mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
1060 lines
32 KiB
C++
1060 lines
32 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "guiGameSettingsCtrl.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "console/script.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gui/containers/guiScrollCtrl.h"
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#include "core/strings/stringUnit.h"
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#include "gui/core/guiDefaultControlRender.h"
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#include "console/typeValidators.h"
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//-----------------------------------------------------------------------------
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// GuiGameSettingsCtrl
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//-----------------------------------------------------------------------------
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GuiGameSettingsCtrl::GuiGameSettingsCtrl() :
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mLabel(StringTable->EmptyString()),
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mScriptCallback(StringTable->EmptyString()),
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mTooltip(StringTable->EmptyString()),
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mEnabled(true),
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mSelected(false),
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mSelectedOption(0),
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mWrapOptions(false),
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mMode(Mode::Default),
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mValue(0),
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mStepSize(1),
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mRange(Point2F(0, 1)),
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mCallbackOnInputs(false),
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mConsumeKeyInputEvents(false),
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mArrowSize(30),
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mColumnSplit(250),
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mRightPad(20)
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{
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VECTOR_SET_ASSOCIATION(mOptions);
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// initialize the control callbacks
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mCallbackOnA = StringTable->EmptyString();
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mCallbackOnB = mCallbackOnA;
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mCallbackOnX = mCallbackOnA;
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mCallbackOnY = mCallbackOnA;
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}
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GuiGameSettingsCtrl::~GuiGameSettingsCtrl()
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{
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mOptions.clear();
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}
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void GuiGameSettingsCtrl::onMouseMove(const GuiEvent& event)
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{
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//check if we're inside an arrow/slider/etc and kick a highlight action
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Parent::onMouseMove(event);
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}
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void GuiGameSettingsCtrl::onMouseUp(const GuiEvent& event)
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{
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Parent::onMouseUp(event);
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if (isEnabled())
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{
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if (mMode == Mode::Default)
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{
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activate();
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}
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else if (mMode == Mode::OptionList)
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{
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S32 xPos = globalToLocalCoord(event.mousePoint).x;
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clickOption(xPos);
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}
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else if (mMode == Mode::Slider)
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{
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S32 xPos = globalToLocalCoord(event.mousePoint).x;
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clickSlider(xPos);
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}
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else if (mMode == Mode::Keybind)
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{
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S32 xPos = globalToLocalCoord(event.mousePoint).x;
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clickKeybind(xPos);
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}
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}
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}
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void GuiGameSettingsCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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GFXDrawUtil* drawUtil = GFX->getDrawUtil();
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F32 xScale = (float) getWidth();
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S32 height = getHeight();
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Point2I currentOffset = offset;
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Point2I extent = getExtent();
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Point2I textOffset(mProfile->mTextOffset.x * xScale, mProfile->mTextOffset.y);
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Point2I textExtent(mColumnSplit, height);
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Point2I iconExtent, iconOffset(0.0f, 0.0f);
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bool highlight = mHighlighted;
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ColorI fontColor = mActive ? (highlight ? mProfile->mFontColorHL : mProfile->mFontColor) : mProfile->mFontColorNA;
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ColorI fillColor = mActive ? (highlight ? mProfile->mFillColorHL : mProfile->mFillColor) : mProfile->mFillColorNA;
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ColorI borderColor = mActive ? (highlight ? mProfile->mBorderColorHL : mProfile->mBorderColor) : mProfile->mBorderColorNA;
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RectI boundsRect(offset, getExtent());
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if (!mHasTheme)
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{
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if (mProfile->mBorder != 0)
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renderFilledBorder(boundsRect, borderColor, fillColor, mProfile->mBorderThickness);
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else
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GFX->getDrawUtil()->drawRectFill(boundsRect, fillColor);
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}
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else
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{
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S32 indexMultiplier = 1;
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if (!mActive)
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indexMultiplier = 4;
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else if (mDepressed || mStateOn)
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indexMultiplier = 2;
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else if (mHighlighted)
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indexMultiplier = 3;
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renderSizableBitmapBordersFilled(boundsRect, indexMultiplier, mProfile);
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}
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// render the text
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drawUtil->setBitmapModulation(fontColor);
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renderJustifiedText(currentOffset + textOffset, textExtent, mLabel);
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if (mMode == Mode::OptionList)
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{
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onRenderListOption(currentOffset);
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}
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else if (mMode == Mode::Slider)
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{
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onRenderSliderOption(currentOffset);
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}
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else if (mMode == Mode::Keybind)
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{
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onRenderKeybindOption(currentOffset);
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}
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renderChildControls(offset, updateRect);
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}
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void GuiGameSettingsCtrl::onRenderListOption(Point2I currentOffset)
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{
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F32 xScale = (float)getWidth();
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S32 height = getHeight();
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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Point2I arrowOffset;
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S32 arrowOffsetY = 0;
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bool hasOptions = (mOptions.size() > 0) && mSelectedOption > -1;
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if (hasOptions)
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{
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// do we render the left or right arrows?
