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Refactors the Popup menus and GuiMenuBars to remove unneeded duplication and platform-specific/deprecated code.
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29 changed files with 1343 additions and 5870 deletions
184
Engine/source/gui/editor/popupMenu.h
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184
Engine/source/gui/editor/popupMenu.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _POPUPMENU_H_
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#define _POPUPMENU_H_
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#include "console/simBase.h"
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#include "core/util/tVector.h"
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#include "util/messaging/dispatcher.h"
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#include "gui/core/guiCanvas.h"
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class PopupMenu;
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class GuiMenuBar;
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class GuiPopupMenuTextListCtrl;
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class GuiPopupMenuBackgroundCtrl;
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struct MenuItem // an individual item in a pull-down menu
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{
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String text; // the text of the menu item
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U32 id; // a script-assigned identifier
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char *accelerator; // the keyboard accelerator shortcut for the menu item
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U32 acceleratorIndex; // index of this accelerator
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bool enabled; // true if the menu item is selectable
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bool visible; // true if the menu item is visible
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S32 bitmapIndex; // index of the bitmap in the bitmap array
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S32 checkGroup; // the group index of the item visa vi check marks -
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// only one item in the group can be checked.
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bool isSubmenu; // This menu item has a submenu that will be displayed
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bool isChecked;
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bool isSpacer;
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bool isMenubarEntry;
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PopupMenu* subMenuParentMenu; // For a submenu, this is the parent menu
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PopupMenu* subMenu;
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String cmd;
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};
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// PopupMenu represents a menu.
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// You can add menu items to the menu, but there is no torque object associated
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// with these menu items, they exist only in a platform specific manner.
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class PopupMenu : public SimObject, public virtual Dispatcher::IMessageListener
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{
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typedef SimObject Parent;
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friend class GuiMenuBar;
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friend class GuiPopupMenuTextListCtrl;
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friend class GuiPopupMenuBackgroundCtrl;
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protected:
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Vector<MenuItem> mMenuItems;
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GuiMenuBar* mMenuBarCtrl;
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StringTableEntry barTitle;
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RectI bounds;
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bool visible;
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S32 bitmapIndex; // Index of the bitmap in the bitmap array (-1 = no bitmap)
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bool drawBitmapOnly; // Draw only the bitmap and not the text
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bool drawBorder; // Should a border be drawn around this menu (usually if we only have a bitmap, we don't want a border)
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bool isSubmenu;
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//This is the gui control that renders our popup
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GuiPopupMenuTextListCtrl *mTextList;
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public:
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PopupMenu();
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virtual ~PopupMenu();
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DECLARE_CONOBJECT(PopupMenu);
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static void initPersistFields();
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virtual bool onAdd();
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virtual void onRemove();
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static PopupMenuEvent smPopupMenuEvent;
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static bool smSelectionEventHandled; /// Set to true if any menu or submenu handles a selection event
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/// pass NULL for @p title to insert a separator
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/// returns the menu item's ID, or -1 on failure.
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/// implementd on a per-platform basis.
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/// TODO: factor out common code
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S32 insertItem(S32 pos, const char *title, const char* accelerator, const char* cmd);
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/// Sets the name title and accelerator for
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/// an existing item.
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bool setItem(S32 pos, const char *title, const char* accelerator, const char* cmd);
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/// pass NULL for @p title to insert a separator
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/// returns the menu item's ID, or -1 on failure.
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/// adds the submenu to the mSubmenus vector.
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/// implemented on a per-platform basis.
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/// TODO: factor out common code
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S32 insertSubMenu(S32 pos, const char *title, PopupMenu *submenu);
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/// remove the menu item at @p itemPos
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/// if the item has a submenu, it is removed from the mSubmenus list.
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/// implemented on a per-platform basis.
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/// TODO: factor out common code
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void removeItem(S32 itemPos);
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/// implemented on a per-platform basis.
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void enableItem(S32 pos, bool enable);
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/// implemented on a per-platform basis.
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void checkItem(S32 pos, bool checked);
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/// All items at positions firstPos through lastPos are unchecked, and the
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/// item at checkPos is checked.
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/// implemented on a per-platform basis.
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void checkRadioItem(S32 firstPos, S32 lastPos, S32 checkPos);
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bool isItemChecked(S32 pos);
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/// Returns the number of items in the menu.
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U32 getItemCount();
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//-----------------------------------------------------------------------------
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/// Displays this menu as a popup menu and blocks until the user has selected
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/// an item.
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/// @param canvas the owner to show this popup associated with
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/// @param x window local x coordinate at which to display the popup menu
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/// @param y window local y coordinate at which to display the popup menu
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/// implemented on a per-platform basis.
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void showPopup(GuiCanvas *owner, S32 x = -1, S32 y = -1);
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void hidePopup();
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void hidePopupSubmenus();
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/// Returns true iff this menu contains an item that matches @p iD.
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/// implemented on a per-platform basis.
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/// TODO: factor out common code
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bool canHandleID(U32 iD);
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/// A menu item in this menu has been selected by id.
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/// Submenus are given a chance to respond to the command first.
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/// If no submenu can handle the command id, this menu handles it.
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/// The script callback this::onSelectItem( position, text) is called.
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/// If @p text is null, then the text arg passed to script is the text of
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/// the selected menu item.
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/// implemented on a per-platform basis.
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/// TODO: factor out common code
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bool handleSelect(U32 command, const char *text = NULL);
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void onMenuSelect();
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/// Helper function to allow menu selections from signal events.
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/// Wraps canHandleID() and handleSelect() in one function
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/// without changing their internal functionality, so
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/// it should work regardless of platform.
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void handleSelectEvent(U32 popID, U32 command);
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virtual bool onMessageReceived(StringTableEntry queue, const char* event, const char* data );
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virtual bool onMessageObjectReceived(StringTableEntry queue, Message *msg );
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bool isVisible() { return visible; }
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void setVisible(bool isVis) { visible = isVis; }
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GuiMenuBar* getMenuBarCtrl();
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};
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#endif // _POPUPMENU_H_
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