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/* The MIT License
*
* Copyright (c) 2010 OTClient, https://github.com/edubart/otclient
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <prerequisites.h>
#include <core/resources.h>
#include <graphics/textures.h>
#include <ui/uiskins.h>
#include <ui/uielementskin.h>
#include <ui/uibuttonskin.h>
#include <ui/uiwindowskin.h>
#include <ui/uitexteditskin.h>
#include <ui/uilabelskin.h>
#include <graphics/fonts.h>
UISkins g_uiSkins;
void UISkins::load(const std::string& skinName)
{
g_resources.pushCurrentPath("skins");
std::stringstream fin;
if(!g_resources.loadFile(skinName + ".yml", fin))
flogFatal("FATAL ERROR: Could not load skin \"%s", skinName.c_str());
try {
YAML::Parser parser(fin);
YAML::Node doc;
parser.GetNextDocument(doc);
m_defaultFont = g_fonts.get(yamlRead<std::string>(doc, "default font"));
if(!m_defaultFont)
logFatal("FATAL ERROR: Could not load skin default font");
m_defaultFontColor = yamlRead(doc, "default font color", Color::white);
std::string defaultTextureName = yamlRead(doc, "default texture", std::string());
if(!defaultTextureName.empty())
m_defaultTexture = g_textures.get(defaultTextureName);
{
const YAML::Node& node = doc["buttons"];
for(auto it = node.begin(); it != node.end(); ++it) {
std::string name;
it.first() >> name;
UIElementSkinPtr skin = UIElementSkinPtr(new UIButtonSkin(name));
skin->load(it.second());
m_elementSkins.push_back(skin);
}
}
{
const YAML::Node& node = doc["panels"];
for(auto it = node.begin(); it != node.end(); ++it) {
std::string name;
it.first() >> name;
UIElementSkinPtr skin = UIElementSkinPtr(new UIElementSkin(name, UI::Panel));
skin->load(it.second());
m_elementSkins.push_back(skin);
}
}
{
const YAML::Node& node = doc["windows"];
for(auto it = node.begin(); it != node.end(); ++it) {
std::string name;
it.first() >> name;
UIElementSkinPtr skin = UIElementSkinPtr(new UIWindowSkin(name));
skin->load(it.second());
m_elementSkins.push_back(skin);
}
}
{
const YAML::Node& node = doc["labels"];
for(auto it = node.begin(); it != node.end(); ++it) {
std::string name;
it.first() >> name;
UIElementSkinPtr skin = UIElementSkinPtr(new UILabelSkin(name));
skin->load(it.second());
m_elementSkins.push_back(skin);
}
}
{
const YAML::Node& node = doc["text edits"];
for(auto it = node.begin(); it != node.end(); ++it) {
std::string name;
it.first() >> name;
UIElementSkinPtr skin = UIElementSkinPtr(new UITextEditSkin(name));
skin->load(it.second());
m_elementSkins.push_back(skin);
}
}
{
const YAML::Node& node = doc["line decorations"];
for(auto it = node.begin(); it != node.end(); ++it) {
std::string name;
it.first() >> name;
UIElementSkinPtr skin = UIElementSkinPtr(new UIElementSkin(name, UI::LineDecoration));
skin->load(it.second());
m_elementSkins.push_back(skin);
}
}
} catch (YAML::Exception& e) {
flogFatal("FATAL ERROR: Malformed skin file \"%s\":\n %s", skinName.c_str() % e.what());
}
g_resources.popCurrentPath();
}
void UISkins::terminate()
{
}
UIElementSkinPtr UISkins::getElementSkin(UI::ElementType elementType, const std::string& name)
{
for(auto it = m_elementSkins.begin(); it != m_elementSkins.end(); ++it) {
const UIElementSkinPtr& skin = (*it);
if(elementType == skin->getElementType() && name == skin->getName())
return skin;
}
flogWarning("Element skin '%s' not found", name.c_str());
return UIElementSkinPtr();
}