Torque3D/Engine/source/gui/controls/guiGameListMenuCtrl.cpp
2025-03-09 11:53:23 -05:00

1914 lines
59 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 "guiGameListMenuCtrl.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "console/script.h"
#include "gfx/gfxDrawUtil.h"
#include "gui/containers/guiScrollCtrl.h"
#include "sim/actionMap.h"
#include "core/strings/stringUnit.h"
#include "console/typeValidators.h"
//-----------------------------------------------------------------------------
// GuiGameListMenuCtrl
//-----------------------------------------------------------------------------
GuiGameListMenuCtrl::GuiGameListMenuCtrl()
: mSelected(NO_ROW),
mDebugRender(false),
mHighlighted(NO_ROW),
mCallbackOnInputs(false),
mConsumeKeyInputEvents(false)
{
VECTOR_SET_ASSOCIATION(mRows);
// initialize the control callbacks
mCallbackOnA = StringTable->EmptyString();
mCallbackOnB = mCallbackOnA;
mCallbackOnX = mCallbackOnA;
mCallbackOnY = mCallbackOnA;
}
GuiGameListMenuCtrl::~GuiGameListMenuCtrl()
{
for (S32 i = 0; i < mRows.size(); ++i)
{
delete mRows[i];
}
}
void GuiGameListMenuCtrl::onRender(Point2I offset, const RectI &updateRect)
{
GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
GFXDrawUtil* drawUtil = GFX->getDrawUtil();
F32 xScale = (float) getWidth() / profile->getRowWidth();
bool profileHasIcons = profile->hasArrows();
S32 rowHeight = profile->getRowHeight();
Point2I currentOffset = offset;
Point2I extent = getExtent();
Point2I rowExtent(extent.x, rowHeight);
Point2I textOffset(profile->mTextOffset.x * xScale, profile->mTextOffset.y);
Point2I textExtent(extent.x - textOffset.x, rowHeight);
Point2I iconExtent, iconOffset(0.0f, 0.0f);
if (profileHasIcons)
{
iconExtent = profile->getIconExtent();
// icon is centered vertically plus any specified offset
S32 iconOffsetY = (rowHeight - iconExtent.y) >> 1;
iconOffsetY += profile->mIconOffset.y;
iconOffset = Point2I(profile->mIconOffset.x * xScale, iconOffsetY);
}
for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
{
if (row != mRows.begin())
{
// rows other than the first can have padding above them
currentOffset.y += (*row)->mHeightPad;
currentOffset.y += rowHeight;
}
// select appropriate colors and textures
ColorI fontColor;
U32 buttonTextureIndex;
S32 iconIndex = (*row)->mIconIndex;
bool useHighlightIcon = (*row)->mUseHighlightIcon;
if (!(*row)->mEnabled)
{
buttonTextureIndex = Profile::TEX_DISABLED;
fontColor = profile->mFontColorNA;
}
else if (row == &mRows[mSelected])
{
if (iconIndex != NO_ICON)
{
iconIndex++;
}
buttonTextureIndex = Profile::TEX_SELECTED;
fontColor = profile->mFontColorSEL;
}
else if ((mHighlighted != NO_ROW) && (row == &mRows[mHighlighted]))
{
if (iconIndex != NO_ICON && useHighlightIcon)
{
iconIndex++;
}
buttonTextureIndex = Profile::TEX_HIGHLIGHT;
fontColor = profile->mFontColorHL;
}
else
{
buttonTextureIndex = Profile::TEX_NORMAL;
fontColor = profile->mFontColor;
}
// render the row bitmap
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapStretchSR(profile->mBitmap, RectI(currentOffset, rowExtent), profile->getBitmapArrayRect(buttonTextureIndex));
// render the row icon if it has one
if ((iconIndex != NO_ICON) && profileHasIcons && (!profile->getBitmapArrayRect((U32)iconIndex).extent.isZero()))
{
iconIndex += Profile::TEX_FIRST_ICON;
drawUtil->clearBitmapModulation();
drawUtil->drawBitmapStretchSR(profile->mBitmap, RectI(currentOffset + iconOffset, iconExtent), profile->getBitmapArrayRect(iconIndex));
}
// render the row text
drawUtil->setBitmapModulation(fontColor);
renderJustifiedText(currentOffset + textOffset, textExtent, (*row)->mLabel);
if ((*row)->mMode == Row::Mode::OptionList)
{
onRenderListOption((*row), currentOffset);
}
else if ((*row)->mMode == Row::Mode::Slider)
{
onRenderSliderOption((*row), currentOffset);
}
else if ((*row)->mMode == Row::Mode::Keybind)
{
onRenderKeybindOption((*row), currentOffset);
}
}
if (mDebugRender)
{
onDebugRender(offset);
}
renderChildControls(offset, updateRect);
}
void GuiGameListMenuCtrl::onRenderListOption(Row* row, Point2I currentOffset)
{
GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
F32 xScale = (float)getWidth() / profile->getRowWidth();
S32 rowHeight = profile->getRowHeight();
bool profileHasArrows = profile->hasArrows();
Point2I arrowExtent;
S32 arrowOffsetY(0);
if (profileHasArrows)
{
arrowExtent = profile->getArrowExtent();
// icon is centered vertically
arrowOffsetY = (rowHeight - arrowExtent.y) >> 1;
}
GFXDrawUtil* drawer = GFX->getDrawUtil();
Point2I arrowOffset;
S32 columnSplit = profile->mColumnSplit * xScale;
S32 iconIndex;
bool hasOptions = (row->mOptions.size() > 0) && row->mSelectedOption > -1;
if (hasOptions)
{
bool isRowSelected = (getSelected() != NO_ROW) && (row == mRows[getSelected()]);
bool isRowHighlighted = (getHighlighted() != NO_ROW) ? ((row == mRows[getHighlighted()]) && (row->mEnabled)) : false;
if (profileHasArrows)
{
// render the left arrow
bool arrowOnL = (isRowSelected || isRowHighlighted) && (row->mWrapOptions || (row->mSelectedOption > 0));
iconIndex = (arrowOnL) ? Profile::TEX_L_ARROW_ON : Profile::TEX_L_ARROW_OFF;
arrowOffset.x = currentOffset.x + columnSplit;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->drawBitmapStretchSR(profile->getBitmapResource(), RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
// render the right arrow
bool arrowOnR = (isRowSelected || isRowHighlighted) && (row->mWrapOptions || (row->mSelectedOption < row->mOptions.size() - 1));
iconIndex = (arrowOnR) ? Profile::TEX_R_ARROW_ON : Profile::TEX_R_ARROW_OFF;
arrowOffset.x = currentOffset.x + (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale - arrowExtent.x;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->drawBitmapStretchSR(profile->getBitmapResource(), RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
}
// get the appropriate font color
ColorI fontColor;
if (!row->mEnabled)
{
fontColor = profile->mFontColorNA;
}
else if (isRowSelected)
{
fontColor = profile->mFontColorSEL;
}
else if (isRowHighlighted)
{
fontColor = profile->mFontColorHL;
}
else
{
fontColor = profile->mFontColor;
}
// calculate text to be at the center between the arrows
GFont* font = profile->mFont;
StringTableEntry text = row->mOptions[row->mSelectedOption].mDisplayText;
S32 textWidth = font->getStrWidth(text);
S32 columnWidth = profile->mHitAreaLowerRight.x * xScale - profile->mRightPad - columnSplit;
S32 columnCenter = columnSplit + (columnWidth >> 1);
S32 textStartX = columnCenter - (textWidth >> 1);
Point2I textOffset(textStartX, 0);
