mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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.
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e0627973fb
commit
a438cda47f
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@ -282,156 +282,159 @@ void PopupMenu::showPopup(GuiCanvas *owner, S32 x /* = -1 */, S32 y /* = -1 */)
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if (owner == NULL)
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return;
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GuiControl* editorGui;
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Sim::findObject("EditorGui", editorGui);
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GuiPopupMenuBackgroundCtrl* backgroundCtrl;
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Sim::findObject("PopUpMenuControl", backgroundCtrl);
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if (editorGui)
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GuiControlProfile* profile;
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Sim::findObject("GuiMenubarProfile", profile);
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if (!profile)
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return;
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if (mTextList == nullptr)
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{
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GuiPopupMenuBackgroundCtrl* backgroundCtrl;
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Sim::findObject("PopUpMenuControl", backgroundCtrl);
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mTextList = new GuiPopupMenuTextListCtrl();
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mTextList->registerObject();
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mTextList->setControlProfile(profile);
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GuiControlProfile* profile;
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Sim::findObject("GuiMenubarProfile", profile);
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if (!profile)
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return;
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if (mTextList == nullptr)
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{
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mTextList = new GuiPopupMenuTextListCtrl();
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mTextList->registerObject();
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mTextList->setControlProfile(profile);
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mTextList->mPopup = this;
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mTextList->mMenuBar = getMenuBarCtrl();
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}
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if (!backgroundCtrl)
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{
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backgroundCtrl = new GuiPopupMenuBackgroundCtrl();
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backgroundCtrl->registerObject("PopUpMenuControl");
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}
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if (!backgroundCtrl || !mTextList)
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return;
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if (!mIsSubmenu)
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{
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//if we're a 'parent' menu, then tell the background to clear out all existing other popups
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backgroundCtrl->clearPopups();
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}
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//find out if we're doing a first-time add
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S32 popupIndex = backgroundCtrl->findPopupMenu(this);
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if (popupIndex == -1)
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{
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backgroundCtrl->addObject(mTextList);
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backgroundCtrl->mPopups.push_back(this);
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}
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mTextList->mBackground = backgroundCtrl;
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owner->pushDialogControl(backgroundCtrl, 10);
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//Set the background control's menubar, if any, and if it's not already set
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if(backgroundCtrl->mMenuBarCtrl == nullptr)
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backgroundCtrl->mMenuBarCtrl = getMenuBarCtrl();
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backgroundCtrl->setExtent(editorGui->getExtent());
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mTextList->clear();
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S32 textWidth = 0, width = 0;
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S32 acceleratorWidth = 0;
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GFont *font = profile->mFont;
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Point2I maxBitmapSize = Point2I(0, 0);
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S32 numBitmaps = profile->mBitmapArrayRects.size();
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if (numBitmaps)
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{
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RectI *bitmapBounds = profile->mBitmapArrayRects.address();
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for (S32 i = 0; i < numBitmaps; i++)
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{
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if (bitmapBounds[i].extent.x > maxBitmapSize.x)
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maxBitmapSize.x = bitmapBounds[i].extent.x;
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if (bitmapBounds[i].extent.y > maxBitmapSize.y)
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maxBitmapSize.y = bitmapBounds[i].extent.y;
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}
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}
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for (U32 i = 0; i < mMenuItems.size(); i++)
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{
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if (!mMenuItems[i].mVisible)
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continue;
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S32 iTextWidth = font->getStrWidth(mMenuItems[i].mText.c_str());
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S32 iAcceleratorWidth = mMenuItems[i].mAccelerator ? font->getStrWidth(mMenuItems[i].mAccelerator) : 0;
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if (iTextWidth > textWidth)
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textWidth = iTextWidth;
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if (iAcceleratorWidth > acceleratorWidth)
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acceleratorWidth = iAcceleratorWidth;
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}
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width = textWidth + acceleratorWidth + maxBitmapSize.x * 2 + 2 + 4;
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mTextList->setCellSize(Point2I(width, font->getHeight() + 2));
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mTextList->clearColumnOffsets();
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mTextList->addColumnOffset(-1); // add an empty column in for the bitmap index.
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mTextList->addColumnOffset(maxBitmapSize.x + 1);
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mTextList->addColumnOffset(maxBitmapSize.x + 1 + textWidth + 4);
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U32 entryCount = 0;
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for (U32 i = 0; i < mMenuItems.size(); i++)
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{
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if (!mMenuItems[i].mVisible)
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continue;
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char buf[512];
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// If this menu item is a submenu, then set the isSubmenu to 2 to indicate
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// an arrow should be drawn. Otherwise set the isSubmenu normally.
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char isSubmenu = 1;
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if (mMenuItems[i].mIsSubmenu)
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isSubmenu = 2;
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char bitmapIndex = 1;
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if (mMenuItems[i].mBitmapIndex >= 0 && (mMenuItems[i].mBitmapIndex * 3 <= profile->mBitmapArrayRects.size()))
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bitmapIndex = mMenuItems[i].mBitmapIndex + 2;
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dSprintf(buf, sizeof(buf), "%c%c\t%s\t%s", bitmapIndex, isSubmenu, mMenuItems[i].mText.c_str(), mMenuItems[i].mAccelerator ? mMenuItems[i].mAccelerator : "");
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mTextList->addEntry(entryCount, buf);
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if (!mMenuItems[i].mEnabled)
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mTextList->setEntryActive(entryCount, false);
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entryCount++;
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}
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Point2I pos = Point2I::Zero;
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if (x == -1 && y == -1)
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pos = owner->getCursorPos();
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else
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pos = Point2I(x, y);
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mTextList->setPosition(pos);
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//nudge in if we'd overshoot the screen
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S32 widthDiff = (mTextList->getPosition().x + mTextList->getExtent().x) - backgroundCtrl->getWidth();
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if (widthDiff > 0)
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{
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Point2I popupPos = mTextList->getPosition();
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mTextList->setPosition(popupPos.x - widthDiff, popupPos.y);
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}
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mTextList->setHidden(false);
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mTextList->mPopup = this;
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mTextList->mMenuBar = getMenuBarCtrl();
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}
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if (!backgroundCtrl)
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{
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backgroundCtrl = new GuiPopupMenuBackgroundCtrl();
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backgroundCtrl->registerObject("PopUpMenuControl");
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}
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if (!backgroundCtrl || !mTextList)
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return;
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if (!mIsSubmenu)
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{
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//if we're a 'parent' menu, then tell the background to clear out all existing other popups
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backgroundCtrl->clearPopups();
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}
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//find out if we're doing a first-time add
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S32 popupIndex = backgroundCtrl->findPopupMenu(this);
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if (popupIndex == -1)
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{
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backgroundCtrl->addObject(mTextList);
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backgroundCtrl->mPopups.push_back(this);
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}
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mTextList->mBackground = backgroundCtrl;
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owner->pushDialogControl(backgroundCtrl, 10);
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//Set the background control's menubar, if any, and if it's not already set
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if(backgroundCtrl->mMenuBarCtrl == nullptr)
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backgroundCtrl->mMenuBarCtrl = getMenuBarCtrl();
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backgroundCtrl->setExtent(owner->getExtent());
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mTextList->clear();
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S32 textWidth = 0, width = 0;
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S32 acceleratorWidth = 0;
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GFont *font = profile->mFont;
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Point2I maxBitmapSize = Point2I(0, 0);
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S32 numBitmaps = profile->mBitmapArrayRects.size();
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if (numBitmaps)
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{
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RectI *bitmapBounds = profile->mBitmapArrayRects.address();
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for (S32 i = 0; i < numBitmaps; i++)
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{
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if (bitmapBounds[i].extent.x > maxBitmapSize.x)
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maxBitmapSize.x = bitmapBounds[i].extent.x;
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if (bitmapBounds[i].extent.y > maxBitmapSize.y)
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maxBitmapSize.y = bitmapBounds[i].extent.y;
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}
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}
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for (U32 i = 0; i < mMenuItems.size(); i++)
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{
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if (!mMenuItems[i].mVisible)
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continue;
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S32 iTextWidth = font->getStrWidth(mMenuItems[i].mText.c_str());
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S32 iAcceleratorWidth = mMenuItems[i].mAccelerator ? font->getStrWidth(mMenuItems[i].mAccelerator) : 0;
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if (iTextWidth > textWidth)
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textWidth = iTextWidth;
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if (iAcceleratorWidth > acceleratorWidth)
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acceleratorWidth = iAcceleratorWidth;
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}
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width = textWidth + acceleratorWidth + maxBitmapSize.x * 2 + 2 + 4;
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mTextList->setCellSize(Point2I(width, font->getHeight() + 2));
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mTextList->clearColumnOffsets();
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mTextList->addColumnOffset(-1); // add an empty column in for the bitmap index.
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mTextList->addColumnOffset(maxBitmapSize.x + 1);
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mTextList->addColumnOffset(maxBitmapSize.x + 1 + textWidth + 4);
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U32 entryCount = 0;
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for (U32 i = 0; i < mMenuItems.size(); i++)
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{
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if (!mMenuItems[i].mVisible)
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continue;
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char buf[512];
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// If this menu item is a submenu, then set the isSubmenu to 2 to indicate
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// an arrow should be drawn. Otherwise set the isSubmenu normally.
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char isSubmenu = 1;
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if (mMenuItems[i].mIsSubmenu)
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isSubmenu = 2;
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char bitmapIndex = 1;
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if (mMenuItems[i].mBitmapIndex >= 0 && (mMenuItems[i].mBitmapIndex * 3 <= profile->mBitmapArrayRects.size()))
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bitmapIndex = mMenuItems[i].mBitmapIndex + 2;
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dSprintf(buf, sizeof(buf), "%c%c\t%s\t%s", bitmapIndex, isSubmenu, mMenuItems[i].mText.c_str(), mMenuItems[i].mAccelerator ? mMenuItems[i].mAccelerator : "");
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mTextList->addEntry(entryCount, buf);
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if (!mMenuItems[i].mEnabled)
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mTextList->setEntryActive(entryCount, false);
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entryCount++;
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}
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Point2I pos = Point2I::Zero;
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if (x == -1 && y == -1)
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pos = owner->getCursorPos();
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else
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pos = Point2I(x, y);
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mTextList->setPosition(pos);
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//nudge in if we'd overshoot the screen
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S32 widthDiff = (mTextList->getPosition().x + mTextList->getExtent().x) - backgroundCtrl->getWidth();
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if (widthDiff > 0)
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{
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Point2I popupPos = mTextList->getPosition();
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mTextList->setPosition(popupPos.x - widthDiff, popupPos.y);
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}
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//If we'd overshoot the screen vertically, just mirror the axis so we're above the mouse
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S32 heightDiff = (mTextList->getPosition().y + mTextList->getExtent().y) - backgroundCtrl->getHeight();
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if (heightDiff > 0)
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{
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Point2I popupPos = mTextList->getPosition();
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mTextList->setPosition(popupPos.x, popupPos.y - mTextList->getExtent().y);
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}
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mTextList->setHidden(false);
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}
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void PopupMenu::hidePopup()
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