Torque3D/Engine/source/gui/buttons/guiCheckBoxCtrl.cpp
2012-09-19 11:15:01 -04:00

208 lines
7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gui/buttons/guiCheckBoxCtrl.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
#include "gui/core/guiCanvas.h"
#include "sfx/sfxSystem.h"
#include "sfx/sfxTrack.h"
IMPLEMENT_CONOBJECT( GuiCheckBoxCtrl );
ConsoleDocClass( GuiCheckBoxCtrl,
"@brief A named checkbox that can be toggled on and off.\n\n"
"A GuiCheckBoxCtrl displays a text label next to a checkbox that can be toggled on and off by the user. "
"Checkboxes are usually used to present boolean choices like, for example, a switch to toggle fullscreen "
"video on and off.\n\n"
"@tsexample\n"
"// Create a checkbox that allows to toggle fullscreen on and off.\n"
"new GuiCheckBoxCtrl( FullscreenToggle )\n"
"{\n"
" text = \"Fullscreen\";\n"
"};\n"
"\n"
"// Set the initial state to match the current fullscreen setting.\n"
"FullscreenToggle.setStateOn( Canvas.isFullscreen() );\n"
"\n"
"// Define function to be called when checkbox state is toggled.\n"
"function FullscreenToggle::onClick( %this )\n"
"{\n"
" Canvas.toggleFullscreen();\n"
"}\n"
"@endtsexample\n\n"
"@ingroup GuiButtons"
);
//-----------------------------------------------------------------------------
GuiCheckBoxCtrl::GuiCheckBoxCtrl()
{
setExtent(140, 30);
mStateOn = false;
mIndent = 0;
mButtonType = ButtonTypeCheck;
}
//-----------------------------------------------------------------------------
bool GuiCheckBoxCtrl::onWake()
{
if(!Parent::onWake())
return false;
// make sure there is a bitmap array for this control type
// if it is declared as such in the control
if( !mProfile->mBitmapArrayRects.size() && !mProfile->constructBitmapArray() )
{
Con::errorf( "GuiCheckBoxCtrl::onWake - failed to create bitmap array from profile '%s'", mProfile->getName() );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
void GuiCheckBoxCtrl::onRender(Point2I offset, const RectI &updateRect)
{
// RLP/Sickhead NOTE: New/experimental code
// for notifying the GuiCheckBoxCtrl of changes
// to its mConsoleVariable's state.
if ( mConsoleVariable[0] )
{
bool stateOn = Con::getBoolVariable( mConsoleVariable );
if ( stateOn != mStateOn )
mStateOn = stateOn;
}
ColorI backColor = mActive ? mProfile->mFillColor : mProfile->mFillColorNA;
ColorI fontColor = mActive ? (mMouseOver ? mProfile->mFontColorHL : mProfile->mFontColor) : mProfile->mFontColorNA;
ColorI insideBorderColor = isFirstResponder() ? mProfile->mBorderColorHL : mProfile->mBorderColor;
// just draw the check box and the text:
S32 xOffset = 0;
GFX->getDrawUtil()->clearBitmapModulation();
if(mProfile->mBitmapArrayRects.size() >= 4)
{
S32 index = mStateOn;
if(!mActive)
{
if(mProfile->mBitmapArrayRects.size() >= 6)
{
// New style checkbox bitmap with 6 images
index = 4 + mStateOn;
}
else
{
// Old style checkbox bitmap
index = 2;
}
}
else if(mDepressed)
{
index += 2;
}
xOffset = mProfile->mBitmapArrayRects[0].extent.x + 2 + mIndent;
S32 y = (getHeight() - mProfile->mBitmapArrayRects[0].extent.y) / 2;
GFX->getDrawUtil()->drawBitmapSR(mProfile->mTextureObject, offset + Point2I(mIndent, y), mProfile->mBitmapArrayRects[index]);
}
if(mButtonText[0] != '\0')
{
GFX->getDrawUtil()->setBitmapModulation( fontColor );
renderJustifiedText(Point2I(offset.x + xOffset, offset.y),
Point2I(getWidth() - getHeight(), getHeight()),
mButtonText);
}
//render the children
renderChildControls(offset, updateRect);
}
//-----------------------------------------------------------------------------
void GuiCheckBoxCtrl::autoSize()
{
U32 width, height;
U32 bmpArrayRect0Width = 0;
if( !mAwake )
{
mProfile->incLoadCount();
if( !mProfile->mBitmapArrayRects.size() )
mProfile->constructBitmapArray();
if( mProfile->mBitmapArrayRects.size() )
bmpArrayRect0Width = mProfile->mBitmapArrayRects[ 0 ].extent.x;
}
U32 bmpWidth = bmpArrayRect0Width + 2 + mIndent;
U32 strWidth = mProfile->mFont->getStrWidthPrecise( mButtonText );
width = bmpWidth + strWidth + 2;
U32 bmpHeight = mProfile->mBitmapArrayRects[0].extent.y;
U32 fontHeight = mProfile->mFont->getHeight();
height = getMax( bmpHeight, fontHeight ) + 4;
setExtent( width, height );
if( !mAwake )
mProfile->decLoadCount();
}
//=============================================================================
// API.
//=============================================================================
// MARK: ---- API ----
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiCheckBoxCtrl, setStateOn, void, ( bool newState ),,
"Set whether the checkbox is ticked or not.\n"
"@param newState If true the box will be checked, if false, it will be unchecked.\n\n"
"@note This method will @b not trigger the command associated with the control. To toggle the "
"checkbox state as if the user had clicked the control, use performClick()." )
{
object->setStateOn( newState );
}
//-----------------------------------------------------------------------------
DefineEngineMethod( GuiCheckBoxCtrl, isStateOn, bool, (),,
"Test whether the checkbox is currently checked.\n"
"@return True if the checkbox is currently ticked, false otherwise.\n" )
{
return object->getStateOn();
}