Torque3D/Engine/source/gui/controls/guiGameListMenuCtrl.cpp

878 lines
26 KiB
C++
Raw Normal View History

2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 "guiGameListMenuCtrl.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "gfx/gfxDrawUtil.h"
//-----------------------------------------------------------------------------
// GuiGameListMenuCtrl
//-----------------------------------------------------------------------------
GuiGameListMenuCtrl::GuiGameListMenuCtrl()
: mSelected(NO_ROW),
mHighlighted(NO_ROW),
mDebugRender(false)
{
VECTOR_SET_ASSOCIATION(mRows);
// initialize the control callbacks
mCallbackOnA = StringTable->insert("");
mCallbackOnB = mCallbackOnA;
mCallbackOnX = mCallbackOnA;
mCallbackOnY = mCallbackOnA;
}
GuiGameListMenuCtrl::~GuiGameListMenuCtrl()
{
for (S32 i = 0; i < mRows.size(); ++i)
{
delete mRows[i];
}
}
void GuiGameListMenuCtrl::onRender(Point2I offset, const RectI &updateRect)
{
GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
F32 xScale = (float) getWidth() / profile->getRowWidth();
bool profileHasIcons = profile->hasArrows();
S32 rowHeight = profile->getRowHeight();
Point2I currentOffset = offset;
Point2I extent = getExtent();
Point2I rowExtent(extent.x, rowHeight);
Point2I textOffset(profile->mTextOffset.x * xScale, profile->mTextOffset.y);
Point2I textExtent(extent.x - textOffset.x, rowHeight);
Point2I iconExtent, iconOffset(0.0f, 0.0f);
if (profileHasIcons)
{
iconExtent = profile->getIconExtent();
// icon is centered vertically plus any specified offset
S32 iconOffsetY = (rowHeight - iconExtent.y) >> 1;
iconOffsetY += profile->mIconOffset.y;
iconOffset = Point2I(profile->mIconOffset.x * xScale, iconOffsetY);
}
for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
{
if (row != mRows.begin())
{
// rows other than the first can have padding above them
currentOffset.y += (*row)->mHeightPad;
currentOffset.y += rowHeight;
}
// select appropriate colors and textures
ColorI fontColor;
U32 buttonTextureIndex;
S32 iconIndex = (*row)->mIconIndex;
bool useHighlightIcon = (*row)->mUseHighlightIcon;
if (! (*row)->mEnabled)
{
buttonTextureIndex = Profile::TEX_DISABLED;
fontColor = profile->mFontColorNA;
}
else if (row == &mRows[mSelected])
{
if (iconIndex != NO_ICON)
{
iconIndex++;
}
buttonTextureIndex = Profile::TEX_SELECTED;
fontColor = profile->mFontColorSEL;
}
else if ((mHighlighted != NO_ROW) && (row == &mRows[mHighlighted]))
{
if (iconIndex != NO_ICON && useHighlightIcon)
{
iconIndex++;
}
buttonTextureIndex = Profile::TEX_HIGHLIGHT;
fontColor = profile->mFontColorHL;
}
else
{
buttonTextureIndex = Profile::TEX_NORMAL;
fontColor = profile->mFontColor;
}
// render the row bitmap
GFX->getDrawUtil()->clearBitmapModulation();
GFX->getDrawUtil()->drawBitmapStretchSR(profile->mTextureObject, RectI(currentOffset, rowExtent), profile->getBitmapArrayRect(buttonTextureIndex));
// render the row icon if it has one
if ((iconIndex != NO_ICON) && profileHasIcons && (! profile->getBitmapArrayRect((U32)iconIndex).extent.isZero()))
{
iconIndex += Profile::TEX_FIRST_ICON;
GFX->getDrawUtil()->clearBitmapModulation();
