Makes the popups correctly operate anywhere in the space of the canvas

Also corrects a notional issue where if a poup extends past the bottom of the screen, it'll instead appear above the mouse so it doesn't ever get cut off.
This commit is contained in:
Areloch 2019-03-17 02:33:54 -05:00
parent 775ca57047
commit 7d62d6249f

View file

@ -282,156 +282,159 @@ void PopupMenu::showPopup(GuiCanvas *owner, S32 x /* = -1 */, S32 y /* = -1 */)
if (owner == NULL)
return;
GuiControl* editorGui;
Sim::findObject("EditorGui", editorGui);
GuiPopupMenuBackgroundCtrl* backgroundCtrl;
Sim::findObject("PopUpMenuControl", backgroundCtrl);
if (editorGui)
GuiControlProfile* profile;
Sim::findObject("GuiMenubarProfile", profile);
if (!profile)
return;
if (mTextList == nullptr)
{
GuiPopupMenuBackgroundCtrl* backgroundCtrl;
Sim::findObject("PopUpMenuControl", backgroundCtrl);
mTextList = new GuiPopupMenuTextListCtrl();
mTextList->registerObject();
mTextList->setControlProfile(profile);
GuiControlProfile* profile;
Sim::findObject("GuiMenubarProfile", profile);
if (!profile)
return;
if (mTextList == nullptr)
{
mTextList = new GuiPopupMenuTextListCtrl();
mTextList->registerObject();
mTextList->setControlProfile(profile);
mTextList->mPopup = this;
mTextList->mMenuBar = getMenuBarCtrl();
}
if (!backgroundCtrl)
{
backgroundCtrl = new GuiPopupMenuBackgroundCtrl();
backgroundCtrl->registerObject("PopUpMenuControl");
}
if (!backgroundCtrl || !mTextList)
return;
if (!mIsSubmenu)
{
//if we're a 'parent' menu, then tell the background to clear out all existing other popups
backgroundCtrl->clearPopups();
}
//find out if we're doing a first-time add
S32 popupIndex = backgroundCtrl->findPopupMenu(this);
if (popupIndex == -1)
{
backgroundCtrl->addObject(mTextList);
backgroundCtrl->mPopups.push_back(this);
}
mTextList->mBackground = backgroundCtrl;
owner->pushDialogControl(backgroundCtrl, 10);
//Set the background control's menubar, if any, and if it's not already set
if(backgroundCtrl->mMenuBarCtrl == nullptr)
backgroundCtrl->mMenuBarCtrl = getMenuBarCtrl();
backgroundCtrl->setExtent(editorGui->getExtent());
mTextList->clear();
S32 textWidth = 0, width = 0;
S32 acceleratorWidth = 0;
GFont *font = profile->mFont;
Point2I maxBitmapSize = Point2I(0, 0);
S32 numBitmaps = profile->mBitmapArrayRects.size();
if (numBitmaps)
{
RectI *bitmapBounds = profile->mBitmapArrayRects.address();
for (S32 i = 0; i < numBitmaps; i++)
{
if (bitmapBounds[i].extent.x > maxBitmapSize.x)
maxBitmapSize.x = bitmapBounds[i].extent.x;
if (bitmapBounds[i].extent.y > maxBitmapSize.y)
maxBitmapSize.y = bitmapBounds[i].extent.y;
}
}
for (U32 i = 0; i < mMenuItems.size(); i++)
{
if (!mMenuItems[i].mVisible)
continue;
S32 iTextWidth = font->getStrWidth(mMenuItems[i].mText.c_str());
S32 iAcceleratorWidth = mMenuItems[i].mAccelerator ? font->getStrWidth(mMenuItems[i].mAccelerator) : 0;
if (iTextWidth > textWidth)
textWidth = iTextWidth;
if (iAcceleratorWidth > acceleratorWidth)
acceleratorWidth = iAcceleratorWidth;
}
width = textWidth + acceleratorWidth + maxBitmapSize.x * 2 + 2 + 4;
mTextList->setCellSize(Point2I(width, font->getHeight() + 2));
mTextList->clearColumnOffsets();
mTextList->addColumnOffset(-1); // add an empty column in for the bitmap index.
mTextList->addColumnOffset(maxBitmapSize.x + 1);
mTextList->addColumnOffset(maxBitmapSize.x + 1 + textWidth + 4);
U32 entryCount = 0;
for (U32 i = 0; i < mMenuItems.size(); i++)
{
if (!mMenuItems[i].mVisible)
continue;
char buf[512];
// If this menu item is a submenu, then set the isSubmenu to 2 to indicate
// an arrow should be drawn. Otherwise set the isSubmenu normally.
char isSubmenu = 1;
if (mMenuItems[i].mIsSubmenu)
isSubmenu = 2;
char bitmapIndex = 1;
if (mMenuItems[i].mBitmapIndex >= 0 && (mMenuItems[i].mBitmapIndex * 3 <= profile->mBitmapArrayRects.size()))
bitmapIndex = mMenuItems[i].mBitmapIndex + 2;
dSprintf(buf, sizeof(buf), "%c%c\t%s\t%s", bitmapIndex, isSubmenu, mMenuItems[i].mText.c_str(), mMenuItems[i].mAccelerator ? mMenuItems[i].mAccelerator : "");
mTextList->addEntry(entryCount, buf);
if (!mMenuItems[i].mEnabled)
mTextList->setEntryActive(entryCount, false);
entryCount++;
}
