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Public Member Functions | Protected Attributes | List of all members
FocusDispatcher Class Reference

Currently, navigation for multiple players at the same time is implemented in a somewhat clunky way. More...

#include <kart_selection.hpp>

Inheritance diagram for FocusDispatcher:
Inheritance graph
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Public Member Functions

 FocusDispatcher (KartSelectionScreen *parent)
 Currently, navigation for multiple players at the same time is implemented in a somewhat clunky way.
 
void setRootID (const int reservedID)
 
virtual void add ()
 Create and add the irrLicht widget(s) associated with this object.
 
virtual GUIEngine::EventPropagation focused (const int playerID)
 override in children if you need to know when the widget is focused.
 
- Public Member Functions inherited from GUIEngine::Widget
 Widget (WidgetType type, bool reserve_id=false)
 
virtual void setEventCallbackActive (Input::InputType type, bool active)
 Allow (or not) an event callback for this widget based on input type.
 
virtual bool isEventCallbackActive (Input::InputType type) const
 Return if there should be an event callback for this widget based on input type.
 
void setParent (irr::gui::IGUIElement *parent)
 Set the irrlicht widget to be used as parent of this widget next time Widget::add() is invoked on this widget.
 
virtual void setVisible (bool visible)
 Sets the widget (and its children, if any) visible or not.
 
virtual void setCollapsed (bool collapsed, Screen *calling_screen=NULL)
 Sets the widget (and its children, if any) collapsed or not.
 
virtual void setCollapsed (bool collapsed, int uncollapsed_height, Screen *calling_screen=NULL)
 Sets the widget (and its children, if any) collapsed or not.
 
bool isVisible () const
 Returns if the element is visible.
 
bool isCollapsed () const
 Returns whether the element is collapsed (through setCollapsed).
 
bool isActivated () const
 
virtual EventPropagation onActivationInput (const int playerID)
 
virtual void move (const int x, const int y, const int w, const int h)
 Call to resize/move the widget.
 
bool isSelected (const int playerID) const
 Get whether this widget is selected (only makes sense in some cases where a widget is part of a bigger widget, e.g.
 
void setSelected (const int playerID, bool state)
 
bool isBottomBar () const
 
bool isTopBar () const
 
bool ok () const
 
virtual EventPropagation onClick ()
 Gets called when the widget is active and got clicked.
 
virtual irr::core::dimension2di getDimension () const
 
virtual void setActive (bool active=true)
 Sets an widget to be either activated or deactivated (i.e.
 
template<typename T >
T * getIrrlichtElement ()
 Get the underlying irrLicht GUI element, casted to the right type.
 
template<typename T >
const T * getIrrlichtElement () const
 Get the underlying irrLicht GUI element, casted to the right type; const version.
 
irr::gui::IGUIElement * getIrrlichtElement ()
 Get the underlying irrLicht GUI element.
 
void moveIrrlichtElement ()
 
bool isSameIrrlichtWidgetAs (const Widget *ref) const
 
virtual void setText (const irr::core::stringw &s)
 Sets the text of a widget from a wchar_t.
 
const irr::core::stringw & getText () const
 Returns the text of a widget.
 
WidgetType getType () const
 
int getID () const
 Get the irrlicht widget ID attributed to this widget.
 
bool isFocusable () const
 Get whether this object is allowed to receive focus.
 
void setFocusable (bool f)
 
void setFocusForPlayer (const int playerID)
 Focus the widget for the given player.
 
bool isFocusedForPlayer (const int playerID)
 Find whether this widget is focused by a given player.
 
void unsetFocusForPlayer (const int playerID)
 Internal method, do not call it.
 
const PtrVector< Widget > & getChildren () const
 
PtrVector< Widget > & getChildren ()
 
bool deleteChild (const char *id)
 removes and deletes the child with the given PROP_ID
 
virtual void update (float delta)
 Override in children to possibly receive updates (you may need to register to them first)
 
virtual EventPropagation transmitEvent (Widget *w, const std::string &originator, const int playerID)
 All widgets, including their parents (m_event_handler) will be notified on event through this call.
 
virtual void elementRemoved ()
 Called when irrLicht widgets cleared.
 
bool searchInsideMe () const
 
virtual int getWidthNeededAroundLabel () const
 When inferring widget size from its label length, this method will be called to if/how much space must be added to the raw label's size for the widget to be large enough.
 