// render the option text itself
Point2I textExtent(columnWidth, rowHeight);
drawer->setBitmapModulation(fontColor);
renderJustifiedText(currentOffset + textOffset, textExtent, text);
}
}
void GuiGameListMenuCtrl::onRenderSliderOption(Row* row, Point2I currentOffset)
{
GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
F32 xScale = (float)getWidth() / profile->getRowWidth();
S32 rowHeight = profile->getRowHeight();
bool profileHasArrows = profile->hasArrows();
Point2I arrowExtent;
S32 arrowOffsetY(0);
if (profileHasArrows)
{
arrowExtent = profile->getArrowExtent();
// icon is centered vertically
arrowOffsetY = (rowHeight - arrowExtent.y) >> 1;
}
GFXDrawUtil* drawer = GFX->getDrawUtil();
Point2I arrowOffset;
S32 columnSplit = profile->mColumnSplit * xScale;
bool isRowSelected = (getSelected() != NO_ROW) && (row == mRows[getSelected()]);
bool isRowHighlighted = (getHighlighted() != NO_ROW) ? ((row == mRows[getHighlighted()]) && (row->mEnabled)) : false;
/*if (profileHasArrows)
{
// render the left arrow
bool arrowOnL = (isRowSelected || isRowHighlighted) && (row->mValue > row->mRange.x);
iconIndex = (arrowOnL) ? Profile::TEX_L_ARROW_ON : Profile::TEX_L_ARROW_OFF;
arrowOffset.x = currentOffset.x + columnSplit;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->drawBitmapStretchSR(profile->mTextureObject, RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
// render the right arrow
bool arrowOnR = (isRowSelected || isRowHighlighted) && (row->mValue < row->mRange.y);
iconIndex = (arrowOnR) ? Profile::TEX_R_ARROW_ON : Profile::TEX_R_ARROW_OFF;
arrowOffset.x = currentOffset.x + (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale - arrowExtent.x;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->drawBitmapStretchSR(profile->mTextureObject, RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
}*/
//Draw the slider bar
if (row->mEnabled)
{
RectI sliderRect;
sliderRect.point.x = currentOffset.x + columnSplit + arrowExtent.x;
sliderRect.point.y = currentOffset.y + arrowOffsetY;
sliderRect.extent.x = (currentOffset.x + (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale - arrowExtent.x) - sliderRect.point.x;
sliderRect.extent.y = arrowExtent.y;
//Now adjust the bar to match-to our value
S32 barStart = sliderRect.point.x;
S32 barEnd = sliderRect.point.x + sliderRect.extent.x;
S32 xPosFill = (((row->mValue - row->mRange.x) * (barEnd - barStart)) / (row->mRange.y - row->mRange.x)) + barStart;
RectI fillRect = sliderRect;
fillRect.extent.x = xPosFill - sliderRect.point.x;
ColorI barColor;
ColorI barOutlineColor;
if (isRowSelected)
{
barColor = profile->mFillColor;
barOutlineColor = profile->mFillColorSEL;
}
else
{
barColor = profile->mFillColor;
barOutlineColor = profile->mFillColorHL;
}
drawer->drawRectFill(fillRect, barColor);
drawer->drawRect(sliderRect, barOutlineColor);
}
// get the appropriate font color
ColorI fontColor;
if (!row->mEnabled)
{
fontColor = profile->mFontColorNA;
}
else if (isRowSelected)
{
fontColor = profile->mFontColorSEL;
}
else if (isRowHighlighted)
{
fontColor = profile->mFontColorHL;
}
else
{
fontColor = profile->mFontColor;
}
// calculate text to be at the center between the arrows
GFont* font = profile->mFont;
char stringVal[32];
dSprintf(stringVal, 32, "%f", row->mValue);
S32 textWidth = font->getStrWidth(stringVal);
S32 columnWidth = profile->mHitAreaLowerRight.x * xScale - profile->mRightPad - columnSplit;
S32 columnCenter = columnSplit + (columnWidth >> 1);
S32 textStartX = columnCenter - (textWidth >> 1);
Point2I textOffset(textStartX, 0);
// render the option text itself
Point2I textExtent(columnWidth, rowHeight);
drawer->setBitmapModulation(fontColor);
renderJustifiedText(currentOffset + textOffset, textExtent, stringVal);
}
void GuiGameListMenuCtrl::onRenderKeybindOption(Row* row, Point2I currentOffset)
{
GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
F32 xScale = (float)getWidth() / profile->getRowWidth();
S32 columnSplit = profile->mColumnSplit * xScale;
S32 rowHeight = profile->getRowHeight();
GFXDrawUtil* drawer = GFX->getDrawUtil();
//drawer->drawBitmap(row->mBitmap, )
Point2I button;
button.x = currentOffset.x + columnSplit + (columnSplit / 2.5)/* + (optionWidth / 2)*/;
button.y = currentOffset.y + (rowHeight / 4);
Point2I buttonSize;
buttonSize.x = rowHeight / 2;
buttonSize.y = rowHeight / 2;
if (row->mBitmapTex.isValid())
{
GFXTextureObject* texture = row->mBitmapTex;
RectI rect(button, buttonSize);
drawer->clearBitmapModulation();
drawer->drawBitmapStretch(texture, rect, GFXBitmapFlip_None, GFXTextureFilterLinear, false);
}
//drawer->drawRectFill(button, ColorI::BLUE);
}
void GuiGameListMenuCtrl::onDebugRender(Point2I offset)
{
GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
F32 xScale = (float) getWidth() / profile->getRowWidth();
ColorI controlBorderColor(200, 200, 200); // gray
ColorI rowBorderColor(255, 127, 255); // magenta
ColorI hitBorderColor(255, 0, 0); // red
Point2I shrinker(-1, -1);
Point2I extent = getExtent();
// render a border around the entire control
RectI borderRect(offset, extent + shrinker);
GFX->getDrawUtil()->drawRect(borderRect, controlBorderColor);
S32 rowHeight = profile->getRowHeight();
Point2I currentOffset(offset);
Point2I rowExtent(extent.x, rowHeight);
rowExtent += shrinker;
Point2I hitAreaExtent(profile->getHitAreaExtent());
hitAreaExtent.x *= xScale;
hitAreaExtent += shrinker;
Point2I hitAreaOffset = profile->mHitAreaUpperLeft;
hitAreaOffset.x *= xScale;
Point2I upperLeft;
for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
{
// set the top of the current row
if (row != mRows.begin())
{
// rows other than the first can have padding above them
currentOffset.y += (*row)->mHeightPad;
currentOffset.y += rowHeight;
}
// draw the box around the whole row's extent
upperLeft = currentOffset;
borderRect.point = upperLeft;
borderRect.extent = rowExtent;
GFX->getDrawUtil()->drawRect(borderRect, rowBorderColor);
// draw the box around the hit area of the row
upperLeft = currentOffset + hitAreaOffset;
borderRect.point = upperLeft;
borderRect.extent = hitAreaExtent;
GFX->getDrawUtil()->drawRect(borderRect, hitBorderColor);
}
}
void GuiGameListMenuCtrl::addRow(const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled, S32 mode, const char* tooltip)
{
Row * row = new Row();
addRow(row, label, callback, icon, yPad, useHighlightIcon, enabled, mode, tooltip);
}
void GuiGameListMenuCtrl::addRow(Row * row, const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled, S32 mode, const char* tooltip)
{
row->mLabel = StringTable->insert(label, true);
row->mScriptCallback = (dStrlen(callback) > 0) ? StringTable->insert(callback, true) : NULL;
row->mIconIndex = (icon < 0) ? NO_ICON : icon;
row->mHeightPad = yPad;
row->mUseHighlightIcon = useHighlightIcon;
row->mEnabled = enabled;
row->mMode = (Row::Mode)mode;
row->mTooltip = StringTable->insert(tooltip);
mRows.push_back(row);
updateHeight();
if (mSelected == NO_ROW)
{
selectFirstEnabledRow();
}
}
void GuiGameListMenuCtrl::addRow(const char* label, const char* optionsList, bool wrapOptions, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip, const char* defaultValue)
{
static StringTableEntry DELIM = StringTable->insert("\t", true);
Row* row = new Row();
Vector<OptionEntry> options(__FILE__, __LINE__);
S32 defaultOption = 0;
S32 count = StringUnit::getUnitCount(optionsList, DELIM);
for (S32 i = 0; i < count; ++i)
{
OptionEntry e;
const char* option = StringUnit::getUnit(optionsList, i, DELIM);
e.mDisplayText = StringTable->insert(option, true);
e.mKeyString = e.mDisplayText;
options.push_back(e);
if (String::compare(option, defaultValue) == 0)
defaultOption = options.size() - 1;
}
row->mOptions = options;
bool hasOptions = row->mOptions.size() > 0;
row->mSelectedOption = (hasOptions) ? defaultOption : NO_OPTION;
row->mWrapOptions = wrapOptions;
addRow(row, label, callback, icon, yPad, true, (hasOptions) ? enabled : false, Row::Mode::OptionList, tooltip);
}
void GuiGameListMenuCtrl::addRow(const char* label, F32 defaultValue, F32 increments, Point2F range, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip)
{
static StringTableEntry DELIM = StringTable->insert("\t", true);
Row* row = new Row();
row->mValue = defaultValue;
row->mStepSize = increments;
row->mRange = range;
addRow(row, label, callback, icon, yPad, true, enabled, Row::Mode::Slider, tooltip);
}
void GuiGameListMenuCtrl::addRow(const char* label, const char* bitmapName, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip)
{
static StringTableEntry DELIM = StringTable->insert("\t", true);
Row* row = new Row();
row->mBitmap = StringTable->insert(bitmapName);
if(row->mBitmap != StringTable->EmptyString())
row->mBitmapTex.set(row->mBitmap, &GFXDefaultGUIProfile, avar("%s() - mTextureObject (line %d)", __FUNCTION__, __LINE__));
addRow(row, label, callback, icon, yPad, true, enabled, Row::Mode::Keybind, tooltip);
}
void GuiGameListMenuCtrl::removeRow(const S32& row)
{
if (row == -1 || row >= mRows.size())
return;
mRows.erase(row);
}
Point2I GuiGameListMenuCtrl::getMinExtent() const
{
Point2I parentMin = Parent::getMinExtent();
GuiGameListMenuProfile * profile = dynamic_cast<GuiGameListMenuProfile*>(mProfile);
AssertFatal(profile, "Invalid profile for GuiGameListMenuCtrl!");
S32 minHeight = 0;
S32 rowHeight = profile->getRowHeight();
for (Vector<Row *>::const_iterator row = mRows.begin(); row < mRows.end(); ++row)
{
minHeight += rowHeight;
if (row != mRows.begin())
{
minHeight += (*row)->mHeightPad;
}
}
if (minHeight > parentMin.y)
parentMin.y = minHeight;
return parentMin;
}
bool GuiGameListMenuCtrl::onAdd()
{
if( !Parent::onAdd() )
return false;
// If we have a non-GuiGameListMenuProfile profile, try to
// substitute it for DefaultListMenuProfile.
if( !hasValidProfile() )
{
GuiGameListMenuProfile* profile;
if( !Sim::findObject( "DefaultListMenuProfile", profile ) )
{
Con::errorf( "GuiGameListMenuCtrl: %s can't be created with a profile of type %s. Please create it with a profile of type GuiGameListMenuProfile.",
getName(), mProfile->getClassName() );
return false;
}
else
Con::warnf( "GuiGameListMenuCtrl: substituted non-GuiGameListMenuProfile in %s for DefaultListMenuProfile", getName() );
setControlProfile( profile );
}
return true;
}
bool GuiGameListMenuCtrl::onWake()
{
if( !Parent::onWake() )
return false;
if( !hasValidProfile() )
return false;
/*if( mRows.empty() )
{
Con::errorf( "GuiGameListMenuCtrl: %s can't be woken up without any rows. Please use \"addRow\" to add at least one row to the control before pushing it to the canvas.",
getName() );
return false;
}*/
enforceConstraints();
selectFirstEnabledRow();
setFirstResponder();
mHighlighted = NO_ROW;
return true;
}
bool GuiGameListMenuCtrl::hasValidProfile() const
{
GuiGameListMenuProfile * profile = dynamic_cast<GuiGameListMenuProfile *>(mProfile);
return profile;
}
void GuiGameListMenuCtrl::enforceConstraints()
{
if( hasValidProfile() )
{
((GuiGameListMenuProfile *)mProfile)->enforceConstraints();
}
updateHeight();
}
void GuiGameListMenuCtrl::updateHeight()
{
if (hasValidProfile())
{
S32 minHeight = getMinExtent().y;
if (getHeight() < minHeight)
{
setHeight(minHeight);
}
}
}
void GuiGameListMenuCtrl::onMouseDown(const GuiEvent &event)
{
S32 hitRow = getRow(event.mousePoint);
if (hitRow != NO_ROW)
{
S32 delta = (mSelected != NO_ROW) ? (hitRow - mSelected) : (mSelected + 1);
changeRow(delta);
}
}
void GuiGameListMenuCtrl::onMouseLeave(const GuiEvent &event)
{
mHighlighted = NO_ROW;
}
void GuiGameListMenuCtrl::onMouseMove(const GuiEvent &event)
{
S32 hitRow = getRow(event.mousePoint);
// allow mHighligetd to be set to NO_ROW so rows can be unhighlighted
mHighlighted = hitRow;
}
void GuiGameListMenuCtrl::onMouseUp(const GuiEvent &event)
{
S32 hitRow = getRow(event.mousePoint);
if ((hitRow != NO_ROW) && isRowEnabled(hitRow) && (hitRow == getSelected()))
{
if (mRows[hitRow]->mMode == Row::Mode::Default)
{
activateRow();
}
else if (mRows[hitRow]->mMode == Row::Mode::OptionList)
{
S32 xPos = globalToLocalCoord(event.mousePoint).x;
clickOption((Row*)mRows[getSelected()], xPos);
}
else if (mRows[hitRow]->mMode == Row::Mode::Slider)
{
S32 xPos = globalToLocalCoord(event.mousePoint).x;
clickSlider((Row*)mRows[getSelected()], xPos);
}
else if (mRows[hitRow]->mMode == Row::Mode::Keybind)
{
S32 xPos = globalToLocalCoord(event.mousePoint).x;
clickKeybind((Row*)mRows[getSelected()], xPos);
}
}
}
void GuiGameListMenuCtrl::activateRow()
{
S32 row = getSelected();
if ((row != NO_ROW) && isRowEnabled(row) && (mRows[row]->mScriptCallback != NULL))
{
setThisControl();
if (Con::isFunction(mRows[row]->mScriptCallback))
{
Con::executef(mRows[row]->mScriptCallback);
}
}
}
S32 GuiGameListMenuCtrl::getRow(Point2I globalPoint)
{
Point2I localPoint = globalToLocalCoord(globalPoint);
GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
F32 xScale = (float) getWidth() / profile->getRowWidth();
S32 rowHeight = profile->getRowHeight();
Point2I currentOffset(0, 0);
Point2I hitAreaUpperLeft = profile->mHitAreaUpperLeft;
hitAreaUpperLeft.x *= xScale;
Point2I hitAreaLowerRight = profile->mHitAreaLowerRight;