GFX->getDrawUtil()->drawBitmapStretchSR(profile->mTextureObject, RectI(currentOffset + iconOffset, iconExtent), profile->getBitmapArrayRect(iconIndex));
}
// render the row text
GFX->getDrawUtil()->setBitmapModulation(fontColor);
renderJustifiedText(currentOffset + textOffset, textExtent, (*row)->mLabel);
}
if (mDebugRender)
{
onDebugRender(offset);
}
renderChildControls(offset, updateRect);
}
void GuiGameListMenuCtrl::onDebugRender(Point2I offset)
{
GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
F32 xScale = (float) getWidth() / profile->getRowWidth();
ColorI controlBorderColor(200, 200, 200); // gray
ColorI rowBorderColor(255, 127, 255); // magenta
ColorI hitBorderColor(255, 0, 0); // red
Point2I shrinker(-1, -1);
Point2I extent = getExtent();
// render a border around the entire control
RectI borderRect(offset, extent + shrinker);
GFX->getDrawUtil()->drawRect(borderRect, controlBorderColor);
S32 rowHeight = profile->getRowHeight();
Point2I currentOffset(offset);
Point2I rowExtent(extent.x, rowHeight);
rowExtent += shrinker;
Point2I hitAreaExtent(profile->getHitAreaExtent());
hitAreaExtent.x *= xScale;
hitAreaExtent += shrinker;
Point2I hitAreaOffset = profile->mHitAreaUpperLeft;
hitAreaOffset.x *= xScale;
Point2I upperLeft;
for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
{
// set the top of the current row
if (row != mRows.begin())
{
// rows other than the first can have padding above them
currentOffset.y += (*row)->mHeightPad;
currentOffset.y += rowHeight;
}
// draw the box around the whole row's extent
upperLeft = currentOffset;
borderRect.point = upperLeft;
borderRect.extent = rowExtent;
GFX->getDrawUtil()->drawRect(borderRect, rowBorderColor);
// draw the box around the hit area of the row
upperLeft = currentOffset + hitAreaOffset;
borderRect.point = upperLeft;
borderRect.extent = hitAreaExtent;
GFX->getDrawUtil()->drawRect(borderRect, hitBorderColor);
}
}
void GuiGameListMenuCtrl::addRow(const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled)
{
Row * row = new Row();
addRow(row, label, callback, icon, yPad, useHighlightIcon, enabled);
}
void GuiGameListMenuCtrl::addRow(Row * row, const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled)
{
row->mLabel = StringTable->insert(label, true);
row->mScriptCallback = (dStrlen(callback) > 0) ? StringTable->insert(callback, true) : NULL;
row->mIconIndex = (icon < 0) ? NO_ICON : icon;
row->mHeightPad = yPad;
row->mUseHighlightIcon = useHighlightIcon;
row->mEnabled = enabled;
mRows.push_back(row);
updateHeight();
if (mSelected == NO_ROW)
{
selectFirstEnabledRow();
}
}
Point2I GuiGameListMenuCtrl::getMinExtent() const
{
Point2I parentMin = Parent::getMinExtent();
GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
S32 minHeight = 0;
S32 rowHeight = profile->getRowHeight();
for (Vector<Row *>::const_iterator row = mRows.begin(); row < mRows.end(); ++row)
{
minHeight += rowHeight;
if (row != mRows.begin())
{
minHeight += (*row)->mHeightPad;
}
}
if (minHeight > parentMin.y)
parentMin.y = minHeight;
return parentMin;
}
bool GuiGameListMenuCtrl::onAdd()
{
if( !Parent::onAdd() )
return false;
// If we have a non-GuiGameListMenuProfile profile, try to
// substitute it for DefaultListMenuProfile.
if( !hasValidProfile() )
{
GuiGameListMenuProfile* profile;
if( !Sim::findObject( "DefaultListMenuProfile", profile ) )
{
Con::errorf( "GuiGameListMenuCtrl: %s can't be created with a profile of type %s. Please create it with a profile of type GuiGameListMenuProfile.",
getName(), mProfile->getClassName() );
return false;
}
else
Con::warnf( "GuiGameListMenuCtrl: substituted non-GuiGameListMenuProfile in %s for DefaultListMenuProfile", getName() );
setControlProfile( profile );
}
return true;
}
bool GuiGameListMenuCtrl::onWake()
{
if( !Parent::onWake() )
return false;
if( !hasValidProfile() )
return false;
if( mRows.empty() )
{
Con::errorf( "GuiGameListMenuCtrl: %s can't be woken up without any rows. Please use \"addRow\" to add at least one row to the control before pushing it to the canvas.",
getName() );
return false;
}
enforceConstraints();
selectFirstEnabledRow();
setFirstResponder();
mHighlighted = NO_ROW;
return true;
}
bool GuiGameListMenuCtrl::hasValidProfile() const
{
GuiGameListMenuProfile * profile = dynamic_cast<GuiGameListMenuProfile *>(mProfile);
return profile;
}
void GuiGameListMenuCtrl::enforceConstraints()
{
if( hasValidProfile() )
{
((GuiGameListMenuProfile *)mProfile)->enforceConstraints();
}
updateHeight();
}
void GuiGameListMenuCtrl::updateHeight()
{
S32 minHeight = getMinExtent().y;
if (getHeight() < minHeight)
{
setHeight(minHeight);
}
}
void GuiGameListMenuCtrl::onMouseDown(const GuiEvent &event)
{
S32 hitRow = getRow(event.mousePoint);
if (hitRow != NO_ROW)
{
S32 delta = (mSelected != NO_ROW) ? (hitRow - mSelected) : (mSelected + 1);
changeRow(delta);
}
}
void GuiGameListMenuCtrl::onMouseLeave(const GuiEvent &event)
{
mHighlighted = NO_ROW;
}
void GuiGameListMenuCtrl::onMouseMove(const GuiEvent &event)
{
S32 hitRow = getRow(event.mousePoint);
// allow mHighligetd to be set to NO_ROW so rows can be unhighlighted
mHighlighted = hitRow;
}
void GuiGameListMenuCtrl::onMouseUp(const GuiEvent &event)
{
S32 hitRow = getRow(event.mousePoint);
if ((hitRow != NO_ROW) && isRowEnabled(hitRow) && (hitRow == getSelected()))
{
activateRow();
}
}
void GuiGameListMenuCtrl::activateRow()
{
S32 row = getSelected();
if ((row != NO_ROW) && isRowEnabled(row) && (mRows[row]->mScriptCallback != NULL))
{
setThisControl();
if (Con::isFunction(mRows[row]->mScriptCallback))
{
Con::executef(mRows[row]->mScriptCallback);
}
}
}
S32 GuiGameListMenuCtrl::getRow(Point2I globalPoint)
{
Point2I localPoint = globalToLocalCoord(globalPoint);
GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
F32 xScale = (float) getWidth() / profile->getRowWidth();
S32 rowHeight = profile->getRowHeight();
Point2I currentOffset(0, 0);
Point2I hitAreaUpperLeft = profile->mHitAreaUpperLeft;
hitAreaUpperLeft.x *= xScale;
Point2I hitAreaLowerRight = profile->mHitAreaLowerRight;
hitAreaLowerRight.x *= xScale;
Point2I upperLeft, lowerRight;
for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
{
if (row != mRows.begin())
{
// rows other than the first can have padding above them
currentOffset.y += (*row)->mHeightPad;
}
upperLeft = currentOffset + hitAreaUpperLeft;
lowerRight = currentOffset + hitAreaLowerRight;
if ((upperLeft.x <= localPoint.x) && (localPoint.x < lowerRight.x) &&
(upperLeft.y <= localPoint.y) && (localPoint.y < lowerRight.y))
{
return row - mRows.begin();
}
currentOffset.y += rowHeight;
}
return NO_ROW;
}
void GuiGameListMenuCtrl::setSelected(S32 index)
{
if (index == NO_ROW)
{
// deselection
mSelected = NO_ROW;
return;
}
if (! isValidRowIndex(index))
{
return;
}
if (! isRowEnabled(index))
{
// row is disabled, it can't be selected
return;
}
mSelected = mClamp(index, 0, mRows.size() - 1);
}
bool GuiGameListMenuCtrl::isRowEnabled(S32 index) const
{
if (! isValidRowIndex(index))
{
return false;
}
return mRows[index]->mEnabled;
}
void GuiGameListMenuCtrl::setRowEnabled(S32 index, bool enabled)
{
if (! isValidRowIndex(index))
{
return;
}
mRows[index]->mEnabled = enabled;
if (getSelected() == index)
{
selectFirstEnabledRow();
}
}
bool GuiGameListMenuCtrl::isValidRowIndex(S32 index) const
{
return ((0 <= index) && (index < mRows.size()));
}
void GuiGameListMenuCtrl::selectFirstEnabledRow()
{
setSelected(NO_ROW);
for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
{
if ((*row)->mEnabled)
{
setSelected(row - mRows.begin());
return;
}
}
}
bool GuiGameListMenuCtrl::onKeyDown(const GuiEvent &event)
{
switch (event.keyCode)
{
case KEY_UP:
changeRow(-1);
return true;
case KEY_DOWN:
changeRow(1);
return true;
case KEY_A:
case KEY_RETURN:
case KEY_NUMPADENTER:
case KEY_SPACE:
case XI_A:
case XI_START:
doScriptCommand(mCallbackOnA);
return true;
case KEY_B:
case KEY_ESCAPE:
case KEY_BACKSPACE:
case KEY_DELETE:
case XI_B:
case XI_BACK:
doScriptCommand(mCallbackOnB);
return true;
case KEY_X:
case XI_X:
doScriptCommand(mCallbackOnX);
return true;
case KEY_Y:
case XI_Y:
doScriptCommand(mCallbackOnY);
return true;
default:
break;
}
return Parent::onKeyDown(event);
}
bool GuiGameListMenuCtrl::onGamepadAxisUp(const GuiEvent &event)
{
changeRow(-1);
return true;
}
bool GuiGameListMenuCtrl::onGamepadAxisDown(const GuiEvent &event)
{
changeRow(1);
return true;
}
void GuiGameListMenuCtrl::doScriptCommand(StringTableEntry command)
{
if (command && command[0])
{
setThisControl();
Con::evaluate(command, false, __FILE__);
}
}
void GuiGameListMenuCtrl::changeRow(S32 delta)
{
S32 oldRowIndex = getSelected();
S32 newRowIndex = oldRowIndex;
do
{
newRowIndex += delta;
if (newRowIndex >= mRows.size())
{
newRowIndex = 0;
}
else if (newRowIndex < 0)
{
newRowIndex = mRows.size() - 1;
}
}
while ((! mRows[newRowIndex]->mEnabled) && (newRowIndex != oldRowIndex));
setSelected(newRowIndex);
// do the callback
onChange_callback();
}
void GuiGameListMenuCtrl::setThisControl()
{
smThisControl = this;
}
StringTableEntry GuiGameListMenuCtrl::getRowLabel(S32 rowIndex) const
{
AssertFatal(isValidRowIndex(rowIndex), avar("GuiGameListMenuCtrl: You can't get the label from row %d of %s because it is not a valid row index. Please specify a valid row index in the range [0, %d).", rowIndex, getName(), getRowCount()));
if (! isValidRowIndex(rowIndex))
{
// not a valid row index, don't do anything
return StringTable->insert("");
}
return mRows[rowIndex]->mLabel;
}
void GuiGameListMenuCtrl::setRowLabel(S32 rowIndex, const char * label)
{
AssertFatal(isValidRowIndex(rowIndex), avar("GuiGameListMenuCtrl: You can't set the label on row %d of %s because it is not a valid row index. Please specify a valid row index in the range [0, %d).", rowIndex, getName(), getRowCount()));
if (! isValidRowIndex(rowIndex))
{
// not a valid row index, don't do anything
return;
}
mRows[rowIndex]->mLabel = StringTable->insert(label, true);
}
//-----------------------------------------------------------------------------
// Console stuff (GuiGameListMenuCtrl)
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiGameListMenuCtrl);
ConsoleDocClass( GuiGameListMenuCtrl,
"@brief A base class for cross platform menu controls that are gamepad friendly.\n\n"
"This class is used to build row-based menu GUIs that can be easily navigated "
"using the keyboard, mouse or gamepad. The desired row can be selected using "
"the mouse, or by navigating using the Up and Down buttons.\n\n"
"@tsexample\n\n"
"new GuiGameListMenuCtrl()\n"
"{\n"
" debugRender = \"0\";\n"
" callbackOnA = \"applyOptions();\";\n"
" callbackOnB = \"Canvas.setContent(MainMenuGui);\";\n"
" callbackOnX = \"\";\n"
" callbackOnY = \"revertOptions();\";\n"
" //Properties not specific to this control have been omitted from this example.\n"
"};\n"
"@endtsexample\n\n"
"@see GuiGameListMenuProfile\n\n"
"@ingroup GuiGame"
);
IMPLEMENT_CALLBACK( GuiGameListMenuCtrl, onChange, void, (), (),
"Called when the selected row changes." );
void GuiGameListMenuCtrl::initPersistFields()
{
addField("debugRender", TypeBool, Offset(mDebugRender, GuiGameListMenuCtrl),
"Enable debug rendering" );
addField("callbackOnA", TypeString, Offset(mCallbackOnA, GuiGameListMenuCtrl),
"Script callback when the 'A' button is pressed. 'A' inputs are Keyboard: A, Return, Space; Gamepad: A, Start" );
addField("callbackOnB", TypeString, Offset(mCallbackOnB, GuiGameListMenuCtrl),
"Script callback when the 'B' button is pressed. 'B' inputs are Keyboard: B, Esc, Backspace, Delete; Gamepad: B, Back" );
addField("callbackOnX", TypeString, Offset(mCallbackOnX, GuiGameListMenuCtrl),
"Script callback when the 'X' button is pressed. 'X' inputs are Keyboard: X; Gamepad: X" );
addField("callbackOnY", TypeString, Offset(mCallbackOnY, GuiGameListMenuCtrl),
"Script callback when the 'Y' button is pressed. 'Y' inputs are Keyboard: Y; Gamepad: Y" );
Parent::initPersistFields();
}
DefineEngineMethod( GuiGameListMenuCtrl, addRow, void,
( const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled ),
( -1, 0, true, true ),
"Add a row to the list control.\n\n"
"@param label The text to display on the row as a label.\n"
"@param callback Name of a script function to use as a callback when this row is activated.\n"
"@param icon [optional] Index of the icon to use as a marker.\n"
"@param yPad [optional] An extra amount of height padding before the row. Does nothing on the first row.\n"
"@param useHighlightIcon [optional] Does this row use the highlight icon?.\n"
"@param enabled [optional] If this row is initially enabled." )
{
object->addRow( label, callback, icon, yPad, useHighlightIcon, enabled );
}
DefineEngineMethod( GuiGameListMenuCtrl, isRowEnabled, bool, ( S32 row ),,
"Determines if the specified row is enabled or disabled.\n\n"
"@param row The row to set the enabled status of.\n"
"@return True if the specified row is enabled. False if the row is not enabled or the given index was not valid." )
{
return object->isRowEnabled( row );
}
DefineEngineMethod( GuiGameListMenuCtrl, setRowEnabled, void, ( S32 row, bool enabled ),,
"Sets a row's enabled status according to the given parameters.\n\n"
"@param row The index to check for validity.\n"
"@param enabled Indicate true to enable the row or false to disable it." )
{
object->setRowEnabled( row, enabled );
}
DefineEngineMethod( GuiGameListMenuCtrl, activateRow, void, (),,
"Activates the current row. The script callback of the current row will be called (if it has one)." )
{
object->activateRow();
}
DefineEngineMethod( GuiGameListMenuCtrl, getRowCount, S32, (),,
"Gets the number of rows on the control.\n\n"
"@return (int) The number of rows on the control." )
{
return object->getRowCount();
}
DefineEngineMethod( GuiGameListMenuCtrl, getRowLabel, const char *, ( S32 row ),,
"Gets the label displayed on the specified row.\n\n"
"@param row Index of the row to get the label of.\n"
"@return The label for the row." )
{
return object->getRowLabel( row );
}
DefineEngineMethod( GuiGameListMenuCtrl, setRowLabel, void, ( S32 row, const char* label ),,
"Sets the label on the given row.\n\n"
"@param row Index of the row to set the label on.\n"
"@param label Text to set as the label of the row.\n" )
{
object->setRowLabel( row, label );
}
DefineEngineMethod( GuiGameListMenuCtrl, setSelected, void, ( S32 row ),,
"Sets the selected row. Only rows that are enabled can be selected.\n\n"
"@param row Index of the row to set as selected." )
{
object->setSelected( row );
}
DefineEngineMethod( GuiGameListMenuCtrl, getSelectedRow, S32, (),,
"Gets the index of the currently selected row.\n\n"
"@return Index of the selected row." )
{
return object->getSelected();
}
//-----------------------------------------------------------------------------
// GuiGameListMenuProfile
//-----------------------------------------------------------------------------
GuiGameListMenuProfile::GuiGameListMenuProfile()
: mHitAreaUpperLeft(0, 0),
mHitAreaLowerRight(0, 0),
mIconOffset(0, 0),
mRowSize(0, 0),
mRowScale(1.0f, 1.0f)
{
}
bool GuiGameListMenuProfile::onAdd()
{
if (! Parent::onAdd())
{
return false;
}
// We can't call enforceConstraints() here because incRefCount initializes
// some of the things to enforce. Do a basic sanity check here instead.