virtual int getHeightNeededAroundLabel () const
 When inferring widget size from its label length, this method will be called to if/how much space must be added to the raw label's size for the widget to be large enough.
 
void setBadge (BadgeType badge_bit)
 adds a particular badge to this widget.
 
void unsetBadge (BadgeType badge_bit)
 removes a particular bade from this widget, if it had it.
 
void resetAllBadges ()
 sets this widget to have no badge
 
int getBadges () const
 Get which badges are currently on this widget.
 
bool hasTooltip () const
 
irr::core::stringw getTooltipText () const
 Only call if hasTooltip() returned true.
 
void setTooltip (irr::core::stringw s)
 

Protected Attributes

KartSelectionScreenm_parent
 
int m_reserved_id
 
bool m_is_initialised
 
- Protected Attributes inherited from GUIEngine::Widget
unsigned int m_magic_number
 
std::bitset< Input::IT_LAST+1 > m_active_event_callback
 
int m_absolute_x
 Used during loading, by the layout engine.
 
int m_absolute_y
 
int m_absolute_w
 
int m_absolute_h
 
int m_absolute_reverse_x
 
int m_absolute_reverse_y
 
float m_relative_x
 
float m_relative_y
 
float m_relative_w
 
float m_relative_h
 
irr::core::stringw m_text
 PROP_TEXT is a special case : since it can be translated it can't go in the map above, which uses narrow strings.
 
bool m_title_font
 When true, this widget shall use a bigger and more colourful font.
 
bool m_selected [MAX_PLAYER_COUNT]
 Can be used in children to indicate whether a widget is selected or not.
 
bool m_check_inside_me
 Whether to descend in the children of this widget when searching a widget from its ID or name.
 
irr::gui::IGUIElement * m_parent
 An irrlicht parent (most often used to put widgets in dialogs)
 
irr::gui::IGUIElement * m_element
 IrrLicht widget created to represent this object.
 
int m_id
 numerical ID used by irrLicht to identify this widget (not the same as the string identificator specified in the XML file)
 
bool m_player_focus [MAX_PLAYER_COUNT]
 Usually, only one widget at a time can be focused.
 
bool m_reserve_id
 Whether to reserve an ID in 'm_reserved_id' when widget is added.
 
WidgetType m_type
 Type of this widget.
 
PtrVector< Widgetm_children
 If this widget has any children, they go here.
 
int m_badges
 A bitmask of which badges to show, if any; choices are *_BADGE, defined above.
 
bool m_deactivated
 A simple flag that can be raised to deactivate this widget.
 
bool m_is_visible
 A flag to indicate whether this widget should be visible or not.
 
bool m_focusable
 Set to false if widget is something that should not receive focus.
 
bool m_bottom_bar
 
bool m_top_bar
 
int m_badge_x_shift
 If a badge wouldn't look too pretty on the very side of the widget.
 
bool m_has_tooltip
 
irr::core::stringw m_tooltip_text
 
int m_uncollapsed_height
 height of the widget before it was collapsed (only set if widget got collapsed)
 
bool m_is_collapsed
 A flag to indicate whether this widget got collapsed.
 

Additional Inherited Members

- Static Public Member Functions inherited from GUIEngine::Widget
static void resetIDCounters ()
 When switching to a new screen, this function will be called to reset ID counters (so we start again from ID 0, and don't grow to big numbers)
 
static int getNewID ()
 Provides a new unique ID on each call, for widgets that can be focused.
 
static int getNewNoFocusID ()
 Provides a new unique ID on each call, for widgets that can not be focused.
 
static bool isFocusableId (const int id)
 get whether the given ID represents an ID of a widget that can be focused
 
- Public Attributes inherited from GUIEngine::Widget
Widgetm_event_handler
 This is set to NULL by default; set to something else in a widget to mean that events happening on this widget should also be passed to m_event_handler->transmitEvent, which is usually the parent analysing events from its children.
 
bool m_supports_multiplayer
 Whether this widget supports multiplayer interaction (i.e.
 
int m_tab_down_root
 Instead of searching for widget IDs smaller/greater than that of this object, navigation through widgets will start from these IDs (if they are set).
 
int m_tab_up_root
 Instead of searching for widget IDs smaller/greater than that of this object, navigation through widgets will start from these IDs (if they are set).
 
int m_x
 Coordinates of the widget once added (the difference between those x/h and PROP_WIDTH/PROP_HEIGHT is that the props are read in raw form from the XML file; PROP_WIDTH can then be e.g.
 
