Torque3D/Engine/source/gui/editor/popupMenu.h

185 lines
6.9 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.
//-----------------------------------------------------------------------------
#ifndef _POPUPMENU_H_
#define _POPUPMENU_H_
#include "console/simBase.h"
#include "core/util/tVector.h"
#include "util/messaging/dispatcher.h"
#include "gui/core/guiCanvas.h"
class PopupMenu;
class GuiMenuBar;
class GuiPopupMenuTextListCtrl;
class GuiPopupMenuBackgroundCtrl;
struct MenuItem // an individual item in a pull-down menu
{
String text; // the text of the menu item
U32 id; // a script-assigned identifier
char *accelerator; // the keyboard accelerator shortcut for the menu item
U32 acceleratorIndex; // index of this accelerator
bool enabled; // true if the menu item is selectable
bool visible; // true if the menu item is visible
S32 bitmapIndex; // index of the bitmap in the bitmap array
S32 checkGroup; // the group index of the item visa vi check marks -
// only one item in the group can be checked.
bool isSubmenu; // This menu item has a submenu that will be displayed
bool isChecked;
bool isSpacer;
bool isMenubarEntry;
PopupMenu* subMenuParentMenu; // For a submenu, this is the parent menu
PopupMenu* subMenu;
String cmd;
};
// PopupMenu represents a menu.
// You can add menu items to the menu, but there is no torque object associated
// with these menu items, they exist only in a platform specific manner.
class PopupMenu : public SimObject, public virtual Dispatcher::IMessageListener
{
typedef SimObject Parent;
friend class GuiMenuBar;
friend class GuiPopupMenuTextListCtrl;
friend class GuiPopupMenuBackgroundCtrl;
protected:
Vector<MenuItem> mMenuItems;
GuiMenuBar* mMenuBarCtrl;
StringTableEntry barTitle;
RectI bounds;
bool visible;
S32 bitmapIndex; // Index of the bitmap in the bitmap array (-1 = no bitmap)
bool drawBitmapOnly; // Draw only the bitmap and not the text
bool drawBorder; // Should a border be drawn around this menu (usually if we only have a bitmap, we don't want a border)
bool isSubmenu;
//This is the gui control that renders our popup
GuiPopupMenuTextListCtrl *mTextList;
public:
PopupMenu();
virtual ~PopupMenu();
DECLARE_CONOBJECT(PopupMenu);
static void initPersistFields();
virtual bool onAdd();
virtual void onRemove();
static PopupMenuEvent smPopupMenuEvent;
static bool smSelectionEventHandled; /// Set to true if any menu or submenu handles a selection event
/// pass NULL for @p title to insert a separator
/// returns the menu item's ID, or -1 on failure.
/// implementd on a per-platform basis.
/// TODO: factor out common code
S32 insertItem(S32 pos, const char *title, const char* accelerator, const char* cmd);
/// Sets the name title and accelerator for
/// an existing item.
bool setItem(S32 pos, const char *title, const char* accelerator, const char* cmd);
/// pass NULL for @p title to insert a separator
/// returns the menu item's ID, or -1 on failure.
/// adds the submenu to the mSubmenus vector.
/// implemented on a per-platform basis.
/// TODO: factor out common code
S32 insertSubMenu(S32 pos, const char *title, PopupMenu *submenu);
/// remove the menu item at @p itemPos
/// if the item has a submenu, it is removed from the mSubmenus list.
/// implemented on a per-platform basis.
/// TODO: factor out common code
void removeItem(S32 itemPos);
/// implemented on a per-platform basis.
void enableItem(S32 pos, bool enable);
/// implemented on a per-platform basis.
void checkItem(S32 pos, bool checked);
/// All items at positions firstPos through lastPos are unchecked, and the
/// item at checkPos is checked.
/// implemented on a per-platform basis.
void checkRadioItem(S32 firstPos, S32 lastPos, S32 checkPos);
bool isItemChecked(S32 pos);
/// Returns the number of items in the menu.
U32 getItemCount();
//-----------------------------------------------------------------------------
/// Displays this menu as a popup menu and blocks until the user has selected
/// an item.
/// @param canvas the owner to show this popup associated with
/// @param x window local x coordinate at which to display the popup menu
/// @param y window local y coordinate at which to display the popup menu
/// implemented on a per-platform basis.
void showPopup(GuiCanvas *owner, S32 x = -1, S32 y = -1);
void hidePopup();
void hidePopupSubmenus();
/// Returns true iff this menu contains an item that matches @p iD.
/// implemented on a per-platform basis.
/// TODO: factor out common code
bool canHandleID(U32 iD);
/// A menu item in this menu has been selected by id.
/// Submenus are given a chance to respond to the command first.
/// If no submenu can handle the command id, this menu handles it.
/// The script callback this::onSelectItem( position, text) is called.
/// If @p text is null, then the text arg passed to script is the text of
/// the selected menu item.
/// implemented on a per-platform basis.
/// TODO: factor out common code
bool handleSelect(U32 command, const char *text = NULL);
void onMenuSelect();
/// Helper function to allow menu selections from signal events.
/// Wraps canHandleID() and handleSelect() in one function
/// without changing their internal functionality, so
/// it should work regardless of platform.
void handleSelectEvent(U32 popID, U32 command);
virtual bool onMessageReceived(StringTableEntry queue, const char* event, const char* data );
virtual bool onMessageObjectReceived(StringTableEntry queue, Message *msg );
bool isVisible() { return visible; }
void setVisible(bool isVis) { visible = isVis; }
GuiMenuBar* getMenuBarCtrl();
};
#endif // _POPUPMENU_H_