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Engine directory for ticket #1
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208
Engine/source/platform/nativeDialogs/fileDialog.h
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208
Engine/source/platform/nativeDialogs/fileDialog.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 _FILEDIALOG_H_
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#define _FILEDIALOG_H_
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#include "console/simBase.h"
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// [03/14/07] The file dialogs need refactoring, and will be refactored in Jugg.
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// Things that might need to change:
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// - The interface is not in fact platform agnotsic, it is win32 oriented.
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// - Filter format is highly windows specific, and is a little fragile, both for
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// win32 and for other platforms.
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// - Platform specific path strings are exposed to the console, because the
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// protected validators save them as such.
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// - Several of the FDS_XXX values are not options we want to give the user, such
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// as NOT warning on file overwrite. The values FDS_OVERWRITEPROMPT,
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// FDS_MUSTEXIST, and FDS_CHANGEPATH are not good things to give the user.
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// - The Execute method is virtual for good reason. It should be implemented for
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// each subclass. If common behavior is needed for Execute(), it can be
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// factored out in hidden platform specific code.
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/// @defgroup SystemDialogs Using System Dialogs
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/// @ingroup SystemDialogs
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/// FileDialogOpaqueData is both defined and implemented on a platform specific
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/// basis.
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class FileDialogOpaqueData;
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/// @ingroup SystemDialogs
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/// @internal
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/// Platform Agnostic Structure for holding information about a file dialog.
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struct FileDialogData
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{
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public:
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FileDialogData();
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~FileDialogData();
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enum DialogStyle
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{
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FDS_OPEN = BIT(0),///< This is an open dialog.
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FDS_SAVE = BIT(1),///< This is a save dialog.
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FDS_OVERWRITEPROMPT = BIT(2),///< Can only be used in conjunction with style SaveDialog: prompt for a confirmation if a file will be overwritten.
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FDS_MUSTEXIST = BIT(3),///< The user may only select files that actually exist.
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FDS_MULTIPLEFILES = BIT(4),///< Can only be used in conjunction with style OpenDialog: allows selecting multiple files.
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FDS_CHANGEPATH = BIT(5),///< Change the current working path to the directory where the file(s) chosen by the user are.
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FDS_BROWSEFOLDER = BIT(6) ///< Select folders instead of files
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};
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U8 mStyle; ///< Specifies the Style of the File Dialog @see DialogStyle
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StringTableEntry mFilters; ///< List of Filters pipe separated e.g. "BMP Files (*.bmp)|*.bmp|JPG Files (*.jpg)|*.jpg"
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//StringTableEntry mFiles; // this is never used ///< Should only be referenced when using dialogStyle OpenDialog AND MultipleFiles: List of Files returned pipe separated
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StringTableEntry mFile; ///< Should be referenced when dialogStyle MultipleFiles is NOT used: the file path of the user selected file.
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StringTableEntry mDefaultPath; ///< Default path of dialog
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StringTableEntry mDefaultFile; ///< Default selected file of dialog
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StringTableEntry mTitle; ///< Title to display in file dialog
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FileDialogOpaqueData *mOpaqueData; ///< Stores platform specific info about the dialog
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};
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/// @ingroup SystemDialogs
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/// FileDialog is a platform agnostic dialog interface for querying the user for
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/// file locations. It is designed to be used through the exposed
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/// scripting interface.
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///
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/// FileDialog is the base class for Native File Dialog controls in Torque. It provides these
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/// basic areas of functionality:
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///
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/// - Inherits from SimObject and is exposed to the scripting interface
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/// - Provides blocking interface to allow instant return to script execution
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/// - Simple object configuration makes practical use easy and effective
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///
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/// @attention
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/// FileDialog is *NOT* intended to be used directly in script and is only exposed to script
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/// to expose generic file dialog attributes.
