mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-18 20:00:56 +00:00
Adds proper documentation and explains some of the navigation/menu usage behavior via the BaseUI example menus
This commit is contained in:
parent
41add628ad
commit
07b3e2789e
6 changed files with 260 additions and 5 deletions
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@ -6,19 +6,52 @@ function MainMenuButtons::onSleep(%this)
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{
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}
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//Optional, as the check defaults to true, but here as an example case
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//==============================================================================
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// This gets called by the MainMenuGUI beacuse it, being a UINavigation classed control
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// set MainMenuButtonList as it's root page.
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// This is an optional function, but is called as part of the validation that the page
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// CAN be opened, so it's shown here as an example
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function MainMenuButtonList::canOpen(%this)
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{
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return true;
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}
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//==============================================================================
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// This gets called by the MainMenuGUI beacuse it, being a UINavigation classed control
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// set MainMenuButtonList as it's root page.
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// Once the page is added to the MainMenuGUI's UINavigation page stack, onOpen here is called
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// Which allows us to actually do the work we need to do for display
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function MainMenuButtonList::onOpen(%this)
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{
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//Here, we set the MainMenuButtonList - a GuiStackControl with the MenuList class
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// to be the active menu list.
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// This means that when the MainMenuGUI's MainMenuInputHandler receives an input
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// or we have one of the buttons in the MainMenuButtonHolder be actioned, we know
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// we're working/navigating this list of buttons specifically
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// In practice, it sets the $activeMenuList global variable so the various menu class code
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// can reference it consistently
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MainMenuButtonList.setAsActiveMenuList();
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//Because MainMenuGUI set it's MainMenuButtonHolder as the active button container, we can reference it
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//by $activeMenuButtonContainer and set the menu button/accelerator prompts we need for the MainMenuButtonList
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//specifically.
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//In particular, being a simple list of buttons, the only one we NEED is a simple activate, so we'll
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//disable all the other ones to keep them clear in case they were set by other pages at some point
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$activeMenuButtonContainer-->button1.disable();
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$activeMenuButtonContainer-->button2.disable();
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$activeMenuButtonContainer-->button3.disable();
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//Here we set the 4th button in the container
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//All the buttons have the MenuInputButton class, which, like the other classes
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//help keep things accessible and consistent. Here we use that class's set function to
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//configure the accelerator behavior
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//The first parameter sets the gamepad button to the 'A' button
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//The second sets the keyboard button to Enter or Return
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//Third is what the displayed text will be
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//And finally we set the command when the button is clicked, or either key inputs are caught by
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//our MenuInputHandler
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//The menu buttons automatically detect which input device you're using and swap the display between
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//gamepad or keyboard for consistent behavior
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$activeMenuButtonContainer-->button4.set("btn_a", "Return", "Go", "MainMenuButtonList.activate();");
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$activeMenuButtonContainer-->button5.disable();
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}
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@ -34,6 +67,7 @@ function MainMenuButtonList::onClose(%this)
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{
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}
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//Our actual commands when we activate the buttons
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function openSinglePlayerMenu()
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{
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$pref::HostMultiPlayer=false;
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@ -43,16 +77,31 @@ function openSinglePlayerMenu()
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function openMultiPlayerMenu()
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{
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$pref::HostMultiPlayer=true;
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//Here, like the other commands, we add a new page onto the stack
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//In this case, we'll push the ChooseLevelDlg control onto the stack. This will
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//invoke the canClose() and then onClose() functions for MainMenuButtonList
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//before calling the onOpen() for ChooseLevelDlg then displaying.
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MainMenuGui.pushPage(ChooseLevelDlg);
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}
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function openJoinServerMenu()
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{
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//Here, like the other commands, we add a new page onto the stack
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//In this case, we'll push the JoinServerMenu control onto the stack. This will
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//invoke the canClose() and then onClose() functions for MainMenuButtonList
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//before calling the onOpen() for JoinServerMenu then displaying.
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MainMenuGui.pushPage(JoinServerMenu);
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}
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function openOptionsMenu()
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{
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//Here, like the other commands, we add a new page onto the stack
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//In this case, we'll push the OptionsMenu control onto the stack. This will
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//invoke the canClose() and then onClose() functions for MainMenuButtonList
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//before calling the onOpen() for OptionsMenu then displaying.
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//The options menu additionally has an example of why we may want to capitalize on the
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//canClose() call.
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MainMenuGui.pushPage(OptionsMenu);
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}
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@ -102,8 +102,6 @@ function ChooseLevelDlg::onOpen(%this)
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else
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LevelSelectTitle.setText("CREATE SERVER");
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ChooseLevelButtonHolder.setActive();
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$activeMenuButtonContainer-->button1.disable();
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$activeMenuButtonContainer-->button2.disable();
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$activeMenuButtonContainer-->button3.disable();
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@ -5,17 +5,44 @@ function MainMenuGui::onAdd(%this)
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function MainMenuGui::onWake(%this)
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{
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//In the BaseUI example case, the MainMenuGUI acts as our background
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//So it's a logical control to set as our UINavigation as well. So we
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//set the MainMenuGUI's superClass to UINavigation to integrate it into
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//that namespace to open up page navigation
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//At the same time, the MainMenuGUI control has the button holder, set to
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//the MenuInputButtonContainer class, allowing us to set it as the active button
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//holder here, prepping it for catching any button inputs to active commands
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//Specifically, it sets the $activeMenuButtonContainer to be this, which allows
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//other controls to manage what the behavior of the buttons is consistently
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//without needing to worry about hardcoded names
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MainMenuButtonHolder.setActive();
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//We also have the MainMenuInputHandler, a GuiInputCtrl with the MenuInputHandler class
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//This allows us to catch any input/axis event and pass it along to the active menuList
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//or button containers to navigate the menus
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//We set up this catch by making said control our first responder, here
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MainMenuInputHandler.setFirstResponder();
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//Lastly, we go ahead and display some actual navigable content up on our main menu here
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//In this case, we set the MainMenuButtonList as our root page, so we always come back
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//to having the main menu buttons on screen if every other page is closed.
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//This will ultimately call MainMenuButtonList::onOpen(), so to see where the navigation
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//chain continues, see that function.
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%this.setRootPage(MainMenuButtonList);
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//We also go ahead and mark for any future pages being added to the UINavigation's page stack
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//to be prompted to resize when added. This isn't required, but helps keep pages formated to
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//the current size of the UINavigation, which is useful when dealing with aspect ratio or resolution
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//changes.
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%this.resizePages = true;
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}
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function MainMenuButtonHolder::onWake(%this)
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{
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//clean slate
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//Because the blan slate MainMenuGUI doesn't have anything we need to bother with inputs on
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//we just go ahead and disable all the buttons in our MainMenuButtonHolder to have
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// a clean slate
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%this-->button1.disable();
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%this-->button2.disable();
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%this-->button3.disable();
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@ -116,8 +116,17 @@ function OptionsMenu::onOpen(%this)
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$activeMenuButtonContainer-->button5.set("btn_b", "Escape", "Back", %this @ ".navigation.popPage();");
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}
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//We capitalize on the canClose test here, because we want to prompt for unapplied options changes before
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//backing out. So when the UINavigation test canClose, we can see if we have unapplied settings and prompt
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//that via the message box and return false.