int m_y
 
int m_w
 
int m_h
 
bool m_show_bounding_box
 Whether to show a bounding box around this widget (used for sections)
 
bool m_is_bounding_box_round
 Only used if m_show_bounding_box is true.
 
int m_reserved_id
 Used in two cases : 1) For 'placeholder' divisions; at the time the layout is created, there is nothing to place there yet, but we know there eventually will.
 
std::map< Property, std::string > m_properties
 A map that holds values for all specified widget properties (in the XML file)
 
- Public Attributes inherited from GUIEngine::SkinWidgetContainer
int m_skin_x
 
int m_skin_y
 
int m_skin_w
 
int m_skin_h
 
bool m_skin_dest_areas_inited
 
bool m_skin_dest_areas_yflip_inited
 
int m_skin_dest_x
 
int m_skin_dest_y
 
int m_skin_dest_x2
 
int m_skin_dest_y2
 
core::rect< s32 > m_skin_dest_area_left
 
core::rect< s32 > m_skin_dest_area_center
 
core::rect< s32 > m_skin_dest_area_right
 
core::rect< s32 > m_skin_dest_area_top
 
core::rect< s32 > m_skin_dest_area_bottom
 
core::rect< s32 > m_skin_dest_area_top_left
 
core::rect< s32 > m_skin_dest_area_top_right
 
core::rect< s32 > m_skin_dest_area_bottom_left
 
core::rect< s32 > m_skin_dest_area_bottom_right
 
core::rect< s32 > m_skin_dest_area_left_yflip
 
core::rect< s32 > m_skin_dest_area_center_yflip
 
core::rect< s32 > m_skin_dest_area_right_yflip
 
core::rect< s32 > m_skin_dest_area_top_yflip
 
core::rect< s32 > m_skin_dest_area_bottom_yflip
 
core::rect< s32 > m_skin_dest_area_top_left_yflip
 
core::rect< s32 > m_skin_dest_area_top_right_yflip
 
core::rect< s32 > m_skin_dest_area_bottom_left_yflip
 
core::rect< s32 > m_skin_dest_area_bottom_right_yflip
 
short m_skin_r
 
short m_skin_g
 
short m_skin_b
 
- Protected Member Functions inherited from GUIEngine::Widget
virtual EventPropagation rightPressed (const int playerID)
 called when right key is pressed and focus is on widget.
 
virtual EventPropagation leftPressed (const int playerID)
 called when left key is pressed and focus is on widget.
 
virtual EventPropagation upPressed (const int playerID)
 called when up key is pressed and focus is on widget.
 
virtual EventPropagation downPressed (const int playerID)
 called when down key is pressed and focus is on widget.
 
virtual EventPropagation mouseHovered (Widget *child, const int playerID)
 used when you set eventSupervisors - see m_event_handler explainations below called when one of a widget's children is hovered.
 
virtual EventPropagation focused (const int playerID)
 override in children if you need to know when the widget is focused.
 
virtual void unfocused (const int playerID, Widget *new_focus)
 override in children if you need to know when the widget is unfocused.
 

Detailed Description

Currently, navigation for multiple players at the same time is implemented in a somewhat clunky way.


FocusDispatcher : An invisible "dispatcher" widget is added above kart icons. When a player moves up, he focuses the dispatcher, which in turn moves the selection to the appropriate spinner. "tabbing roots" are used to make navigation back down possible. (FIXME: maybe find a cleaner way?)

Constructor & Destructor Documentation

◆ FocusDispatcher()

FocusDispatcher::FocusDispatcher ( KartSelectionScreen parent)

Currently, navigation for multiple players at the same time is implemented in a somewhat clunky way.

An invisible "dispatcher" widget is added above kart icons. When a player moves up, he focuses the dispatcher, which in turn moves the selection to the appropriate spinner. "tabbing roots" are used to make navigation back down possible. (FIXME: maybe find a cleaner way?)

Member Function Documentation

◆ add()

void FocusDispatcher::add ( )
virtual

Create and add the irrLicht widget(s) associated with this object.

Call after Widget was read from XML file and laid out.

Reimplemented from GUIEngine::Widget.

◆ focused()

EventPropagation FocusDispatcher::focused ( const int  playerID)
virtual

override in children if you need to know when the widget is focused.

Returns
whether to block event

Reimplemented from GUIEngine::Widget.


The documentation for this class was generated from the following files: