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

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//-----------------------------------------------------------------------------
// 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 "platform/platform.h"
#include "gui/controls/guiTextListCtrl.h"
#include "console/consoleTypes.h"
#include "console/console.h"
#include "gui/containers/guiScrollCtrl.h"
#include "gui/core/guiDefaultControlRender.h"
#include "gfx/gfxDrawUtil.h"
#include "console/engineAPI.h"
IMPLEMENT_CONOBJECT(GuiTextListCtrl);
ConsoleDocClass( GuiTextListCtrl,
"@brief GUI control that displays a list of text. Text items in the list can be individually selected.\n\n"
"@tsexample\n"
" new GuiTextListCtrl(EndGameGuiList)\n"
" {\n"
" columns = \"0 256\";\n"
" fitParentWidth = \"1\";\n"
" clipColumnText = \"0\";\n"
" //Properties not specific to this control have been omitted from this example.\n"
" };\n"
"@endtsexample\n\n"
"@see Reference\n\n"
"@ingroup GuiControls\n"
);
IMPLEMENT_CALLBACK( GuiTextListCtrl, onSelect, void, (S32 cellid, const char* text),( cellid , text ),
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"@brief Called whenever an item in the list is selected.\n\n"
"@param cellid The ID of the cell that was selected\n"
"@param text The text in the selected cel\n\n"
"@tsexample\n"
"// A cel in the control was selected, causing the callback to occur\n"
"GuiTextListCtrl::onSelect(%this,%callid,%text)\n"
" {\n"
" // Code to run when a cel item is selected\n"
" }\n"
"@endtsexample\n\n"
"@see GuiControl\n\n"
);
IMPLEMENT_CALLBACK( GuiTextListCtrl, onDeleteKey, void, ( S32 id ),( id ),
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"@brief Called when the delete key has been pressed.\n\n"
"@param id Id of the selected item in the list\n"
"@tsexample\n"
"// The delete key was pressed while the GuiTextListCtrl was in focus, causing the callback to occur.\n"
"GuiTextListCtrl::onDeleteKey(%this,%id)\n"
" {\n"
" // Code to run when the delete key is pressed\n"
" }\n"
"@endtsexample\n\n"
"@see GuiControl\n\n"
);
static S32 sortColumn;
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static bool sIncreasing;
static const char *getColumn(const char *text)
{
S32 ct = sortColumn;
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while(ct--)
{
text = dStrchr(text, '\t');
if(!text)
return "";
text++;
}
return text;
}
static S32 QSORT_CALLBACK textCompare( const void* a, const void* b )
{
GuiTextListCtrl::Entry *ea = (GuiTextListCtrl::Entry *) (a);
GuiTextListCtrl::Entry *eb = (GuiTextListCtrl::Entry *) (b);
S32 result = dStrnatcasecmp( getColumn( ea->text ), getColumn( eb->text ) );
return ( sIncreasing ? result : -result );
}
static S32 QSORT_CALLBACK numCompare(const void *a,const void *b)
{
GuiTextListCtrl::Entry *ea = (GuiTextListCtrl::Entry *) (a);
GuiTextListCtrl::Entry *eb = (GuiTextListCtrl::Entry *) (b);
const char* aCol = getColumn( ea->text );
const char* bCol = getColumn( eb->text );
F32 result = dAtof(aCol) - dAtof(bCol);
S32 res = result < 0 ? -1 : (result > 0 ? 1 : 0);
return ( sIncreasing ? res : -res );
}
GuiTextListCtrl::GuiTextListCtrl()
{
VECTOR_SET_ASSOCIATION(mList);
VECTOR_SET_ASSOCIATION(mColumnOffsets);
mActive = true;
mSize.set(1, 0);
mColumnOffsets.push_back(0);
mFitParentWidth = true;
mClipColumnText = false;
mRowHeightPadding = 2;
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}
void GuiTextListCtrl::initPersistFields()
{
docsURL;
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addField("columns", TypeS32Vector, Offset(mColumnOffsets, GuiTextListCtrl), "A vector of column offsets. The number of values determines the number of columns in the table.\n" );
addField("fitParentWidth", TypeBool, Offset(mFitParentWidth, GuiTextListCtrl), "If true, the width of this control will match the width of its parent.\n");
addField("clipColumnText", TypeBool, Offset(mClipColumnText, GuiTextListCtrl), "If true, text exceeding a column's given width will get clipped.\n" );
addField("rowHeightPadding", TypeS32, Offset(mRowHeightPadding, GuiTextListCtrl), "Sets how much padding to add to the row heights on top of the font height");
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Parent::initPersistFields();
}
bool GuiTextListCtrl::onWake()
{
if(!Parent::onWake())
return false;
setSize(mSize);
return true;
}
U32 GuiTextListCtrl::getSelectedId()
{
if (mSelectedCell.y == -1)
return InvalidId;
return mList[mSelectedCell.y].id;
}
U32 GuiTextListCtrl::getSelectedRow()
{
return mSelectedCell.y;
}
bool GuiTextListCtrl::cellSelected(Point2I cell)
{
// Is the selection being cleared?
if( cell.x == -1 && cell.y == -1)
return Parent::cellSelected(cell);
// Do not allow selection of inactive cells
if (cell.y >= 0 && cell.y < mSize.y && mList[cell.y].active)
return Parent::cellSelected(cell);
else
return false;
}
void GuiTextListCtrl::onCellSelected(Point2I cell)
{
onSelect_callback(mList[cell.y].id, mList[cell.y].text);
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execConsoleCallback();
}
void GuiTextListCtrl::onRenderCell(Point2I offset, Point2I cell, bool selected, bool mouseOver)
{
if ( mList[cell.y].active )
{
if (selected || (mProfile->mMouseOverSelected && mouseOver))
{
RectI highlightRect = RectI(offset.x, offset.y, mCellSize.x, mCellSize.y);
highlightRect.inset( 0, -1 );
renderFilledBorder( highlightRect, mProfile->mBorderColorHL, mProfile->mFillColorHL);
GFX->getDrawUtil()->setBitmapModulation(mProfile->mFontColorHL);
}
else
GFX->getDrawUtil()->setBitmapModulation(mouseOver ? mProfile->mFontColorHL : mProfile->mFontColor);
}
else
GFX->getDrawUtil()->setBitmapModulation( mProfile->mFontColorNA );
const char *text = mList[cell.y].text;
for(U32 index = 0; index < mColumnOffsets.size(); index++)
{
const char *nextCol = dStrchr(text, '\t');
if(mColumnOffsets[index] >= 0)
{
dsize_t slen;
if(nextCol)
slen = nextCol - text;
else
slen = dStrlen(text);
Point2I pos(offset.x + 4 + mColumnOffsets[index], offset.y + mRowHeightPadding / 2);
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RectI saveClipRect;
bool clipped = false;
if(mClipColumnText && (index != (mColumnOffsets.size() - 1)))
{
saveClipRect = GFX->getClipRect();
RectI clipRect(pos, Point2I(mColumnOffsets[index+1] - mColumnOffsets[index] - 4, mCellSize.y));
if(clipRect.intersect(saveClipRect))
{
clipped = true;
GFX->setClipRect( clipRect );
}
}
GFX->getDrawUtil()->drawTextN(mFont, pos, text, slen, mProfile->mFontColors);
if(clipped)
GFX->setClipRect( saveClipRect );
}
if(!nextCol)
break;
text = nextCol+1;
}
}
U32 GuiTextListCtrl::getRowWidth(Entry *row)
{
U32 width = 1;
const char *text = row->text;
for(U32 index = 0; index < mColumnOffsets.size(); index++)
{
const char *nextCol = dStrchr(text, '\t');
U32 textWidth;
if(nextCol)
textWidth = mFont->getStrNWidth((const UTF8*)text, nextCol - text);
else
textWidth = mFont->getStrWidth((const UTF8*)text);
if(mColumnOffsets[index] >= 0)
width = getMax(width, mColumnOffsets[index] + textWidth);
if(!nextCol)
break;
text = nextCol+1;
}
return width;
}
void GuiTextListCtrl::insertEntry(U32 id, const char *text, S32 index)
{
Entry e;
e.text = dStrdup(text);
e.id = id;
e.active = true;
if(!mList.size())
mList.push_back(e);
else
{
if(index > mList.size())
index = mList.size();
mList.insert(index);
mList[index] = e;
}
setSize(Point2I(1, mList.size()));
}
void GuiTextListCtrl::addEntry(U32 id, const char *text)
{
Entry e;
e.text = dStrdup(text);
e.id = id;
e.active = true;
mList.push_back(e);
setSize(Point2I(1, mList.size()));
}
void GuiTextListCtrl::setEntry(U32 id, const char *text)
{
S32 e = findEntryById(id);
if(e == -1)
addEntry(id, text);
else
{
dFree(mList[e].text);
mList[e].text = dStrdup(text);
// Still have to call this to make sure cells are wide enough for new values:
setSize( Point2I( 1, mList.size() ) );
}
setUpdate();
}
void GuiTextListCtrl::setEntryActive(U32 id, bool active)
{
S32 index = findEntryById( id );
if ( index == -1 )
return;
if ( mList[index].active != active )
{
mList[index].active = active;
// You can't have an inactive entry selected...
if ( !active && mSelectedCell.y >= 0 && mSelectedCell.y < mList.size()
&& mList[mSelectedCell.y].id == id )
setSelectedCell( Point2I( -1, -1 ) );
setUpdate();
}
}
S32 GuiTextListCtrl::findEntryById(U32 id)
{
for(U32 i = 0; i < mList.size(); i++)
if(mList[i].id == id)
return i;
return -1;
}
S32 GuiTextListCtrl::findEntryByText(const char *text)
{
for(U32 i = 0; i < mList.size(); i++)
if(!dStricmp(mList[i].text, text))
return i;
return -1;
}
bool GuiTextListCtrl::isEntryActive(U32 id)
{
S32 index = findEntryById( id );
if ( index == -1 )
return( false );
return( mList[index].active );
}
void GuiTextListCtrl::setSize(Point2I newSize)
{
mSize = newSize;
if ( bool( mFont ) )
{
if ( mSize.x == 1 && mFitParentWidth )
{
GuiScrollCtrl* parent = dynamic_cast<GuiScrollCtrl *>(getParent());
if ( parent )
mCellSize.x = parent->getContentExtent().x;
}
else
{
// Find the maximum width cell:
S32 maxWidth = 1;
for ( U32 i = 0; i < mList.size(); i++ )
{
U32 rWidth = getRowWidth( &mList[i] );
if ( rWidth > maxWidth )
maxWidth = rWidth;
}
mCellSize.x = maxWidth + 8;
}
mCellSize.y = mFont->getHeight() + mRowHeightPadding;
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}
Point2I newExtent( newSize.x * mCellSize.x + mHeaderDim.x, newSize.y * mCellSize.y + mHeaderDim.y );
setExtent( newExtent );
}
void GuiTextListCtrl::clear()
{
while (mList.size())
removeEntry(mList[0].id);
mMouseOverCell.set( -1, -1 );
setSelectedCell(Point2I(-1, -1));
}
void GuiTextListCtrl::sort(U32 column, bool increasing)
{
if (getNumEntries() < 2)
return;
sortColumn = column;
sIncreasing = increasing;
dQsort((void *)&(mList[0]), mList.size(), sizeof(Entry), textCompare);
}
void GuiTextListCtrl::sortNumerical( U32 column, bool increasing )
{
if ( getNumEntries() < 2 )
return;
sortColumn = column;
sIncreasing = increasing;
dQsort( (void*) &( mList[0] ), mList.size(), sizeof( Entry ), numCompare );
}
void GuiTextListCtrl::onRemove()
{
clear();
Parent::onRemove();
}
U32 GuiTextListCtrl::getNumEntries()
{
return mList.size();
}
void GuiTextListCtrl::removeEntryByIndex(S32 index)
{
if(index < 0 || index >= mList.size())
return;
dFree(mList[index].text);
mList.erase(index);
setSize(Point2I( 1, mList.size()));
setSelectedCell(Point2I(-1, -1));
}
void GuiTextListCtrl::removeEntry(U32 id)
{
S32 index = findEntryById(id);
removeEntryByIndex(index);
}
const char *GuiTextListCtrl::getSelectedText()
{
if (mSelectedCell.y == -1)
return NULL;
return mList[mSelectedCell.y].text;
}
const char *GuiTextListCtrl::getScriptValue()
{
return getSelectedText();
}
void GuiTextListCtrl::setScriptValue(const char *val)
{
S32 e = findEntryByText(val);
if(e == -1)
setSelectedCell(Point2I(-1, -1));
else
setSelectedCell(Point2I(0, e));
}
bool GuiTextListCtrl::onKeyDown( const GuiEvent &event )
{
//if this control is a dead end, make sure the event stops here
if ( !mVisible || !mActive || !mAwake )
return true;
S32 yDelta = 0;
switch( event.keyCode )
{
case KEY_RETURN:
execAltConsoleCallback();
break;
case KEY_LEFT:
case KEY_UP:
if ( mSelectedCell.y > 0 )
{
mSelectedCell.y--;
yDelta = -mCellSize.y;
}
break;
case KEY_DOWN:
case KEY_RIGHT:
if ( mSelectedCell.y < ( mList.size() - 1 ) )
{
mSelectedCell.y++;
yDelta = mCellSize.y;
}
break;
case KEY_HOME:
if ( mList.size() )
{
mSelectedCell.y = 0;
yDelta = -(mCellSize.y * mList.size() + 1 );
}
break;
case KEY_END:
if ( mList.size() )
{
mSelectedCell.y = mList.size() - 1;
yDelta = (mCellSize.y * mList.size() + 1 );
}
break;
case KEY_DELETE:
if ( mSelectedCell.y >= 0 && mSelectedCell.y < mList.size() )
onDeleteKey_callback( mList[mSelectedCell.y].id );
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break;
default:
return( Parent::onKeyDown( event ) );
break;
};
GuiScrollCtrl* parent = dynamic_cast<GuiScrollCtrl *>(getParent());
if ( parent )
parent->scrollDelta( 0, yDelta );
return ( true );
}
bool GuiTextListCtrl::onGamepadAxisUp(const GuiEvent& event)
{
if (mSelectedCell.y < (mList.size() - 1))
{
S32 yDelta = 0;
mSelectedCell.y++;
yDelta = mCellSize.y;
GuiScrollCtrl* parent = dynamic_cast<GuiScrollCtrl*>(getParent());
if (parent)
parent->scrollDelta(0, yDelta);
}
return true;
}
bool GuiTextListCtrl::onGamepadAxisDown(const GuiEvent& event)
{
if (mSelectedCell.y > 0)
{
S32 yDelta = 0;
mSelectedCell.y--;
yDelta = -mCellSize.y;
GuiScrollCtrl* parent = dynamic_cast<GuiScrollCtrl*>(getParent());
if (parent)
parent->scrollDelta(0, yDelta);
}
return true;
}
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//-----------------------------------------------------------------------------
// Console Methods
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiTextListCtrl, getSelectedId, S32, (),,
"@brief Get the ID of the currently selected item.\n\n"
"@tsexample\n"
"// Acquire the ID of the selected item in the list.\n"
"%id = %thisGuiTextListCtrl.getSelectedId();\n"
"@endtsexample\n\n"
"@return The id of the selected item in the list.\n\n"
"@see GuiControl")
{
return object->getSelectedId();
}
DefineEngineMethod( GuiTextListCtrl, setSelectedById, void, (S32 id),,
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"@brief Finds the specified entry by id, then marks its row as selected.\n\n"
"@param id Entry within the text list to make selected.\n"
"@tsexample\n"
"// Define the id\n"
"%id = \"5\";\n\n"
"// Inform the GuiTextListCtrl control to set the defined id entry as selected\n"
"%thisGuiTextListCtrl.setSelectedById(%id);\n"
"@endtsexample\n\n"
"@see GuiControl")
{
S32 index = object->findEntryById(id);
if(index < 0)
return ;
object->setSelectedCell(Point2I(0, index));
}
DefineEngineMethod( GuiTextListCtrl, setSelectedRow, void, (S32 rowNum),,
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"@briefSelects the specified row.\n\n"
"@param rowNum Row number to set selected.\n"
"@tsexample\n"
"// Define the row number to set selected\n"
"%rowNum = \"4\";\n\n"
"%guiTextListCtrl.setSelectedRow(%rowNum);\n"
"@endtsexample\n\n"
"@see GuiControl")
{
object->setSelectedCell( Point2I( 0, rowNum ) );
}
DefineEngineMethod( GuiTextListCtrl, getSelectedRow, S32, (),,
"@brief Returns the selected row index (not the row ID).\n\n"
"@tsexample\n"
"// Acquire the selected row index\n"
"%rowIndex = %thisGuiTextListCtrl.getSelectedRow();\n"
"@endtsexample\n\n"
"@return Index of the selected row\n\n"
"@see GuiControl")
{
return object->getSelectedRow();
}
DefineEngineMethod( GuiTextListCtrl, clearSelection, void, (),,
"@brief Set the selection to nothing.\n\n"
"@tsexample\n"
"// Deselect anything that is currently selected\n"
"%thisGuiTextListCtrl.clearSelection();\n"
"@endtsexample\n\n"
"@see GuiControl")
{
object->setSelectedCell(Point2I(-1, -1));
}
DefineEngineMethod( GuiTextListCtrl, addRow, S32, (S32 id, const char* text, S32 index),(0,"",-1),
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"@brief Adds a new row at end of the list with the defined id and text.\n"
"If index is used, then the new row is inserted at the row location of 'index'.\n\n"
"@param id Id of the new row.\n"
"@param text Text to display at the new row.\n"
"@param index Index to insert the new row at. If not used, new row will be placed at the end of the list.\n"
"@tsexample\n"
"// Define the id\n"
"%id = \"4\";\n\n"
"// Define the text to display\n"
"%text = \"Display Text\"\n\n"
"// Define the index (optional)\n"
"%index = \"2\"\n\n"
"// Inform the GuiTextListCtrl control to add the new row with the defined information.\n"
"%rowIndex = %thisGuiTextListCtrl.addRow(%id,%text,%index);\n"
"@endtsexample\n\n"
"@return Returns the row index of the new row. If 'index' was defined, then this just returns the number of rows in the list.\n\n"
"@see References")
{
S32 ret = object->mList.size();
if(index == -1)
object->addEntry(id, text);
else
object->insertEntry(id, text, index);
return ret;
}
DefineEngineMethod( GuiTextListCtrl, setRowById, void, (S32 id, const char* text),,
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"@brief Sets the text at the defined id.\n\n"
"@param id Id to change.\n"
"@param text Text to use at the Id.\n"
"@tsexample\n"
"// Define the id\n"
"%id = \"4\";\n\n"
"// Define the text\n"
"%text = \"Text To Display\";\n\n"
"// Inform the GuiTextListCtrl control to display the defined text at the defined id\n"
"%thisGuiTextListCtrl.setRowById(%id,%text);\n"
"@endtsexample\n\n"
"@see GuiControl")
{
object->setEntry(id, text);
}
DefineEngineMethod( GuiTextListCtrl, sort, void, ( S32 columnId, bool increasing ), ( true ),
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"@brief Performs a standard (alphabetical) sort on the values in the specified column.\n\n"
"@param columnId Column ID to perform the sort on.\n"
"@param increasing If false, sort will be performed in reverse.\n"
"@tsexample\n"
"// Define the columnId\n"
"%id = \"1\";\n\n"
"// Define if we are increasing or not\n"
"%increasing = \"false\";\n\n"
"// Inform the GuiTextListCtrl to perform the sort operation\n"
"%thisGuiTextListCtrl.sort(%id,%increasing);\n"
"@endtsexample\n\n"
"@see GuiControl")
{
object->sort( columnId, increasing );
}
DefineEngineMethod( GuiTextListCtrl, sortNumerical, void, (S32 columnID, bool increasing), ( true ),
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"@brief Perform a numerical sort on the values in the specified column.\n\n"
"Detailed description\n\n"
"@param columnId Column ID to perform the sort on.\n"
"@param increasing If false, sort will be performed in reverse.\n"
"@tsexample\n"
"// Define the columnId\n"
"%id = \"1\";\n\n"
"// Define if we are increasing or not\n"
"%increasing = \"false\";\n\n"
"// Inform the GuiTextListCtrl to perform the sort operation\n"
"%thisGuiTextListCtrl.sortNumerical(%id,%increasing);\n"
"@endtsexample\n\n"
"@see GuiControl")
{
object->sortNumerical( columnID, increasing );
}
DefineEngineMethod( GuiTextListCtrl, clear, void, (),,
"@brief Clear the list.\n\n"
"@tsexample\n"
"// Inform the GuiTextListCtrl control to clear its contents\n"
"%thisGuiTextListCtrl.clear();\n"
"@endtsexample\n\n"
"@see GuiControl")
{
object->clear();
}
DefineEngineMethod( GuiTextListCtrl, rowCount, S32, (),,
"@brief Get the number of rows.\n\n"
"@tsexample\n"
"// Get the number of rows in the list\n"
"%rowCount = %thisGuiTextListCtrl.rowCount();\n"
"@endtsexample\n\n"
"@return Number of rows in the list.\n\n"
"@see GuiControl")
{
return object->getNumEntries();
}
DefineEngineMethod( GuiTextListCtrl, getRowId, S32, (S32 index),,
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"@brief Get the row ID for an index.\n\n"
"@param index Index to get the RowID at\n"
"@tsexample\n"
"// Define the index\n"
"%index = \"3\";\n\n"
"// Request the row ID at the defined index\n"
"%rowId = %thisGuiTextListCtrl.getRowId(%index);\n"
"@endtsexample\n\n"
"@return RowId at the defined index.\n\n"
"@see GuiControl")
{
if(index >= object->getNumEntries())
return -1;
return object->mList[index].id;
}
DefineEngineMethod( GuiTextListCtrl, getRowTextById, const char*, (S32 id),,
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"@brief Get the text of a row with the specified id.\n\n"
"@tsexample\n"
"// Define the id\n"
"%id = \"4\";\n\n"
"// Inform the GuiTextListCtrl control to return the text at the defined row id\n"
"%rowText = %thisGuiTextListCtrl.getRowTextById(%id);\n"
"@endtsexample\n\n"
"@return Row text at the requested row id.\n\n"
"@see GuiControl")
{
S32 index = object->findEntryById(id);
if(index < 0)
return "";
return object->mList[index].text;
}
DefineEngineMethod( GuiTextListCtrl, getRowNumById, S32, (S32 id),,
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"@brief Get the row number for a specified id.\n\n"
"@param id Id to get the row number at\n"
"@tsexample\n"
"// Define the id\n"
"%id = \"4\";\n\n"
"// Request the row number from the GuiTextListCtrl control at the defined id.\n"
"%rowNumber = %thisGuiTextListCtrl.getRowNumById(%id);\n"
"@endtsexample\n\n"
"@see GuiControl")
{
S32 index = object->findEntryById(id);
if(index < 0)
return -1;
return index;
}
DefineEngineMethod( GuiTextListCtrl, getRowText, const char*, (S32 index),,
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"@brief Get the text of the row with the specified index.\n\n"
"@param index Row index to acquire the text at.\n"
"@tsexample\n"
"// Define the row index\n"
"%index = \"5\";\n\n"
"// Request the text from the row at the defined index\n"
"%rowText = %thisGuiTextListCtrl.getRowText(%index);\n"
"@endtsexample\n\n"
"@return Text at the defined row index.\n\n"
"@see GuiControl")
{
if(index < 0 || index >= object->mList.size())
return "";
return object->mList[index].text;
}
DefineEngineMethod( GuiTextListCtrl, removeRowById, void, (S32 id),,
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"@brief Remove row with the specified id.\n\n"
"@param id Id to remove the row entry at\n"
"@tsexample\n"
"// Define the id\n"
"%id = \"4\";\n\n"
"// Inform the GuiTextListCtrl control to remove the row at the defined id\n"
"%thisGuiTextListCtrl.removeRowById(%id);\n"
"@endtsexample\n\n"
"@see GuiControl")
{
object->removeEntry(id);
}
DefineEngineMethod( GuiTextListCtrl, removeRow, void, (S32 index),,
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"@brief Remove a row from the table, based on its index.\n\n"
"@param index Row index to remove from the list.\n"
"@tsexample\n"
"// Define the row index\n"
"%index = \"4\";\n\n"
"// Inform the GuiTextListCtrl control to remove the row at the defined row index\n"
"%thisGuiTextListCtrl.removeRow(%index);\n"
"@endtsexample\n\n"
"@see GuiControl")
{
object->removeEntryByIndex(index);
}
DefineEngineMethod( GuiTextListCtrl, scrollVisible, void, (S32 rowNum),,
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"@brief Scroll so the specified row is visible\n\n"
"@param rowNum Row number to make visible\n"
"@tsexample\n"
"// Define the row number to make visible\n"
"%rowNum = \"4\";\n\n"
"// Inform the GuiTextListCtrl control to scroll the list so the defined rowNum is visible.\n"
"%thisGuiTextListCtrl.scrollVisible(%rowNum);\n"
"@endtsexample\n\n"
"@see GuiControl")
{
object->scrollCellVisible(Point2I(0, rowNum));
}
DefineEngineMethod( GuiTextListCtrl, findTextIndex, S32, (const char* needle),,
"@brief Find needle in the list, and return the row number it was found in.\n\n"
"@param needle Text to find in the list.\n"
"@tsexample\n"
"// Define the text to find in the list\n"
"%needle = \"Text To Find\";\n\n"
"// Request the row number that contains the defined text to find\n\n"
"%rowNumber = %thisGuiTextListCtrl.findTextIndex(%needle);\n\n"
"@endtsexample\n\n"
"@return Row number that the defined text was found in,\n\n"
"@see GuiControl")
{
return( object->findEntryByText(needle) );
}
DefineEngineMethod( GuiTextListCtrl, setRowActive, void, (S32 rowNum, bool active),,
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"@brief Mark a specified row as active/not.\n\n"
"@param rowNum Row number to change the active state.\n"
"@param active Boolean active state to set the row number.\n"
"@tsexample\n"
"// Define the row number\n"
"%rowNum = \"4\";\n\n"
"// Define the boolean active state\n"
"%active = \"true\";\n\n"
"// Informthe GuiTextListCtrl control to set the defined active state at the defined row number.\n"
"%thisGuiTextListCtrl.setRowActive(%rowNum,%active);\n"
"@endtsexample\n\n"
"@see GuiControl")
{
object->setEntryActive( U32( rowNum ), active );
}
DefineEngineMethod( GuiTextListCtrl, isRowActive, bool, (S32 rowNum),,
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"@brief Check if the specified row is currently active or not.\n\n"
"@param rowNum Row number to check the active state.\n"
"@tsexample\n"
"// Define the row number\n"
"%rowNum = \"5\";\n\n"
"// Request the active state of the defined row number from the GuiTextListCtrl control.\n"
"%rowActiveState = %thisGuiTextListCtrl.isRowActive(%rowNum);\n"
"@endtsexample\n\n"
"@return Active state of the defined row number.\n\n"
"@see GuiControl")
{
return( object->isEntryActive( U32( rowNum ) ) );
}