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//This gives the user a chance to choose how they wish to proceed before we allow the
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//UINavigation to move away from the options menu
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function OptionsMenu::canClose(%this)
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{
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//Another special case is us catching the 'back/pop' action by just shifting from one
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//menu list to another. In this case, we check if we were on the settings list as our active MenuList
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//if so, then the back/pop just moves us to the Category list as our active and we inform the
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//UINavigation to not close the page
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if(OptionsMenuSettingsList.isActiveMenuList())
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{
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OptionsMenuCategoryList.setAsActiveMenuList();
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@ -126,6 +135,9 @@ function OptionsMenu::canClose(%this)
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}
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else
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{
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//Here, we're on the category list as our active, so we're actually trying to leae the page
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//If we have unapplied changes, we want to prompt about them before closing the page and navigating away
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//If we don't, then we can process the popPage as normal and let the OptionsMenu close
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if(%this.unappliedChanges.count() != 0)
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{
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MessageBoxOKCancel("Discard Changes?", "You have unapplied changes to your settings, do you wish to apply or discard them?",
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@ -26,18 +26,30 @@ btn_start = Start
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btn_back = Back/Select
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*/
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//==============================================================================
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/// Summary:
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/// This is used with the main UI menu lists, when a non-axis input event is called
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/// such as pressing a button
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/// It is called from the engine
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///
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/// \param %device (string) The name of the device the input event is coming fromt
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/// \param %action (string) The specific key/input action
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/// \param %state (bool) The down/up state of the event sent
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function UIMenuButtonList::onInputEvent(%this, %device, %action, %state)
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{
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if(%state)
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$activeMenuButtonContainer.processInputs(%device, %action);
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}
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//==============================================================================
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/// Summary:
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/// This is used with the main UI menu lists, when an axis input event is called
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/// such as moving a joystick
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/// It is called from the engine
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///
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/// \param %device (string) The name of the device the input event is coming fromt
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/// \param %action (string) The specific key/input action
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/// \param %axisVal (float) The float value of the axis event
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function UIMenuButtonList::onAxisEvent(%this, %device, %action, %axisVal)
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{
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//Skip out of the value is too low as it could just be noise or miscalibrated defaults
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@ -47,6 +59,8 @@ function UIMenuButtonList::onAxisEvent(%this, %device, %action, %axisVal)
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$activeMenuButtonContainer.processAxisEvent(%device, %action);
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}
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//==============================================================================
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/// Summary:
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/// Sets the command and text for the specified button. If %text and %command
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/// are left empty, the button will be disabled and hidden.
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///
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@ -83,6 +97,9 @@ function MenuInputButton::set(%this, %gamepadButton, %keyboardButton, %text, %co
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%this.refresh();
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}
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//==============================================================================
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/// Summary:
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/// Disables the MenuInputButton, marking it as not to consume inputs or display
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function MenuInputButton::disable(%this)
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{
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%this.setText("");
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@ -91,6 +108,8 @@ function MenuInputButton::disable(%this)
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%this.setVisible(false);
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}
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//==============================================================================
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/// Summary:
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/// Refreshes the specific button, updating it's visbility status and the displayed input image
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function MenuInputButton::refresh(%this)
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{
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@ -203,6 +222,8 @@ function MenuInputButton::refresh(%this)
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return true;
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}
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//==============================================================================
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/// Summary:
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/// Refreshes a menu input container, updating the buttons inside it
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function MenuInputButtonContainer::refresh(%this)
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{
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@ -215,6 +236,8 @@ function MenuInputButtonContainer::refresh(%this)
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}
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}
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//==============================================================================
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/// Summary:
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/// Sets the given MenuInputButtonContainer as the active one. This directs input events
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/// to it's buttons, ensures it's visible, and auto-hides the old active container if it was set
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function MenuInputButtonContainer::setActive(%this)
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@ -227,6 +250,8 @@ function MenuInputButtonContainer::setActive(%this)
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$activeMenuButtonContainer.refresh();
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}
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//==============================================================================
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/// Summary:
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/// Checks the input manager for if we have a gamepad active and gets it's name
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/// If we have one, also sets the active input type to gamepad
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function MenuInputButtonContainer::checkGamepad(%this)
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@ -241,12 +266,17 @@ function MenuInputButtonContainer::checkGamepad(%this)
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$activeControllerType = "gamepad";
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}
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//==============================================================================
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/// Summary:
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/// This is called by the earlier inputs callback that comes from the menu list
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/// this allows us to first check what the input type is, and if the device is different
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/// (such as going from keyboard and mouse to gamepad) we can refresh the buttons to update
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/// the display
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/// Then we process the input to see if it matches to any of the button maps for our
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/// MenuInputButtons. If we have a match, we execute it's command.
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///
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/// \param %device (string) The device that is causing the input event
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/// \param %action (string) The name of the input action
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function MenuInputButtonContainer::processInputs(%this, %device, %action)
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{
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//check to see if our status has changed
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@ -305,10 +335,16 @@ function MenuInputButtonContainer::processInputs(%this, %device, %action)
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}
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}
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//==============================================================================
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/// Summary:
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/// This is called by the earlier inputs callback that comes from the menu list
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/// this allows us to first check what the input type is, and if the device is different
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/// (such as going from keyboard and mouse to gamepad) we can refresh the buttons to update
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/// the display
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///
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/// \param %device (string) The name of the device the input event is coming fromt
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/// \param %action (string) The specific key/input action
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/// \param %axisVal (float) The float value of the axis event
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function MenuInputButtonContainer::processAxisEvent(%this, %device, %action, %axisVal)
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{
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//check to see if our status has changed
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@ -367,6 +403,15 @@ function onSDLDeviceDisconnected(%sdlIndex)
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// This'll let the active menu list be navigated, as well as buttons be processed
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// and ultimately handled by the Input Buttons above
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//==============================================================================
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//==============================================================================
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/// Summary:
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/// This is used with the main UI menu lists, when an axis input event is called
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/// such as moving a joystick
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/// It is called from the engine
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///
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/// \param %device (string) The name of the device the input event is coming fromt
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/// \param %action (string) The specific key/input action
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/// \param %axisVal (float) The float value of the axis event
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function MenuInputHandler::onAxisEvent(%this, %device, %action, %value)
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{
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//this is to force a refresh of the menu
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@ -416,6 +461,15 @@ function MenuInputHandler::onAxisEvent(%this, %device, %action, %value)
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}
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}
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//==============================================================================
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/// Summary:
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/// This is used with the main UI menu lists, when a non-axis input event is called
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/// such as pressing a button
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/// It is called from the engine
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///
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/// \param %device (string) The name of the device the input event is coming fromt
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/// \param %action (string) The specific key/input action
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/// \param %state (bool) The down/up state of the event sent
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function MenuInputHandler::onInputEvent(%this, %device, %action, %state)
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{
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if(%action $= "upov" || %action $= "dpov" || %action $= "lpov" || %action $= "rpov")
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@ -432,6 +486,10 @@ function MenuInputHandler::onInputEvent(%this, %device, %action, %state)
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// Menu List processing
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// These functions manage the navigation and activation of the Menu Lists
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//==============================================================================
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//==============================================================================
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/// Summary:
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/// Is the GUIContainer with this MenuList namespace the 'active' menulist as far
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/// as UI interfaces is concerned?
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function MenuList::isActiveMenuList(%this)
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{
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if($activeMenuList == %this)
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@ -440,6 +498,14 @@ function MenuList::isActiveMenuList(%this)
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return false;
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}
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//==============================================================================
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/// Summary:
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/// Sets the GUIContainer with this MenuList namespace as the active menulist.
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/// This means that any input events caught in MenuInputHandlers is directed at
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/// this menu list to navigate it
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///
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/// \param %startPosition (Point2F) The X and Y starting positions of the selection for this menuList
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/// \param %menuMode (string) Indicates the mode/type of menuList, allowing for special behaviors depending on type
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function MenuList::setAsActiveMenuList(%this, %startPosition, %menuMode)
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{
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if(%startPosition $= "")
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@ -456,7 +522,9 @@ function MenuList::setAsActiveMenuList(%this, %startPosition, %menuMode)
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%this.refresh();
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}
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//==============================================================================
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/// Summary:
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/// Activates the currently highlighted child object
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function MenuList::activate(%this)
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{
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//check for a highlighted element
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@ -467,6 +535,11 @@ function MenuList::activate(%this)
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}
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}
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//==============================================================================
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/// Summary:
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/// refreshes the menuList, updating children highlight status and if there is
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/// a button pointer control defined on our list, we update it's position as
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/// needed
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function MenuList::refresh(%this)
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{
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%selectedObject = -1;
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@ -516,6 +589,10 @@ function MenuList::refresh(%this)
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}
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}
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//==============================================================================
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/// Summary:
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/// Selects the next 'up' child item in the menuList. If the current is the topmost
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/// then nothing happens
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function MenuList::navigateUp(%this)
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{
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$activeMenuList.ListPosition.y -= 1;
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@ -525,6 +602,10 @@ function MenuList::navigateUp(%this)
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%this.refresh();
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}
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//==============================================================================
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/// Summary:
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/// Selects the next 'down' child item in the menuList. If the current is the bottommost
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/// then nothing happens
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function MenuList::navigateDown(%this)
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{
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$activeMenuList.ListPosition.y += 1;
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@ -534,6 +615,10 @@ function MenuList::navigateDown(%this)
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%this.refresh();
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}
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//==============================================================================
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/// Summary:
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/// Selects the next 'left' child item in the menuList. If the current item is the leftmost
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/// then nothing happens
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function MenuList::navigateLeft()
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{
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//Atm, we're only handling specific control types, namely options entries, but
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@ -564,6 +649,10 @@ function MenuList::navigateLeft()
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}
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}
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//==============================================================================
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/// Summary:
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/// Selects the next 'right' child item in the menuList. If the current item is the rightmost
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/// then nothing happens
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function MenuList::navigateRight()
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{
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%btn = $activeMenuList.getObject($activeMenuList.ListPosition.y);
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@ -590,13 +679,24 @@ function MenuList::navigateRight()
|
|||
}
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
/// Summary:
|
||||
/// Gets the current vertical positionally selected child object
|
||||
function MenuList::getActiveRow(%this)
|
||||
{
|
||||
return $activeMenuList.ListPosition.y;
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
/// Summary:
|
||||
/// Called from the engine when a GUIButtonBase-derived class with MenuListButton namespace class
|
||||
/// has its highlighting status changed. Allows us to react to this change of state and trigger refreshse
|
||||
/// or other events to keep the navigation tracking up to date
|
||||
///
|
||||
/// \param %state (bool) The on/off state of the button being highlighted
|
||||
function MenuListButton::onHighlighted(%this, %state)
|
||||
{
|
||||
echo("MenuListButton::onHighlighted() - " @ %this.internalName @ " was " @ %state @ " highlighted");
|
||||
%parentContainer = %this.getParent();
|
||||
if(%parentContainer.class $= "MenuList" || %parentContainer.superClass $= "MenuList")
|
||||
{
|
||||
|
|
@ -607,6 +707,7 @@ function MenuListButton::onHighlighted(%this, %state)
|
|||
%parentContainer.buttonPointerCtrl.setHidden(false);
|
||||
|
||||
%buttonCenter = %this.getGlobalCenter();
|
||||
echo(" - button center:" @ %buttonCenter);
|
||||
|
||||
if(%parentContainer.centerButtonPointerCtrl)
|
||||
{
|
||||
|
|
@ -617,7 +718,12 @@ function MenuListButton::onHighlighted(%this, %state)
|
|||
//if we're not centering, then left-justify
|
||||
%parentContainer.buttonPointerCtrl.setGlobalCenter(%buttonCenter.x - %this.extent.x / 2, %buttonCenter.y);
|
||||
}
|
||||
echo(" - pointer position:" @ %parentContainer.buttonPointerCtrl.getPosition());
|
||||
}
|
||||
/*else
|
||||
{
|
||||
%parentContainer.buttonPointerCtrl.setHidden(true);
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,3 +1,12 @@
|
|||
//==============================================================================
|
||||
/// Summary:
|
||||
/// This function sets the root page for the navigation stack. The root page is 'below'
|
||||
/// all other normal pages and cannot be popped like a normal page.
|
||||
/// When we set a new root page, we first check if we have an existing root page.
|
||||
/// If we do, we run the usual canClose() then onClose() function pair, then we
|
||||
/// set it and call the onOpen() for the new root page.
|
||||
///
|
||||
/// \param %rootPage (guiControl) The new guiControl that is being set as the root page of the navigation stack
|
||||
function UINavigation::setRootPage(%this, %rootPage)
|
||||
{
|
||||
if(!isObject(%this.pageStack))
|
||||
|
|
@ -36,6 +45,25 @@ function UINavigation::setRootPage(%this, %rootPage)
|
|||
%rootPage.call("onOpen");
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
/// Summary:
|
||||
/// This function pushes a page onto the given UINavigation-classed GUIContainer's stack
|
||||
/// The order of operations is thus:
|
||||
/// 1) check to see if the new page being pushed says it can open via the canOpen() function.