2014-06-17 06:01:25 +00:00
if( !mBitmapName || !dStrlen(mBitmapName) )
2012-09-19 15:15:01 +00:00
{
Con::errorf( "GuiGameListMenuProfile: %s can't be created without a bitmap. Please add a 'Bitmap' property to the object definition.", getName() );
return false;
}
if( mRowSize.x < 0 )
{
Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row width. Please change the row width to be non-negative.", getName() );
return false;
}
if( mRowSize.y < 0 )
{
Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row height. Please change the row height to be non-negative.", getName() );
return false;
}
return true;
}
void GuiGameListMenuProfile::enforceConstraints()
{
if( getBitmapArrayRect(0).extent.isZero() )
Con::errorf( "GuiGameListMenuCtrl: %s can't be created without a bitmap. Please add a bitmap to the profile's definition.", getName() );
if( mRowSize.x < 0 )
Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row width. Please change the row width to be non-negative.", getName() );
mRowSize.x = getMax(mRowSize.x, 0);
if( mRowSize.y < 0 )
Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row height. Please change the row height to be non-negative.", getName() );
mRowSize.y = getMax(mRowSize.y, 0);
Point2I rowTexExtent = getBitmapArrayRect(TEX_NORMAL).extent;
mRowScale.x = (float) getRowWidth() / rowTexExtent.x;
mRowScale.y = (float) getRowHeight() / rowTexExtent.y;
}
Point2I GuiGameListMenuProfile::getIconExtent()
{
Point2I iconExtent = getBitmapArrayRect(TEX_FIRST_ICON).extent;
// scale both by y to keep the aspect ratio
iconExtent.x *= mRowScale.y;
iconExtent.y *= mRowScale.y;
return iconExtent;
}
Point2I GuiGameListMenuProfile::getArrowExtent()
{
Point2I arrowExtent = getBitmapArrayRect(TEX_FIRST_ARROW).extent;
// scale both by y to keep the aspect ratio
arrowExtent.x *= mRowScale.y;
arrowExtent.y *= mRowScale.y;
return arrowExtent;
}
Point2I GuiGameListMenuProfile::getHitAreaExtent()
{
if (mHitAreaLowerRight == mHitAreaUpperLeft)
{
return mRowSize;
}
else
{
return mHitAreaLowerRight - mHitAreaUpperLeft;
}
}
//-----------------------------------------------------------------------------
// Console stuff (GuiGameListMenuProfile)
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiGameListMenuProfile);
ConsoleDocClass( GuiGameListMenuProfile,
"@brief A GuiControlProfile with additional fields specific to GuiGameListMenuCtrl.\n\n"
"@tsexample\n"
"new GuiGameListMenuProfile()\n"
"{\n"
" hitAreaUpperLeft = \"10 2\";\n"
" hitAreaLowerRight = \"190 18\";\n"
" iconOffset = \"10 2\";\n"
" rowSize = \"200 20\";\n"
" //Properties not specific to this control have been omitted from this example.\n"
"};\n"
"@endtsexample\n\n"
"@ingroup GuiGame"
);
void GuiGameListMenuProfile::initPersistFields()
{
addField( "hitAreaUpperLeft", TypePoint2I, Offset(mHitAreaUpperLeft, GuiGameListMenuProfile),
"Position of the upper left corner of the row hit area (relative to row's top left corner)" );
addField( "hitAreaLowerRight", TypePoint2I, Offset(mHitAreaLowerRight, GuiGameListMenuProfile),
"Position of the lower right corner of the row hit area (relative to row's top left corner)" );
addField( "iconOffset", TypePoint2I, Offset(mIconOffset, GuiGameListMenuProfile),
"Offset from the row's top left corner at which to render the row icon" );
addField( "rowSize", TypePoint2I, Offset(mRowSize, GuiGameListMenuProfile),
"The base size (\"width height\") of a row" );
Parent::initPersistFields();
removeField("tab");
removeField("mouseOverSelected");
removeField("modal");
removeField("opaque");
removeField("fillColor");
removeField("fillColorHL");
removeField("fillColorNA");
removeField("border");
removeField("borderThickness");
removeField("borderColor");
removeField("borderColorHL");
removeField("borderColorNA");
removeField("bevelColorHL");
removeField("bevelColorLL");
removeField("fontColorLink");
removeField("fontColorLinkHL");
removeField("justify");
removeField("returnTab");
removeField("numbersOnly");
removeField("cursorColor");
removeField("profileForChildren");
}