Point2I pos = Point2I::Zero;
if (x == -1 && y == -1)
pos = owner->getCursorPos();
else
pos = Point2I(x, y);
mTextList->setPosition(pos);
//nudge in if we'd overshoot the screen
S32 widthDiff = (mTextList->getPosition().x + mTextList->getExtent().x) - backgroundCtrl->getWidth();
if (widthDiff > 0)
{
Point2I popupPos = mTextList->getPosition();
mTextList->setPosition(popupPos.x - widthDiff, popupPos.y);
}
mTextList->setHidden(false);
mTextList->mPopup = this;
mTextList->mMenuBar = getMenuBarCtrl();
}
if (!backgroundCtrl)
{
backgroundCtrl = new GuiPopupMenuBackgroundCtrl();
backgroundCtrl->registerObject("PopUpMenuControl");
}
if (!backgroundCtrl || !mTextList)
return;
if (!mIsSubmenu)
{
//if we're a 'parent' menu, then tell the background to clear out all existing other popups
backgroundCtrl->clearPopups();
}
//find out if we're doing a first-time add
S32 popupIndex = backgroundCtrl->findPopupMenu(this);
if (popupIndex == -1)
{
backgroundCtrl->addObject(mTextList);
backgroundCtrl->mPopups.push_back(this);
}
mTextList->mBackground = backgroundCtrl;
owner->pushDialogControl(backgroundCtrl, 10);
//Set the background control's menubar, if any, and if it's not already set
if(backgroundCtrl->mMenuBarCtrl == nullptr)
backgroundCtrl->mMenuBarCtrl = getMenuBarCtrl();
backgroundCtrl->setExtent(owner->getExtent());
mTextList->clear();
S32 textWidth = 0, width = 0;
S32 acceleratorWidth = 0;
GFont *font = profile->mFont;
Point2I maxBitmapSize = Point2I(0, 0);
S32 numBitmaps = profile->mBitmapArrayRects.size();
if (numBitmaps)
{
RectI *bitmapBounds = profile->mBitmapArrayRects.address();
for (S32 i = 0; i < numBitmaps; i++)
{
if (bitmapBounds[i].extent.x > maxBitmapSize.x)
maxBitmapSize.x = bitmapBounds[i].extent.x;
if (bitmapBounds[i].extent.y > maxBitmapSize.y)
maxBitmapSize.y = bitmapBounds[i].extent.y;
}
}
for (U32 i = 0; i < mMenuItems.size(); i++)
{
if (!mMenuItems[i].mVisible)
continue;
S32 iTextWidth = font->getStrWidth(mMenuItems[i].mText.c_str());
S32 iAcceleratorWidth = mMenuItems[i].mAccelerator ? font->getStrWidth(mMenuItems[i].mAccelerator) : 0;
if (iTextWidth > textWidth)
textWidth = iTextWidth;
if (iAcceleratorWidth > acceleratorWidth)
acceleratorWidth = iAcceleratorWidth;
}
width = textWidth + acceleratorWidth + maxBitmapSize.x * 2 + 2 + 4;
mTextList->setCellSize(Point2I(width, font->getHeight() + 2));
mTextList->clearColumnOffsets();
mTextList->addColumnOffset(-1); // add an empty column in for the bitmap index.
mTextList->addColumnOffset(maxBitmapSize.x + 1);
mTextList->addColumnOffset(maxBitmapSize.x + 1 + textWidth + 4);
U32 entryCount = 0;
for (U32 i = 0; i < mMenuItems.size(); i++)
{
if (!mMenuItems[i].mVisible)
continue;
char buf[512];
// If this menu item is a submenu, then set the isSubmenu to 2 to indicate
// an arrow should be drawn. Otherwise set the isSubmenu normally.
char isSubmenu = 1;
if (mMenuItems[i].mIsSubmenu)
isSubmenu = 2;
char bitmapIndex = 1;
if (mMenuItems[i].mBitmapIndex >= 0 && (mMenuItems[i].mBitmapIndex * 3 <= profile->mBitmapArrayRects.size()))
bitmapIndex = mMenuItems[i].mBitmapIndex + 2;
dSprintf(buf, sizeof(buf), "%c%c\t%s\t%s", bitmapIndex, isSubmenu, mMenuItems[i].mText.c_str(), mMenuItems[i].mAccelerator ? mMenuItems[i].mAccelerator : "");
mTextList->addEntry(entryCount, buf);
if (!mMenuItems[i].mEnabled)
mTextList->setEntryActive(entryCount, false);
entryCount++;
}
Point2I pos = Point2I::Zero;
if (x == -1 && y == -1)
pos = owner->getCursorPos();
else
pos = Point2I(x, y);
mTextList->setPosition(pos);
//nudge in if we'd overshoot the screen
S32 widthDiff = (mTextList->getPosition().x + mTextList->getExtent().x) - backgroundCtrl->getWidth();
if (widthDiff > 0)
{
Point2I popupPos = mTextList->getPosition();
mTextList->setPosition(popupPos.x - widthDiff, popupPos.y);
}
//If we'd overshoot the screen vertically, just mirror the axis so we're above the mouse
S32 heightDiff = (mTextList->getPosition().y + mTextList->getExtent().y) - backgroundCtrl->getHeight();
if (heightDiff > 0)
{
Point2I popupPos = mTextList->getPosition();
mTextList->setPosition(popupPos.x, popupPos.y - mTextList->getExtent().y);
}
mTextList->setHidden(false);
}
void PopupMenu::hidePopup()