropertyObject *> _liveObjects;
// PUI doesn't copy arrays, so we have to allocate string arrays
// and then keep pointers so that we can delete them when the
//
class fgPopup : public puPopup {
public:
- fgPopup(int x, int y) : puPopup(x, y) { _dragging = false; }
+ fgPopup(int x, int y, bool d = true) : puPopup(x, y) { _dragging = false; _draggable = d;}
int checkHit(int b, int up, int x, int y);
+ int checkKey(int key, int updown);
+ int getHitObjects(puObject *, int x, int y);
+ puObject *getKeyObject(puObject *, int key);
+ puObject *getActiveInputField(puObject *);
private:
+ bool _draggable;
bool _dragging;
int _dX, _dY;
};