hitAreaLowerRight.x *= xScale;
Point2I upperLeft, lowerRight;
for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
{
if (row != mRows.begin())
{
// rows other than the first can have padding above them
currentOffset.y += (*row)->mHeightPad;
}
upperLeft = currentOffset + hitAreaUpperLeft;
lowerRight = currentOffset + hitAreaLowerRight;
if ((upperLeft.x <= localPoint.x) && (localPoint.x < lowerRight.x) &&
(upperLeft.y <= localPoint.y) && (localPoint.y < lowerRight.y))
{
return row - mRows.begin();
}
currentOffset.y += rowHeight;
}
return NO_ROW;
}
void GuiGameListMenuCtrl::setSelected(S32 index)
{
if (index == NO_ROW)
{
// deselection
mSelected = NO_ROW;
return;
}
if (! isValidRowIndex(index))
{
return;
}
if (! isRowEnabled(index))
{
// row is disabled, it can't be selected
return;
}
mSelected = mClamp(index, 0, mRows.size() - 1);
//If we're childed to a scroll container, make sure us changing rows has our new position visible
GuiScrollCtrl* scroll = dynamic_cast<GuiScrollCtrl*>(getParent());
if (scroll)
{
scroll->scrollRectVisible(getRowBounds(mSelected));
}
}
bool GuiGameListMenuCtrl::isRowEnabled(S32 index) const
{
if (! isValidRowIndex(index))
{
return false;
}
return mRows[index]->mEnabled;
}
void GuiGameListMenuCtrl::setRowEnabled(S32 index, bool enabled)
{
if (! isValidRowIndex(index))
{
return;
}
mRows[index]->mEnabled = enabled;
if (getSelected() == index)
{
selectFirstEnabledRow();
}
}
bool GuiGameListMenuCtrl::isValidRowIndex(S32 index) const
{
return ((0 <= index) && (index < mRows.size()));
}
void GuiGameListMenuCtrl::selectFirstEnabledRow()
{
setSelected(NO_ROW);
for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
{
if ((*row)->mEnabled)
{
setSelected(row - mRows.begin());
return;
}
}
}
bool GuiGameListMenuCtrl::onInputEvent(const InputEventInfo& event)
{
if (mCallbackOnInputs)
{
char deviceStr[32];
if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceStr))
return false;
String deviceString = deviceStr;
if (event.action == SI_MAKE || event.action == SI_BREAK)
{
bool isModifier = false;
bool state = event.action == SI_MAKE;
switch (event.objInst)
{
case KEY_LCONTROL:
case KEY_RCONTROL:
case KEY_LALT:
case KEY_RALT:
case KEY_LSHIFT:
case KEY_RSHIFT:
case KEY_MAC_LOPT:
case KEY_MAC_ROPT:
isModifier = true;
}
if ((event.objType == SI_KEY) && isModifier)
{
char keyString[32];
if (!ActionMap::getKeyString(event.objInst, keyString))
return false;
onInputEvent_callback(deviceString.c_str(), keyString, state);
if (mConsumeKeyInputEvents)
{
if(deviceString.startsWith("keyboard"))
return true;
}
}
else
{
const char* actionString = ActionMap::buildActionString(&event);
onInputEvent_callback(deviceString.c_str(), actionString, state);
if (mConsumeKeyInputEvents)
{
if (deviceString.startsWith("keyboard") || deviceString.startsWith("gamepad"))
return true;
}
}
}
else if (event.objType == SI_AXIS || event.objType == SI_INT || event.objType == SI_FLOAT)
{
F32 fValue = event.fValue;
if (event.objType == SI_INT)
fValue = (F32)event.iValue;
if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceStr))
return false;
const char* actionString = ActionMap::buildActionString(&event);
onAxisEvent_callback(deviceStr, actionString, fValue);
}
}
return false;
}
bool GuiGameListMenuCtrl::onKeyDown(const GuiEvent &event)
{
switch (event.keyCode)
{
case KEY_UP:
changeRow(-1);
return true;
case KEY_DOWN:
changeRow(1);
return true;
case KEY_LEFT:
changeOption(-1);
return true;
case KEY_RIGHT:
changeOption(1);
return true;
case KEY_A:
case KEY_RETURN:
case KEY_NUMPADENTER:
case KEY_SPACE:
case XI_A:
case XI_START:
doScriptCommand(mCallbackOnA);
return true;
case KEY_B:
case KEY_ESCAPE:
case KEY_BACKSPACE:
case KEY_DELETE:
case XI_B:
case XI_BACK:
doScriptCommand(mCallbackOnB);
return true;
case KEY_X:
case XI_X:
doScriptCommand(mCallbackOnX);
return true;
case KEY_Y:
case XI_Y:
doScriptCommand(mCallbackOnY);
return true;
default:
break;
}
return Parent::onKeyDown(event);
}
bool GuiGameListMenuCtrl::onGamepadAxisUp(const GuiEvent &event)
{
changeRow(-1);
return true;
}
bool GuiGameListMenuCtrl::onGamepadAxisDown(const GuiEvent &event)
{
changeRow(1);
return true;
}
bool GuiGameListMenuCtrl::onGamepadAxisLeft(const GuiEvent& event)
{
changeOption(-1);
return true;
}
bool GuiGameListMenuCtrl::onGamepadAxisRight(const GuiEvent& event)
{
changeOption(1);
return true;
}
void GuiGameListMenuCtrl::doScriptCommand(StringTableEntry command)
{
if (command && command[0])
{
setThisControl();
Con::evaluate(command, false, __FILE__);
}
}
void GuiGameListMenuCtrl::changeRow(S32 delta)
{
S32 oldRowIndex = getSelected();
S32 newRowIndex = oldRowIndex;
do
{
newRowIndex += delta;
if (newRowIndex >= mRows.size())
{
newRowIndex = 0;
}
else if (newRowIndex < 0)
{
newRowIndex = mRows.size() - 1;
}
}
while ((! mRows[newRowIndex]->mEnabled) && (newRowIndex != oldRowIndex));
setSelected(newRowIndex);
// do the callback
onChange_callback();
}
void GuiGameListMenuCtrl::setThisControl()
{
smThisControl = this;
}
StringTableEntry GuiGameListMenuCtrl::getRowLabel(S32 rowIndex) const
{
if (! isValidRowIndex(rowIndex))
{
// not a valid row index, don't do anything
return StringTable->EmptyString();
}
return mRows[rowIndex]->mLabel;
}
void GuiGameListMenuCtrl::setRowLabel(S32 rowIndex, const char * label)
{
if (! isValidRowIndex(rowIndex))
{
// not a valid row index, don't do anything
return;
}
mRows[rowIndex]->mLabel = StringTable->insert(label, true);
}
void GuiGameListMenuCtrl::clearRows()
{
for (U32 i = 0; i < mRows.size(); i++)
{
if (mRows[i]->mBitmap != StringTable->EmptyString())
mRows[i]->mBitmapTex = nullptr;
}
mRows.clear();
setSelected(-1);
setHeight(mMinExtent.y);
}
void GuiGameListMenuCtrl::refresh()
{
enforceConstraints();
}
RectI GuiGameListMenuCtrl::getRowBounds(S32 rowIndex)
{
GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
S32 rowHeight = profile->getRowHeight();
Point2I currentOffset = Point2I::Zero;
Point2I extent = getExtent();
Point2I rowExtent(extent.x, rowHeight);
for (U32 i = 1; i <= rowIndex; i++)
{
//the top row can't pad, so we'll ignore it
GuiGameListMenuCtrl::Row* row = mRows[i];
// rows other than the first can have padding above them
currentOffset.y += row->mHeightPad;
currentOffset.y += rowHeight;
}
return RectI(currentOffset, rowExtent);
}
//-----------------------------------------------------------------------------
// Console stuff (GuiGameListMenuCtrl)
//-----------------------------------------------------------------------------
StringTableEntry GuiGameListMenuCtrl::getCurrentOption(S32 rowIndex) const
{
if (isValidRowIndex(rowIndex))
{
Row* row = (Row*)mRows[rowIndex];
if (row->mSelectedOption != NO_OPTION)
{
return row->mOptions[row->mSelectedOption].mDisplayText;
}
}
return StringTable->insert("", false);
}
StringTableEntry GuiGameListMenuCtrl::getCurrentOptionKey(S32 rowIndex) const
{
if (isValidRowIndex(rowIndex))
{
Row* row = (Row*)mRows[rowIndex];
if (row->mSelectedOption != NO_OPTION)
{
return row->mOptions[row->mSelectedOption].mKeyString;
}
}
return StringTable->insert("", false);
}
S32 GuiGameListMenuCtrl::getCurrentOptionIndex(S32 rowIndex) const
{
if (isValidRowIndex(rowIndex))
{
Row* row = (Row*)mRows[rowIndex];
if (row->mSelectedOption != NO_OPTION)
{
return row->mSelectedOption;
}
}
return S32(-1);
}
bool GuiGameListMenuCtrl::selectOption(S32 rowIndex, const char* theOption)
{
if (!isValidRowIndex(rowIndex))
{
return false;
}
Row* row = (Row*)mRows[rowIndex];
for (Vector<OptionEntry>::iterator anOption = row->mOptions.begin(); anOption < row->mOptions.end(); ++anOption)
{
if (String::compare((*anOption).mDisplayText, theOption) == 0)
{
S32 newIndex = anOption - row->mOptions.begin();
row->mSelectedOption = newIndex;
return true;
}
}
return false;
}
bool GuiGameListMenuCtrl::selectOptionByKey(S32 rowIndex, const char* optionKey)
{
if (!isValidRowIndex(rowIndex))
{
return false;
}
Row* row = (Row*)mRows[rowIndex];
for (Vector<OptionEntry>::iterator anOption = row->mOptions.begin(); anOption < row->mOptions.end(); ++anOption)
{
if (String::compare((*anOption).mKeyString, optionKey) == 0)
{
S32 newIndex = anOption - row->mOptions.begin();
row->mSelectedOption = newIndex;
return true;
}
}
return false;
}
bool GuiGameListMenuCtrl::selectOptionByIndex(S32 rowIndex, S32 optionIndex)
{
if (!isValidRowIndex(rowIndex) || (optionIndex < 0))
{
return false;
}
Row* row = (Row*)mRows[rowIndex];
if (optionIndex < row->mOptions.size())
{
row->mSelectedOption = optionIndex;
return true;
}
return false;
}
void GuiGameListMenuCtrl::setOptions(S32 rowIndex, const char* optionsList)
{
static StringTableEntry DELIM = StringTable->insert("\t", true);
if (!isValidRowIndex(rowIndex))
{
return;
}
Row* row = (Row*)mRows[rowIndex];
S32 count = StringUnit::getUnitCount(optionsList, DELIM);
row->mOptions.setSize(count);
for (S32 i = 0; i < count; ++i)
{
const char* option = StringUnit::getUnit(optionsList, i, DELIM);
OptionEntry e;
e.mDisplayText = StringTable->insert(option, true);
e.mKeyString = e.mDisplayText;
row->mOptions[i] = e;
}
if (row->mSelectedOption >= row->mOptions.size())
{
row->mSelectedOption = row->mOptions.size() - 1;
}
}
void GuiGameListMenuCtrl::addOption(S32 rowIndex, const char* displayText, const char* keyText)
{
if (!isValidRowIndex(rowIndex))
{
return;
}
OptionEntry e;
e.mDisplayText = StringTable->insert(displayText, true);
e.mKeyString = (keyText[0] == '\0') ? e.mDisplayText : StringTable->insert(keyText, true);
Row* row = (Row*)mRows[rowIndex];
row->mOptions.push_back(e);
}
void GuiGameListMenuCtrl::clickOption(Row* row, S32 xPos)
{
GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
if (!profile->hasArrows())
{
return;
}
F32 xScale = (float)getWidth() / profile->getRowWidth();
S32 bitmapArrowWidth = mProfile->getBitmapArrayRect(Profile::TEX_FIRST_ARROW).extent.x;
S32 leftArrowX1 = profile->mColumnSplit * xScale;
S32 leftArrowX2 = leftArrowX1 + bitmapArrowWidth;
S32 rightArrowX2 = (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale;
S32 rightArrowX1 = rightArrowX2 - bitmapArrowWidth;
if ((leftArrowX1 <= xPos) && (xPos <= leftArrowX2))
{
changeOption(row, -1);
}
else if ((rightArrowX1 <= xPos) && (xPos <= rightArrowX2))
{
changeOption(row, 1);
}
}
void GuiGameListMenuCtrl::changeOption(S32 delta)
{
if (getSelected() != NO_ROW)
{
Row* row = (Row*)mRows[getSelected()];
changeOption(row, delta);
}
}
void GuiGameListMenuCtrl::changeOption(Row* row, S32 delta)
{
S32 optionCount = row->mOptions.size();
S32 newSelection = row->mSelectedOption + delta;
if (optionCount == 0)
{
newSelection = NO_OPTION;
}
else if (!row->mWrapOptions)
{
newSelection = mClamp(newSelection, 0, optionCount - 1);
}
else if (newSelection < 0)
{
newSelection = optionCount - 1;
}
else if (newSelection >= optionCount)
{
newSelection = 0;
}
row->mSelectedOption = newSelection;
if (row->mMode == GuiGameListMenuCtrl::Row::Slider)
{
row->mValue += row->mStepSize * delta;
row->mValue = mRound(row->mValue / row->mStepSize) * row->mStepSize;
if (row->mValue < row->mRange.x)
row->mValue = row->mRange.x;
if (row->mValue > row->mRange.y)
row->mValue = row->mRange.y;
}
static StringTableEntry LEFT = StringTable->insert("LEFT", true);
static StringTableEntry RIGHT = StringTable->insert("RIGHT", true);
if (row->mScriptCallback != NULL && (row->mSelectedOption != NO_OPTION && row->mMode != GuiGameListMenuCtrl::Row::Slider))
{
setThisControl();
StringTableEntry direction = NULL;
if (delta < 0)
{
direction = LEFT;
}
else if (delta > 0)
{
direction = RIGHT;
}
if ((direction != NULL) && (Con::isFunction(row->mScriptCallback)))
{
Con::executef(row->mScriptCallback, direction);
}
}
}
IMPLEMENT_CONOBJECT(GuiGameListMenuCtrl);
void GuiGameListMenuCtrl::clickSlider(Row* row, S32 xPos)
{
GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
if (!profile->hasArrows())
{
return;
}
F32 xScale = (float)getWidth() / profile->getRowWidth();
S32 bitmapArrowWidth = mProfile->getBitmapArrayRect(Profile::TEX_FIRST_ARROW).extent.x;
S32 leftArrowX1 = profile->mColumnSplit * xScale;
S32 leftArrowX2 = leftArrowX1 + bitmapArrowWidth;
S32 rightArrowX2 = (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale;
S32 rightArrowX1 = rightArrowX2 - bitmapArrowWidth;
if ((leftArrowX1 <= xPos) && (xPos <= leftArrowX2))
{
row->mValue -= row->mStepSize;
row->mValue = mRound(row->mValue / row->mStepSize) * row->mStepSize;
if (row->mValue < row->mRange.x)
row->mValue = row->mRange.x;
}
else if ((rightArrowX1 <= xPos) && (xPos <= rightArrowX2))
{
//F32 snap = row->mValue % row->mStepSize;
//row->mValue.y -= snap;
row->mValue += row->mStepSize;
row->mValue = mRound(row->mValue / row->mStepSize) * row->mStepSize;
if (row->mValue > row->mRange.y)
row->mValue = row->mRange.y;
}
else
{
//see if we clicked on the sliderbar itself
S32 barStart = leftArrowX2;
S32 barEnd = rightArrowX1;
if (xPos >= barStart && xPos <= barEnd)
{
//find the position
F32 newValue = (((xPos - barStart) * (row->mRange.y - row->mRange.x)) / (barEnd - barStart)) + row->mRange.x;
newValue = mRound(newValue / row->mStepSize) * row->mStepSize;
row->mValue = newValue;
}
}
}
void GuiGameListMenuCtrl::clickKeybind(Row* row, S32 xPos)
{
GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
F32 xScale = (float)getWidth() / profile->getRowWidth();
S32 columnSplit = profile->mColumnSplit * xScale;
S32 rowHeight = profile->getRowHeight();
//drawer->drawBitmap(row->mBitmap, )
Point2I button;
button.x = columnSplit + (columnSplit / 2)/* + (optionWidth / 2)*/;
button.y = rowHeight / 4;
Point2I buttonSize;
buttonSize.x = rowHeight / 2;
buttonSize.y = rowHeight / 2;
RectI rect(button, buttonSize);
if (rect.pointInRect(Point2I(xPos, rowHeight / 2)))
{
if (row->mScriptCallback != StringTable->EmptyString())
{
S32 rowId = getSelected();
Con::executef(row->mScriptCallback, rowId);
}
}
}
F32 GuiGameListMenuCtrl::getValue(S32 rowIndex)
{
if (!isValidRowIndex(rowIndex))
{
return 0;
}
Row* row = (Row*)mRows[rowIndex];
return row->mValue;
}
void GuiGameListMenuCtrl::setValue(S32 rowIndex, F32 value)
{
if (!isValidRowIndex(rowIndex))
{
return;
}
Row* row = (Row*)mRows[rowIndex];
row->mValue = value;
}
const char* GuiGameListMenuCtrl::getTooltip(S32 rowIndex)
{
if (!isValidRowIndex(rowIndex))
{
return "";
}
Row* row = (Row*)mRows[rowIndex];
return row->mTooltip;
}
ConsoleDocClass( GuiGameListMenuCtrl,
"@brief A base class for cross platform menu controls that are gamepad friendly.\n\n"
"This class is used to build row-based menu GUIs that can be easily navigated "
"using the keyboard, mouse or gamepad. The desired row can be selected using "
"the mouse, or by navigating using the Up and Down buttons.\n\n"
"@tsexample\n\n"
"new GuiGameListMenuCtrl()\n"
"{\n"
" debugRender = \"0\";\n"
" callbackOnA = \"applyOptions();\";\n"
" callbackOnB = \"Canvas.setContent(MainMenuGui);\";\n"
" callbackOnX = \"\";\n"
" callbackOnY = \"revertOptions();\";\n"
" //Properties not specific to this control have been omitted from this example.\n"
"};\n"
"@endtsexample\n\n"
"@see GuiGameListMenuProfile\n\n"
"@ingroup GuiGame"
);
IMPLEMENT_CALLBACK( GuiGameListMenuCtrl, onChange, void, (), (),
"Called when the selected row changes." );
IMPLEMENT_CALLBACK(GuiGameListMenuCtrl, onInputEvent, void, (const char* device, const char* action, bool state),
(device, action, state),
"@brief Callback that occurs when an input is triggered on this control\n\n"
"@param device The device type triggering the input, such as keyboard, mouse, etc\n"
"@param action The actual event occuring, such as a key or button\n"
"@param state True if the action is being pressed, false if it is being release\n\n");
IMPLEMENT_CALLBACK(GuiGameListMenuCtrl, onAxisEvent, void, (const char* device, const char* action, F32 axisValue),
(device, action, axisValue),
"@brief Callback that occurs when an axis event is triggered on this control\n\n"
"@param device The device type triggering the input, such as mouse, joystick, gamepad, etc\n"
"@param action The ActionMap code for the axis\n"
"@param axisValue The current value of the axis\n\n");
void GuiGameListMenuCtrl::initPersistFields()
{
docsURL;
addField("debugRender", TypeBool, Offset(mDebugRender, GuiGameListMenuCtrl),
"Enable debug rendering" );
addField("callbackOnA", TypeString, Offset(mCallbackOnA, GuiGameListMenuCtrl),
"Script callback when the 'A' button is pressed. 'A' inputs are Keyboard: A, Return, Space; Gamepad: A, Start" );
addField("callbackOnB", TypeString, Offset(mCallbackOnB, GuiGameListMenuCtrl),
"Script callback when the 'B' button is pressed. 'B' inputs are Keyboard: B, Esc, Backspace, Delete; Gamepad: B, Back" );
addField("callbackOnX", TypeString, Offset(mCallbackOnX, GuiGameListMenuCtrl),
"Script callback when the 'X' button is pressed. 'X' inputs are Keyboard: X; Gamepad: X" );
addField("callbackOnY", TypeString, Offset(mCallbackOnY, GuiGameListMenuCtrl),
"Script callback when the 'Y' button is pressed. 'Y' inputs are Keyboard: Y; Gamepad: Y" );
addField("callbackOnInputs", TypeBool, Offset(mCallbackOnInputs, GuiGameListMenuCtrl),
"Script callback when any inputs are detected, even if they aren't the regular 4 face buttons. Useful for secondary/speciality handling of menu navigation.");
addField("consumeKeyInputEvents", TypeBool, Offset(mConsumeKeyInputEvents, GuiGameListMenuCtrl),
"When callbackOnInputs is active, this indicates if the input event should be consumed, or allowed 'through' to let other things respond to the event as well.");
Parent::initPersistFields();
}
DefineEngineMethod( GuiGameListMenuCtrl, addRow, void,
( const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled, int mode ),
( -1, 0, true, true, 0 ),
"Add a row to the list control.\n\n"
"@param label The text to display on the row as a label.\n"
"@param callback Name of a script function to use as a callback when this row is activated.\n"
"@param icon [optional] Index of the icon to use as a marker.\n"
"@param yPad [optional] An extra amount of height padding before the row. Does nothing on the first row.\n"
"@param useHighlightIcon [optional] Does this row use the highlight icon?.\n"
"@param enabled [optional] If this row is initially enabled.\n"
"@param mode [optional] What option mode the row is in. 0 = Default, 1 = OptionList, 2 == Keybind")
{
object->addRow( label, callback, icon, yPad, useHighlightIcon, enabled, mode);
}
DefineEngineMethod( GuiGameListMenuCtrl, isRowEnabled, bool, ( S32 row ),,
"Determines if the specified row is enabled or disabled.\n\n"
"@param row The row to set the enabled status of.\n"
"@return True if the specified row is enabled. False if the row is not enabled or the given index was not valid." )
{
return object->isRowEnabled( row );
}
DefineEngineMethod( GuiGameListMenuCtrl, setRowEnabled, void, ( S32 row, bool enabled ),,
"Sets a row's enabled status according to the given parameters.\n\n"
"@param row The index to check for validity.\n"
"@param enabled Indicate true to enable the row or false to disable it." )
{
object->setRowEnabled( row, enabled );
}
DefineEngineMethod( GuiGameListMenuCtrl, activateRow, void, (),,
"Activates the current row. The script callback of the current row will be called (if it has one)." )
{
object->activateRow();
}
DefineEngineMethod( GuiGameListMenuCtrl, getRowCount, S32, (),,
"Gets the number of rows on the control.\n\n"
"@return (int) The number of rows on the control." )
{
return object->getRowCount();
}
DefineEngineMethod( GuiGameListMenuCtrl, getRowLabel, const char *, ( S32 row ),,
"Gets the label displayed on the specified row.\n\n"
"@param row Index of the row to get the label of.\n"
"@return The label for the row." )
{
return object->getRowLabel( row );
}
DefineEngineMethod( GuiGameListMenuCtrl, setRowLabel, void, ( S32 row, const char* label ),,
"Sets the label on the given row.\n\n"
"@param row Index of the row to set the label on.\n"
"@param label Text to set as the label of the row.\n" )
{
object->setRowLabel( row, label );
}
DefineEngineMethod( GuiGameListMenuCtrl, setSelected, void, ( S32 row ),,
"Sets the selected row. Only rows that are enabled can be selected.\n\n"
"@param row Index of the row to set as selected." )
{
object->setSelected( row );
}
DefineEngineMethod( GuiGameListMenuCtrl, getSelectedRow, S32, (),,
"Gets the index of the currently selected row.\n\n"
"@return Index of the selected row." )
{
return object->getSelected();
}
DefineEngineMethod(GuiGameListMenuCtrl, clearRows, void, (), ,
"Gets the index of the currently selected row.\n\n"
"@return Index of the selected row.")
{
return object->clearRows();
}
DefineEngineMethod(GuiGameListMenuCtrl, refresh, void, (), ,
"Gets the index of the currently selected row.\n\n"
"@return Index of the selected row.")
{
return object->refresh();
}
DefineEngineMethod(GuiGameListMenuCtrl, addOptionRow, void,
(const char* label, const char* options, bool wrapOptions, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip, const char* defaultValue),
(-1, 0, true, "", ""),
"Add a row to the list control.\n\n"
"@param label The text to display on the row as a label.\n"
"@param options A tab separated list of options.\n"
"@param wrapOptions Specify true to allow options to wrap at each end or false to prevent wrapping.\n"
"@param callback Name of a script function to use as a callback when this row is activated.\n"
"@param icon [optional] Index of the icon to use as a marker.\n"
"@param yPad [optional] An extra amount of height padding before the row. Does nothing on the first row.\n"
"@param enabled [optional] If this row is initially enabled.")
{
object->addRow(label, options, wrapOptions, callback, icon, yPad, enabled, tooltip, defaultValue);
}
DefineEngineMethod(GuiGameListMenuCtrl, addSliderRow, void,
(const char* label, F32 defaultValue, F32 increment, Point2F range, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip),
(-1, 0, true, ""),
"Add a row to the list control.\n\n"
"@param label The text to display on the row as a label.\n"
"@param options A tab separated list of options.\n"
"@param wrapOptions Specify true to allow options to wrap at each end or false to prevent wrapping.\n"
"@param callback Name of a script function to use as a callback when this row is activated.\n"
"@param icon [optional] Index of the icon to use as a marker.\n"
"@param yPad [optional] An extra amount of height padding before the row. Does nothing on the first row.\n"
"@param enabled [optional] If this row is initially enabled.")
{
object->addRow(label, defaultValue, increment, range, callback, icon, yPad, enabled, tooltip);
}
DefineEngineMethod(GuiGameListMenuCtrl, addKeybindRow, void,
(const char* label, const char* bitmapName, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip),
(-1, 0, true, ""),
"Add a row to the list control.\n\n"
"@param label The text to display on the row as a label.\n"
"@param options A tab separated list of options.\n"
"@param wrapOptions Specify true to allow options to wrap at each end or false to prevent wrapping.\n"
"@param callback Name of a script function to use as a callback when this row is activated.\n"
"@param icon [optional] Index of the icon to use as a marker.\n"
"@param yPad [optional] An extra amount of height padding before the row. Does nothing on the first row.\n"
"@param enabled [optional] If this row is initially enabled.")
{
object->addRow(label, bitmapName, callback, icon, yPad, enabled, tooltip);
}
DefineEngineMethod(GuiGameListMenuCtrl, removeRow, void, (S32 row),,
"Removes the row at the provided index")
{
object->removeRow(row);
}
DefineEngineMethod(GuiGameListMenuCtrl, getCurrentOption, const char*, (S32 row), ,
"Gets the text for the currently selected option of the given row.\n\n"
"@param row Index of the row to get the option from.\n"
"@return A string representing the text currently displayed as the selected option on the given row. If there is no such displayed text then the empty string is returned.")
{
return object->getCurrentOption(row);
}
DefineEngineMethod(GuiGameListMenuCtrl, getCurrentOptionKey, const char*, (S32 row), ,
"Gets the key string for the currently selected option of the given row.\n\n"
"@param row Index of the row to get the option from.\n"
"@return The key (or id) that was assigned to the selected option on the given row. If there is no selected option then the empty string is returned.")
{
return object->getCurrentOptionKey(row);
}
DefineEngineMethod(GuiGameListMenuCtrl, getCurrentOptionIndex, S32, (S32 row), ,
"Gets the index into the option list for the currently selected option of the given row.\n\n"
"@param row Index of the row to get the option from.\n"
"@return The index of the selected option on the given row. If there is no selected option then -1 is returned.")
{
return object->getCurrentOptionIndex(row);
}
DefineEngineMethod(GuiGameListMenuCtrl, selectOption, bool, (S32 row, const char* option), ,
"Set the row's current option to the one specified\n\n"
"@param row Index of the row to set an option on.\n"
"@param option The option to be made active.\n"
"@return True if the row contained the option and was set, false otherwise.")
{
return object->selectOption(row, option);
}
DefineEngineMethod(GuiGameListMenuCtrl, selectOptionByKey, bool, (S32 row, const char* optionKey), ,
"Set the row's current option to the one with the specified key.\n\n"
"@param row Index of the row to set an option on.\n"
"@param optionKey The key string that was assigned to the option to be made active.\n"
"@return True if the row contained the key and the option and was set, false otherwise.")
{
return object->selectOptionByKey(row, optionKey);
}
DefineEngineMethod(GuiGameListMenuCtrl, selectOptionByIndex, bool, (S32 row, S32 optionIndex), ,
"Set the row's current option to the one at the specified index.\n\n"
"@param row Index of the row to set an option on.\n"
"@param optionIndex The index of the option to be made active.\n"
"@return True if the index was valid and the option and was set, false otherwise.")
{
return object->selectOptionByIndex(row, optionIndex);
}
DefineEngineMethod(GuiGameListMenuCtrl, setOptions, void, (S32 row, const char* optionsList), ,
"Sets the list of options on the given row.\n\n"
"@param row Index of the row to set options on."
"@param optionsList A tab separated list of options for the control.")
{
object->setOptions(row, optionsList);
}
DefineEngineMethod(GuiGameListMenuCtrl, addOption, void, (S32 row, const char* displayText, const char* keyText), (""),
"Adds an option to the list of options on the given row.\n\n"
"@param row Index of the row to add the option on.\n"
"@param displayText The text to display for this option.\n"
"@param keyText [Optional] The id string to associate with this value. "
"If unset, the id will be the same as the display text.\n")
{
object->addOption(row, displayText, keyText);
}
DefineEngineMethod(GuiGameListMenuCtrl, getValue, F32, (S32 row), ,
"Sets the list of options on the given row.\n\n"
"@param row Index of the row to set options on."
"@param optionsList A tab separated list of options for the control.")
{
return object->getValue(row);
}
DefineEngineMethod(GuiGameListMenuCtrl, setValue, void, (S32 row, F32 value), ,
"Sets the list of options on the given row.\n\n"
"@param row Index of the row to set options on."
"@param optionsList A tab separated list of options for the control.")
{
object->setValue(row, value);
}
DefineEngineMethod(GuiGameListMenuCtrl, getTooltip, const char*, (S32 row), ,
"Sets the list of options on the given row.\n\n"
"@param row Index of the row to set options on."
"@param optionsList A tab separated list of options for the control.")
{
return object->getTooltip(row);
}
//-----------------------------------------------------------------------------
// GuiGameListMenuProfile
//-----------------------------------------------------------------------------
GuiGameListMenuProfile::GuiGameListMenuProfile()
: mHitAreaUpperLeft(0, 0),
mHitAreaLowerRight(0, 0),
mIconOffset(0, 0),
mRowSize(0, 0),
mRowScale(1.0f, 1.0f),
mColumnSplit(0),
mRightPad(0)
{
}
bool GuiGameListMenuProfile::onAdd()
{
if (! Parent::onAdd())
{
return false;
}
// We can't call enforceConstraints() here because incRefCount initializes
// some of the things to enforce. Do a basic sanity check here instead.
U32 assetStatus = ImageAsset::getAssetErrCode(mBitmapAsset);
if (assetStatus != AssetBase::Ok && assetStatus != AssetBase::UsingFallback)
{
Con::errorf( "GuiGameListMenuProfile: %s can't be created without a bitmap. Please add a 'Bitmap' property to the object definition.", getName() );
return false;
}
if( mRowSize.x < 0 )
{
Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row width. Please change the row width to be non-negative.", getName() );
return false;
}
if( mRowSize.y < 0 )
{
Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row height. Please change the row height to be non-negative.", getName() );
return false;
}
return true;
}
void GuiGameListMenuProfile::enforceConstraints()
{
if( getBitmapArrayRect(0).extent.isZero() )
Con::errorf( "GuiGameListMenuCtrl: %s can't be created without a bitmap. Please add a bitmap to the profile's definition.", getName() );
if( mRowSize.x < 0 )
Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row width. Please change the row width to be non-negative.", getName() );
mRowSize.x = getMax(mRowSize.x, 0);
if( mRowSize.y < 0 )
Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row height. Please change the row height to be non-negative.", getName() );
mRowSize.y = getMax(mRowSize.y, 0);
Point2I rowTexExtent = getBitmapArrayRect(TEX_NORMAL).extent;
mRowScale.x = (float) getRowWidth() / rowTexExtent.x;
mRowScale.y = (float) getRowHeight() / rowTexExtent.y;
if (mHitAreaUpperLeft.x > mColumnSplit || mColumnSplit > mHitAreaLowerRight.x)
Con::errorf("GuiGameListOptionsProfile: You can't create %s with a ColumnSplit outside the hit area. You set the split to %d. Please change the ColumnSplit to be in the range [%d, %d].",
getName(), mColumnSplit, mHitAreaUpperLeft.x, mHitAreaLowerRight.x);
mColumnSplit = mClamp(mColumnSplit, mHitAreaUpperLeft.x, mHitAreaLowerRight.x);
}
Point2I GuiGameListMenuProfile::getIconExtent()
{
Point2I iconExtent = getBitmapArrayRect(TEX_FIRST_ICON).extent;
// scale both by y to keep the aspect ratio
iconExtent.x *= mRowScale.y;
iconExtent.y *= mRowScale.y;
return iconExtent;
}
Point2I GuiGameListMenuProfile::getArrowExtent()
{
Point2I arrowExtent = getBitmapArrayRect(TEX_FIRST_ARROW).extent;
// scale both by y to keep the aspect ratio
arrowExtent.x *= mRowScale.y;
arrowExtent.y *= mRowScale.y;
return arrowExtent;
}
Point2I GuiGameListMenuProfile::getHitAreaExtent()
{
if (mHitAreaLowerRight == mHitAreaUpperLeft)
{
return mRowSize;
}
else
{
return mHitAreaLowerRight - mHitAreaUpperLeft;
}
}
//-----------------------------------------------------------------------------
// Console stuff (GuiGameListMenuProfile)
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiGameListMenuProfile);
ConsoleDocClass( GuiGameListMenuProfile,
"@brief A GuiControlProfile with additional fields specific to GuiGameListMenuCtrl.\n\n"
"@tsexample\n"
"new GuiGameListMenuProfile()\n"
"{\n"
" hitAreaUpperLeft = \"10 2\";\n"
" hitAreaLowerRight = \"190 18\";\n"
" iconOffset = \"10 2\";\n"
" rowSize = \"200 20\";\n"
" columnSplit = \"100\";\n"
" rightPad = \"4\";\n"
" //Properties not specific to this control have been omitted from this example.\n"
"};\n"
"@endtsexample\n\n"
"@ingroup GuiGame"
);
void GuiGameListMenuProfile::initPersistFields()
{
docsURL;
addField( "hitAreaUpperLeft", TypePoint2I, Offset(mHitAreaUpperLeft, GuiGameListMenuProfile),
"Position of the upper left corner of the row hit area (relative to row's top left corner)" );
addField( "hitAreaLowerRight", TypePoint2I, Offset(mHitAreaLowerRight, GuiGameListMenuProfile),
"Position of the lower right corner of the row hit area (relative to row's top left corner)" );
addField( "iconOffset", TypePoint2I, Offset(mIconOffset, GuiGameListMenuProfile),
"Offset from the row's top left corner at which to render the row icon" );
addField( "rowSize", TypePoint2I, Offset(mRowSize, GuiGameListMenuProfile),
"The base size (\"width height\") of a row" );
addFieldV("columnSplit", TypeRangedS32, Offset(mColumnSplit, GuiGameListMenuProfile), &CommonValidators::PositiveInt,
"Padding between the leftmost edge of the control, and the row's left arrow.");
addFieldV("rightPad", TypeRangedS32, Offset(mRightPad, GuiGameListMenuProfile), &CommonValidators::PositiveInt,
"Padding between the rightmost edge of the control and the row's right arrow.");
Parent::initPersistFields();
removeField("tab");
removeField("mouseOverSelected");
removeField("modal");
removeField("opaque");
removeField("border");
removeField("borderThickness");
removeField("borderColor");
removeField("borderColorHL");
removeField("borderColorNA");
removeField("bevelColorHL");
removeField("bevelColorLL");
removeField("fontColorLink");
removeField("fontColorLinkHL");
removeField("justify");
removeField("returnTab");
removeField("numbersOnly");
removeField("cursorColor");
removeField("profileForChildren");
}