Remove virtual inheritance from the codebase, refs 6b51d71c85, e21ebb37f5 e326ebae46.

Remove workaround in 3d07327837 / D2136, the pointer from IGUIObject to
IGUITextOwner that avoided the dynamic_cast.
Have the GUIObject implementing class take responsibility of calling the
virtual methods in the base classes.
Leaves the code in a clean state that can serve as an example for new
GUI object classes, such as D1346, refs #4683.

Differential Revision: https://code.wildfiregames.com/D2325
Comments By: Vladislav on IRC 2019-07-30, 2019-08-22, 2019-09-20-23
Tested on: clang 8.0.1, Jenkins

This was SVN commit r23020.
This commit is contained in:
elexis
2019-09-30 14:08:14 +00:00
parent 1679510bb8
commit 8190293f8b
31 changed files with 293 additions and 250 deletions
+35 -30
View File
@@ -19,11 +19,10 @@
#include "IGUIButtonBehavior.h"
#include "gui/CGUI.h"
#include "gui/CGUISprite.h"
IGUIButtonBehavior::IGUIButtonBehavior(CGUI& pGUI)
: IGUIObject(pGUI),
IGUIButtonBehavior::IGUIButtonBehavior(IGUIObject& pObject)
: m_pObject(pObject),
m_Pressed(),
m_PressedRight(),
m_SoundDisabled(),
@@ -32,94 +31,100 @@ IGUIButtonBehavior::IGUIButtonBehavior(CGUI& pGUI)
m_SoundPressed(),
m_SoundReleased()
{
RegisterSetting("sound_disabled", m_SoundDisabled);
RegisterSetting("sound_enter", m_SoundEnter);
RegisterSetting("sound_leave", m_SoundLeave);
RegisterSetting("sound_pressed", m_SoundPressed);
RegisterSetting("sound_released", m_SoundReleased);
m_pObject.RegisterSetting("sound_disabled", m_SoundDisabled);
m_pObject.RegisterSetting("sound_enter", m_SoundEnter);
m_pObject.RegisterSetting("sound_leave", m_SoundLeave);
m_pObject.RegisterSetting("sound_pressed", m_SoundPressed);
m_pObject.RegisterSetting("sound_released", m_SoundReleased);
}
IGUIButtonBehavior::~IGUIButtonBehavior()
{
}
void IGUIButtonBehavior::ResetStates()
{
m_Pressed = false;
m_PressedRight = false;
}
void IGUIButtonBehavior::HandleMessage(SGUIMessage& Message)
{
// TODO Gee: easier access functions
switch (Message.type)
{
case GUIM_MOUSE_ENTER:
if (m_Enabled)
PlaySound(m_SoundEnter);
if (m_pObject.IsEnabled())
m_pObject.PlaySound(m_SoundEnter);
break;
case GUIM_MOUSE_LEAVE:
if (m_Enabled)
PlaySound(m_SoundLeave);
if (m_pObject.IsEnabled())
m_pObject.PlaySound(m_SoundLeave);
break;
case GUIM_MOUSE_DBLCLICK_LEFT:
if (!m_Enabled)
if (!m_pObject.IsEnabled())
break;
// Since GUIM_MOUSE_PRESS_LEFT also gets called twice in a
// doubleclick event, we let it handle playing sounds.
SendEvent(GUIM_DOUBLE_PRESSED, "doublepress");
m_pObject.SendEvent(GUIM_DOUBLE_PRESSED, "doublepress");
break;
case GUIM_MOUSE_PRESS_LEFT:
if (!m_Enabled)
if (!m_pObject.IsEnabled())
{
PlaySound(m_SoundDisabled);
m_pObject.PlaySound(m_SoundDisabled);
break;
}
PlaySound(m_SoundPressed);
SendEvent(GUIM_PRESSED, "press");
m_pObject.PlaySound(m_SoundPressed);
m_pObject.SendEvent(GUIM_PRESSED, "press");
m_Pressed = true;
break;
case GUIM_MOUSE_DBLCLICK_RIGHT:
if (!m_Enabled)
if (!m_pObject.IsEnabled())
break;
// Since GUIM_MOUSE_PRESS_RIGHT also gets called twice in a
// doubleclick event, we let it handle playing sounds.
SendEvent(GUIM_DOUBLE_PRESSED_MOUSE_RIGHT, "doublepressright");
m_pObject.SendEvent(GUIM_DOUBLE_PRESSED_MOUSE_RIGHT, "doublepressright");
break;
case GUIM_MOUSE_PRESS_RIGHT:
if (!m_Enabled)
if (!m_pObject.IsEnabled())
{
PlaySound(m_SoundDisabled);
m_pObject.PlaySound(m_SoundDisabled);
break;
}
// Button was right-clicked
PlaySound(m_SoundPressed);
SendEvent(GUIM_PRESSED_MOUSE_RIGHT, "pressright");
m_pObject.PlaySound(m_SoundPressed);
m_pObject.SendEvent(GUIM_PRESSED_MOUSE_RIGHT, "pressright");
m_PressedRight = true;
break;
case GUIM_MOUSE_RELEASE_RIGHT:
if (!m_Enabled)
if (!m_pObject.IsEnabled())
break;
if (m_PressedRight)
{
m_PressedRight = false;
PlaySound(m_SoundReleased);
m_pObject.PlaySound(m_SoundReleased);
}
break;
case GUIM_MOUSE_RELEASE_LEFT:
if (!m_Enabled)
if (!m_pObject.IsEnabled())
break;
if (m_Pressed)
{
m_Pressed = false;
PlaySound(m_SoundReleased);
m_pObject.PlaySound(m_SoundReleased);
}
break;
@@ -130,10 +135,10 @@ void IGUIButtonBehavior::HandleMessage(SGUIMessage& Message)
const CGUISpriteInstance& IGUIButtonBehavior::GetButtonSprite(const CGUISpriteInstance& sprite, const CGUISpriteInstance& sprite_over, const CGUISpriteInstance& sprite_pressed, const CGUISpriteInstance& sprite_disabled) const
{
if (!m_Enabled)
if (!m_pObject.IsEnabled())
return sprite_disabled || sprite;
if (!m_MouseHovering)
if (!m_pObject.IsMouseOver())
return sprite;
if (m_Pressed)