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/// @see OpenFileDialog for a practical example on opening a file
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/// @see SaveFileDialog for a practical example of saving a file
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///
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///
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/// @{
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class FileDialog : public SimObject
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{
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typedef SimObject Parent;
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protected:
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FileDialogData mData; ///< Stores platform agnostic information about the dialogs properties
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bool mChangePath; ///< Exposed ChangePath Property
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bool mBoolTranslator; ///< Internally used to translate boolean values into their respective bits of dialog style
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public:
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FileDialog();
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virtual ~FileDialog();
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DECLARE_CONOBJECT(FileDialog);
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static void initPersistFields();
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virtual bool Execute();
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FileDialogData &getData() { return mData; };
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protected:
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/// @name FileDialog Properties
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/// @{
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/// @@property DefaultPath (String) : <i>Path to use as the default when the dialog is shown.</i>
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/// @code %fd.DefaultPath = "/source/myGameProject/data/images"; @endcode
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///
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/// @li @b ChangePath (bool) : <c>Will change the working path of the tools to the selected path when not canceled</c>
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/// @code %fd.ChangePath = true; // Change Working Path on Success @endcode
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/// @internal
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static bool setDefaultPath( void *object, const char *index, const char *data );
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static bool setDefaultFile( void *object, const char *index, const char *data );
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static bool setFilters( void *object, const char *index, const char *data );
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static bool setChangePath( void *object, const char *index, const char *data );
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static const char* getChangePath(void* obj, const char* data);
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///
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/// @}
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static bool setFile( void *object, const char *index, const char *data );
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};
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/// @}
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class OpenFileDialog : public FileDialog
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{
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typedef FileDialog Parent;
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/// Field Values
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/// @{
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/// @internal
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bool mMustExist; ///< Corresponds to FDS_MUSTEXIST flag on the PlatformFileDlgData structure
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bool mMultipleFiles; ///< Corresponds to the FDS_MULTIPLEFILES flag on the PlatformFileDlgData structure
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/// @}
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public:
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OpenFileDialog();
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virtual ~OpenFileDialog();
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DECLARE_CONOBJECT(OpenFileDialog); /// @internal
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static void initPersistFields();
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protected:
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///
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/// @}
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/// Must Exist Property
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static bool setMustExist( void *object, const char *index, const char *data );
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static const char*getMustExist(void* obj, const char* data);
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/// Multiple Files Property
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static bool setMultipleFiles( void *object, const char *index, const char *data );
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static const char* getMultipleFiles(void* obj, const char* data);
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};
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class OpenFolderDialog : public OpenFileDialog
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{
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typedef OpenFileDialog Parent;
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public:
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StringTableEntry mMustExistInDir;
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OpenFolderDialog();
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DECLARE_CONOBJECT(OpenFolderDialog);
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static void initPersistFields();
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};
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class SaveFileDialog : public FileDialog
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{
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typedef FileDialog Parent;
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public:
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SaveFileDialog();
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virtual ~SaveFileDialog();
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DECLARE_CONOBJECT(SaveFileDialog);
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bool mOverwritePrompt;
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static void initPersistFields();
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protected:
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// Overwrite Prompt Property
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static bool setOverwritePrompt( void *object, const char *index, const char *data );
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static const char* getOverwritePrompt(void* obj, const char* data);
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};
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#endif // _FILEDIALOG_H_
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101
Engine/source/platform/nativeDialogs/msgBox.cpp
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101
Engine/source/platform/nativeDialogs/msgBox.cpp
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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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#include "core/strings/stringFunctions.h"
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#include "core/module.h"
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#include "console/console.h"
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#include "console/engineAPI.h"
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#include "platform/nativeDialogs/msgBox.h"
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DefineEnumType( MBButtons );
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DefineEnumType( MBIcons );
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DefineEnumType( MBReturnVal );
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static const MBReturnVal gsOK = MROk;
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static const MBReturnVal gsCancel = MRCancel;
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static const MBReturnVal gsRetry = MRRetry;
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static const MBReturnVal gsDontSave = MRDontSave;
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AFTER_MODULE_INIT( Sim )
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{
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#if !defined( _XBOX ) && !defined( TORQUE_DEDICATED )
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Con::addConstant( "$MROk", TypeS32, &gsOK, "Determines the ok button press state in a message box.\n"
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"@ingroup Platform" );
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Con::addConstant( "$MRCancel", TypeS32, &gsCancel, "Determines the cancel button press state in a message box.\n"
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"@ingroup Platform" );
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Con::addConstant( "$MRRetry", TypeS32, &gsRetry, "Determines the retry button press state in a message box.\n"
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"@ingroup Platform");
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Con::addConstant( "$MRDontSave", TypeS32, &gsDontSave, "Determines the don't save button press state in a message box.\n"
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"@ingroup Platform" );
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#endif
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}
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//-----------------------------------------------------------------------------
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ImplementEnumType( MBButtons,
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"Which buttons to display on a message box.\n\n"
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"@ingroup Platform" )
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{ MBOk, "Ok" },
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{ MBOkCancel, "OkCancel" },
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{ MBRetryCancel, "RetryCancel" },
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{ MBSaveDontSave, "SaveDontSave" }, // maps to yes/no on win, to save/discard on mac.
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{ MBSaveDontSaveCancel, "SaveDontSaveCancel" }, // maps to yes/no/cancel on win, to save/cancel/don'tsave on mac.
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EndImplementEnumType;
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ImplementEnumType( MBIcons,
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"What icon to show on a message box.\n\n"
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"@ingroup Platform" )
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{ MIInformation, "Information" },// win: blue i, mac: app icon or talking head
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{ MIWarning, "Warning" }, // win & mac: yellow triangle with exclamation pt
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{ MIStop, "Stop" }, // win: red x, mac: app icon or stop icon, depending on version
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{ MIQuestion, "Question" }, // win: blue ?, mac: app icon
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EndImplementEnumType;
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ImplementEnumType( MBReturnVal,
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"Return value for messageBox() indicating which button was pressed by the user.\n\n"
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"@ingroup Platform" )
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{ MROk, "OK" },
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{ MRCancel, "Cancelled" },
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{ MRRetry, "Retry" },
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{ MRDontSave, "DontSave" }
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EndImplementEnumType;
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//-----------------------------------------------------------------------------
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DefineEngineFunction( messageBox, S32, ( const char* title, const char* message, MBButtons buttons, MBIcons icons ), ( MBOkCancel, MIInformation ),
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"Display a modal message box using the platform's native message box implementation.\n\n"
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"@param title The title to display on the message box window.\n"
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"@param message The text message to display in the box.\n"
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"@param buttons Which buttons to put on the message box.\n"
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"@param icons Which icon to show next to the message.\n"
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"@return One of $MROK, $MRCancel, $MRRetry, and $MRDontSave identifying the button that the user pressed.\n"
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"@tsexample\n"
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"messageBox( \"Error\", \"\" );\n" //TODO
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"@endtsexample\n\n"
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"@ingroup Platform" )
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{
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return Platform::messageBox( title, message, buttons, icons );
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}
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62
Engine/source/platform/nativeDialogs/msgBox.h
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62
Engine/source/platform/nativeDialogs/msgBox.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 _MSGBOX_H_
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#define _MSGBOX_H_
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// [tom, 10/17/2006] Note: If you change either of these enums, make sure you
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// update the relevant code in the all the platform layers.
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// [pauls, 3/20/2007] Reduced the available types of dialog boxes in order to
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// maintain a consistent but platform - appropriate look and feel in Torque.
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enum MBButtons
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{
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MBOk,
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MBOkCancel,
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MBRetryCancel,
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MBSaveDontSave,
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MBSaveDontSaveCancel,
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};
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enum MBIcons
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{
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MIWarning,
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MIInformation,
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MIQuestion,
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MIStop,
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};
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enum MBReturnVal
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{
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MROk = 1, // Start from 1 to allow use of 0 for errors
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MRCancel,
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MRRetry,
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MRDontSave,
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};
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extern void initMessageBoxVars();
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#endif // _MSGBOX_H_
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