|
||||
/// If this method is not defined, it defaults to true, as there's no impediment to continuing
|
||||
/// If this check returns false, the pushPage event cancels.
|
||||
/// 2) check to see if the current page on the stack says it can close. Similar to
|
||||
/// the canOpen() check on the new page, we default to true
|
||||
/// If this check returns false, the pushPage event cancels.
|
||||
/// 3) Call - if defined - onClose() on the current top page of the stack
|
||||
/// 4) Add the new page onto the stack
|
||||
/// 5) Call - if defined - onOpen() on the new page
|
||||
/// 6) Finally, if we defined a callback, call that.
|
||||
/// With this all run, the previous top page has done any cleanup work it needed to
|
||||
/// and the new top page has been opened successfully.
|
||||
///
|
||||
/// \param %newPage (guiControl) The new guiControl that is being added onto the page stack
|
||||
/// \param %callback[optional]: (Evaluable string) A evalable statement to invoke when the push has been completed
|
||||
function UINavigation::pushPage(%this, %newPage, %callback)
|
||||
{
|
||||
if(!isObject(%this.pageStack))
|
||||
|
|
@ -80,6 +108,24 @@ function UINavigation::pushPage(%this, %newPage, %callback)
|
|||
eval(%callback);
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
/// Summary:
|
||||
/// This function pops the topmost page off the given UINavigation-classed GUIContainer's stack
|
||||
/// The order of operations is thus:
|
||||
/// 1) check to see if the top page being popped says it can close via the canClose() function.
|
||||
/// If this method is not defined, it defaults to true, as there's no impediment to continuing
|
||||
/// If this check returns false, the popPage event cancels.
|
||||
/// 2) check to see if the previous page on the stack says it can open. Similar to
|
||||
/// the canClose() check on the new page, we default to true
|
||||
/// If this check returns false, the popPage event cancels.
|
||||
/// 3) Call - if defined - onClose() on the current top page of the stack
|
||||
/// 4) Remove the top page
|
||||
/// 5) Call - if defined - onOpen() on the now topmost page
|
||||
/// 6) Finally, if we defined a callback, call that.
|
||||
/// With this all run, the previous top page has done any cleanup work it needed to
|
||||
/// and the new top page has been opened successfully.
|
||||
///
|
||||
/// \param %callback[optional] (Evaluable string) A evalable statement to invoke when the pop has been completed
|
||||
function UINavigation::popPage(%this, %callback)
|
||||
{
|
||||
if(%this.pageStack.count() == 0)
|
||||
|
|
@ -128,6 +174,12 @@ function UINavigation::popPage(%this, %callback)
|
|||
eval(%callback);
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
/// Summary:
|
||||
/// In order tops the topmost page in a loop until it has closed the entire stack,
|
||||
/// leaving only the root page
|
||||
///
|
||||
/// \param %callback[optional] (Evaluable String) A evalable statement to invoke when the pop has been completed
|
||||
function UINavigation::popToRoot(%this, %callback)
|
||||
{
|
||||
%pageChanged = false;
|
||||
|
|
@ -177,6 +229,10 @@ function UINavigation::popToRoot(%this, %callback)
|
|||
eval(%callback);
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
/// Summary:
|
||||
/// Gets the current, topmost page on the stack. If no non-root pages are on the stack
|
||||
/// the root page is returned
|
||||
function UINavigation::getCurrentPage(%this)
|
||||
{
|
||||
if(isObject(%this.pageStack) && %this.pageStack.count() != 0)
|
||||
|
|
@ -192,6 +248,10 @@ function UINavigation::getCurrentPage(%this)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
/// Summary:
|
||||
/// Gets the page just under the topmost page in the stack. If there is no previous page
|
||||
/// then the root page is returned
|
||||
function UINavigation::getPreviousPage(%this)
|
||||
{
|
||||
if(isObject(%this.pageStack) && %this.pageStack.count() > 1)
|
||||
|
|
@ -207,6 +267,9 @@ function UINavigation::getPreviousPage(%this)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
/// Summary:
|
||||
/// Gets the number of pages on the stack.
|
||||
function UINavigation::getPageCount(%this)
|
||||
{
|
||||
%count = 0;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue