mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Fixes the menubar functionality when using SDL.
This resolves menu order, cleanup and close/re-open issues, as well as crashes on close. It also modifies the look slightly to look closer to the windows menubar to keep a cohesive look regardless of platform.
This commit is contained in:
parent
63ae781d24
commit
b614d87e78
7 changed files with 151 additions and 75 deletions
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@ -795,14 +795,14 @@ GuiMenuBar::Menu* GuiMenuBar::sCreateMenu(const char *menuText, U32 menuId)
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return newMenu;
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}
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void GuiMenuBar::addMenu(GuiMenuBar::Menu *newMenu)
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void GuiMenuBar::addMenu(GuiMenuBar::Menu *newMenu, S32 pos)
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{
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// add it to the menu list
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menuBarDirty = true;
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Menu **walk;
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for(walk = &menuList; *walk; walk = &(*walk)->nextMenu)
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;
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*walk = newMenu;
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if (pos == -1)
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mMenuList.push_back(newMenu);
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else
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mMenuList.insert(pos, newMenu);
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}
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void GuiMenuBar::addMenu(const char *menuText, U32 menuId)
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@ -817,16 +817,16 @@ GuiMenuBar::Menu *GuiMenuBar::findMenu(const char *menu)
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if(dIsdigit(menu[0]))
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{
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U32 id = dAtoi(menu);
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for(Menu *walk = menuList; walk; walk = walk->nextMenu)
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if(id == walk->id)
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return walk;
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for (U32 i = 0; i < mMenuList.size(); ++i)
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if (id == mMenuList[i]->id)
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return mMenuList[i];
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return NULL;
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}
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else
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{
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for(Menu *walk = menuList; walk; walk = walk->nextMenu)
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if(!dStricmp(menu, walk->text))
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return walk;
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for (U32 i = 0; i < mMenuList.size(); ++i)
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if (!dStricmp(menu, mMenuList[i]->text))
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return mMenuList[i];
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return NULL;
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}
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}
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@ -854,16 +854,15 @@ void GuiMenuBar::removeMenu(Menu *menu)
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{
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menuBarDirty = true;
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clearMenuItems(menu);
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for(Menu **walk = &menuList; *walk; walk = &(*walk)->nextMenu)
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for (U32 i = 0; i < mMenuList.size(); ++i)
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{
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if(*walk == menu)
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if (mMenuList[i] == menu)
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{
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*walk = menu->nextMenu;
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mMenuList.erase(i);
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break;
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}
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}
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dFree(menu->text);
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delete menu;
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}
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void GuiMenuBar::removeMenuItem(Menu *menu, MenuItem *menuItem)
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@ -945,8 +944,26 @@ void GuiMenuBar::clearMenuItems(Menu *menu)
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void GuiMenuBar::clearMenus()
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{
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while(menuList)
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removeMenu(menuList);
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mMenuList.clear();
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}
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void GuiMenuBar::attachToMenuBar(Menu* menu, S32 pos)
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{
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addMenu(menu, pos);
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}
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void GuiMenuBar::removeFromMenuBar(Menu* menu)
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{
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menuBarDirty = true;
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for (U32 i = 0; i < mMenuList.size(); ++i)
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{
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if (mMenuList[i] == menu)
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{
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mMenuList.erase(i);
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break;
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}
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}
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}
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//------------------------------------------------------------------------------
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@ -1083,7 +1100,7 @@ void GuiMenuBar::clearSubmenuItems(MenuItem *menuitem)
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GuiMenuBar::GuiMenuBar()
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{
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menuList = NULL;
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mMenuList.clear();
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menuBarDirty = true;
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mouseDownMenu = NULL;
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mouseOverMenu = NULL;
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@ -1140,9 +1157,9 @@ GuiMenuBar::Menu *GuiMenuBar::findHitMenu(Point2I mousePoint)
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{
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Point2I pos = globalToLocalCoord(mousePoint);
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for(Menu *walk = menuList; walk; walk = walk->nextMenu)
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if(walk->visible && walk->bounds.pointInRect(pos))
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return walk;
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for (U32 i = 0; i < mMenuList.size(); ++i)
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if (mMenuList[i]->visible && mMenuList[i]->bounds.pointInRect(pos))
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return mMenuList[i];
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return NULL;
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}
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@ -1153,35 +1170,35 @@ void GuiMenuBar::onPreRender()
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{
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menuBarDirty = false;
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U32 curX = mPadding;
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for(Menu *walk = menuList; walk; walk = walk->nextMenu)
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for (U32 i = 0; i < mMenuList.size(); ++i)
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{
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if(!walk->visible)
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if (!mMenuList[i]->visible)
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continue;
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// Bounds depends on if there is a bitmap to be drawn or not
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if(walk->bitmapIndex == -1)
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if (mMenuList[i]->bitmapIndex == -1)
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{
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// Text only
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walk->bounds.set(curX, 0, mProfile->mFont->getStrWidth(walk->text) + (mHorizontalMargin * 2), getHeight() - (mVerticalMargin * 2));
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mMenuList[i]->bounds.set(curX, 0, mProfile->mFont->getStrWidth(mMenuList[i]->text) + (mHorizontalMargin * 2), getHeight() - (mVerticalMargin * 2));
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} else
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{
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// Will the bitmap and text be draw?
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if(!walk->drawBitmapOnly)
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if (!mMenuList[i]->drawBitmapOnly)
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{
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// Draw the bitmap and the text
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RectI *bitmapBounds = mProfile->mBitmapArrayRects.address();
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walk->bounds.set(curX, 0, bitmapBounds[walk->bitmapIndex].extent.x + mProfile->mFont->getStrWidth(walk->text) + (mHorizontalMargin * 2), getHeight() + (mVerticalMargin * 2));
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mMenuList[i]->bounds.set(curX, 0, bitmapBounds[mMenuList[i]->bitmapIndex].extent.x + mProfile->mFont->getStrWidth(mMenuList[i]->text) + (mHorizontalMargin * 2), getHeight() + (mVerticalMargin * 2));
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} else
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{
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// Only the bitmap will be drawn
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RectI *bitmapBounds = mProfile->mBitmapArrayRects.address();
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walk->bounds.set(curX, 0, bitmapBounds[walk->bitmapIndex].extent.x + mBitmapMargin + (mHorizontalMargin * 2), getHeight() + (mVerticalMargin * 2));
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mMenuList[i]->bounds.set(curX, 0, bitmapBounds[mMenuList[i]->bitmapIndex].extent.x + mBitmapMargin + (mHorizontalMargin * 2), getHeight() + (mVerticalMargin * 2));
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}
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}
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curX += walk->bounds.extent.x;
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curX += mMenuList[i]->bounds.extent.x;
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}
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mouseOverMenu = NULL;
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mouseDownMenu = NULL;
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@ -1290,58 +1307,58 @@ void GuiMenuBar::onRender(Point2I offset, const RectI &updateRect)
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if (mProfile->mBorder)
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renderBorder(ctrlRect, mProfile);
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for(Menu *walk = menuList; walk; walk = walk->nextMenu)
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for (U32 i = 0; i < mMenuList.size(); ++i)
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{
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if(!walk->visible)
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if (!mMenuList[i]->visible)
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continue;
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ColorI fontColor = mProfile->mFontColor;
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RectI bounds = walk->bounds;
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RectI bounds = mMenuList[i]->bounds;
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bounds.point += offset;
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Point2I start;
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start.x = walk->bounds.point.x + mHorizontalMargin;
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start.y = walk->bounds.point.y + ( walk->bounds.extent.y - mProfile->mFont->getHeight() ) / 2;
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start.x = mMenuList[i]->bounds.point.x + mHorizontalMargin;
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start.y = mMenuList[i]->bounds.point.y + (mMenuList[i]->bounds.extent.y - mProfile->mFont->getHeight()) / 2;
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// Draw the border
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if(walk->drawBorder)
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if (mMenuList[i]->drawBorder)
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{
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RectI highlightBounds = bounds;
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highlightBounds.inset(1,1);
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if(walk == mouseDownMenu)
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if (mMenuList[i] == mouseDownMenu)
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renderFilledBorder(highlightBounds, mProfile->mBorderColorHL, mProfile->mFillColorHL );
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else if(walk == mouseOverMenu && mouseDownMenu == NULL)
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renderFilledBorder(highlightBounds, mProfile->mBorderColor, mProfile->mFillColor );
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else if (mMenuList[i] == mouseOverMenu && mouseDownMenu == NULL)
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renderFilledBorder(highlightBounds, mProfile->mBorderColorHL, mProfile->mFillColorHL);
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}
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// Do we draw a bitmap?
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if(walk->bitmapIndex != -1)
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if (mMenuList[i]->bitmapIndex != -1)
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{
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S32 index = walk->bitmapIndex * 3;
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if(walk == mouseDownMenu)
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S32 index = mMenuList[i]->bitmapIndex * 3;
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if (mMenuList[i] == mouseDownMenu)
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++index;
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else if(walk == mouseOverMenu && mouseDownMenu == NULL)
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else if (mMenuList[i] == mouseOverMenu && mouseDownMenu == NULL)
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index += 2;
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RectI rect = mProfile->mBitmapArrayRects[index];
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Point2I bitmapstart(start);
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bitmapstart.y = walk->bounds.point.y + ( walk->bounds.extent.y - rect.extent.y ) / 2;
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bitmapstart.y = mMenuList[i]->bounds.point.y + (mMenuList[i]->bounds.extent.y - rect.extent.y) / 2;
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drawUtil->clearBitmapModulation();
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drawUtil->drawBitmapSR( mProfile->mTextureObject, offset + bitmapstart, rect);
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// Should we also draw the text?
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if(!walk->drawBitmapOnly)
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if (!mMenuList[i]->drawBitmapOnly)
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{
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start.x += mBitmapMargin;
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drawUtil->setBitmapModulation( fontColor );
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drawUtil->drawText( mProfile->mFont, start + offset, walk->text, mProfile->mFontColors );
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drawUtil->drawText(mProfile->mFont, start + offset, mMenuList[i]->text, mProfile->mFontColors);
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}
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} else
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{
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drawUtil->setBitmapModulation( fontColor );
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drawUtil->drawText( mProfile->mFont, start + offset, walk->text, mProfile->mFontColors );
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drawUtil->drawText(mProfile->mFont, start + offset, mMenuList[i]->text, mProfile->mFontColors);
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}
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}
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@ -1354,9 +1371,9 @@ void GuiMenuBar::buildWindowAcceleratorMap( WindowInputGenerator &inputGenerator
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// add all our keys:
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mCurAcceleratorIndex = 1;
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for(Menu *menu = menuList; menu; menu = menu->nextMenu)
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for (U32 i = 0; i < mMenuList.size(); ++i)
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{
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for(MenuItem *item = menu->firstMenuItem; item; item = item->nextMenuItem)
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for (MenuItem *item = mMenuList[i]->firstMenuItem; item; item = item->nextMenuItem)
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{
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if(!item->accelerator)
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{
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@ -1384,20 +1401,20 @@ void GuiMenuBar::acceleratorKeyPress(U32 index)
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{
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// loop through all the menus
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// and find the item that corresponds to the accelerator index
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for(Menu *menu = menuList; menu; menu = menu->nextMenu)
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for (U32 i = 0; i < mMenuList.size(); ++i)
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{
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if(!menu->visible)
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if (!mMenuList[i]->visible)
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continue;
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for(MenuItem *item = menu->firstMenuItem; item; item = item->nextMenuItem)
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for (MenuItem *item = mMenuList[i]->firstMenuItem; item; item = item->nextMenuItem)
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{
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if(item->acceleratorIndex == index)
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{
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// first, call the script callback for menu selection:
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onMenuSelect_callback(menu->id, menu->text);
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onMenuSelect_callback(mMenuList[i]->id, mMenuList[i]->text);
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if(item->visible)
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menuItemSelected(menu, item);
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menuItemSelected(mMenuList[i], item);
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return;
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}
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}
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