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bool arrowOnL = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption > 0));
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bool arrowOnR = (isSelected() || isHighlighted()) && (mWrapOptions || (mSelectedOption < mOptions.size() - 1));
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if (arrowOnL)
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{
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if (getPreviousBitmap())
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{
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arrowOffset.x = currentOffset.x + mColumnSplit;
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arrowOffset.y = currentOffset.y + arrowOffsetY;
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drawer->clearBitmapModulation();
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drawer->drawBitmapStretch(getPreviousBitmap(), RectI(arrowOffset, Point2I(mArrowSize, mArrowSize)), GFXBitmapFlip_None, GFXTextureFilterLinear, false);
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}
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else
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{
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arrowOffset.x = currentOffset.x + mColumnSplit;
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arrowOffset.y = currentOffset.y + height / 2;
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drawer->clearBitmapModulation();
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drawer->drawLine(arrowOffset, Point2I(arrowOffset.x + mArrowSize, currentOffset.y), ColorI::WHITE);
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drawer->drawLine(arrowOffset, Point2I(arrowOffset.x + mArrowSize, currentOffset.y + height), ColorI::WHITE);
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}
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}
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if (arrowOnR)
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{
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if (getNextBitmap())
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{
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arrowOffset.x = currentOffset.x + getWidth() - mRightPad - mArrowSize;
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arrowOffset.y = currentOffset.y + arrowOffsetY;
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drawer->clearBitmapModulation();
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drawer->drawBitmapStretch(getNextBitmap(), RectI(arrowOffset, Point2I(mArrowSize, mArrowSize)), GFXBitmapFlip_None, GFXTextureFilterLinear, false);
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}
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else
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{
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arrowOffset.x = currentOffset.x + getWidth() - mRightPad;
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arrowOffset.y = currentOffset.y + height / 2;
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drawer->clearBitmapModulation();
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drawer->drawLine(arrowOffset, Point2I(arrowOffset.x - mArrowSize, currentOffset.y), ColorI::WHITE);
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drawer->drawLine(arrowOffset, Point2I(arrowOffset.x - mArrowSize, currentOffset.y + height), ColorI::WHITE);
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}
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}
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// get the appropriate font color
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ColorI fontColor;
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if (!mEnabled)
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{
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fontColor = mProfile->mFontColorNA;
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}
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else if (isSelected())
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{
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fontColor = mProfile->mFontColorSEL;
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}
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else if (isHighlighted())
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{
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fontColor = mProfile->mFontColorHL;
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}
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else
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{
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fontColor = mProfile->mFontColor;
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}
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// calculate text to be at the center between the arrows
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GFont* font = mProfile->mFont;
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StringTableEntry text = mOptions[mSelectedOption].mDisplayText;
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S32 textWidth = font->getStrWidth(text);
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S32 columnWidth = xScale - mRightPad - mColumnSplit;
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S32 columnCenter = mColumnSplit + (columnWidth >> 1);
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S32 textStartX = columnCenter - (textWidth >> 1);
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Point2I textOffset(textStartX, 0);
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// render the option text itself
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Point2I textExtent(columnWidth, height);
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drawer->setBitmapModulation(fontColor);
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renderJustifiedText(currentOffset + Point2I(mColumnSplit, 0), textExtent, text);
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}
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}
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void GuiGameSettingsCtrl::onRenderSliderOption(Point2I currentOffset)
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{
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S32 height = getHeight();
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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//Point2I arrowOffset;
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S32 columnSplit = mColumnSplit;
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//Draw the slider bar
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RectI sliderRect;
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S32 sliderOffset = 5;
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RectI optionRect;
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sliderRect.point.x = currentOffset.x + columnSplit + mArrowSize;
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sliderRect.point.y = currentOffset.y + sliderOffset;
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sliderRect.extent.x = (currentOffset.x + getWidth() - mRightPad - mArrowSize) - sliderRect.point.x;
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sliderRect.extent.y = height - sliderOffset*2;
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optionRect = sliderRect;
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S32 textWidth = sliderRect.extent.x * 0.3;
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sliderRect.extent.x -= textWidth;
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//Now adjust the bar to match-to our value
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S32 barStart = sliderRect.point.x;
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S32 barEnd = sliderRect.point.x + sliderRect.extent.x;
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S32 xPosFill = (((mValue - mRange.x) * (barEnd - barStart)) / (mRange.y - mRange.x)) + barStart;
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RectI fillRect = sliderRect;
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fillRect.extent.x = xPosFill - sliderRect.point.x;
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ColorI barColor;
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ColorI barOutlineColor;
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if (isSelected())
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{
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barColor = mProfile->mFontColor;
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barOutlineColor = mProfile->mFontColorSEL;
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}
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else
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{
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barColor = mProfile->mFontColor;
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barOutlineColor = mProfile->mFontColorHL;
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}
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drawer->drawRectFill(fillRect, barColor);
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drawer->drawRect(sliderRect, barOutlineColor);
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// get the appropriate font color
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ColorI fontColor;
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if (!mEnabled)
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{
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fontColor = mProfile->mFontColorNA;
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}
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else if (isSelected())
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{
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fontColor = mProfile->mFontColorSEL;
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}
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else if (isHighlighted())
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{
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fontColor = mProfile->mFontColorHL;
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}
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else
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{
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fontColor = mProfile->mFontColor;
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}
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char stringVal[32];
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dSprintf(stringVal, 32, "%.1f", mValue);
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//S32 stringWidth = font->getStrWidth(stringVal); //adaptive width
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Point2I textOffset(sliderRect.point.x + sliderRect.extent.x, 0);
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// render the option text itself
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Point2I textExtent(textWidth, height);
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RectI textRect = optionRect;
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textRect.point.x = sliderRect.point.x + sliderRect.extent.x;
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textRect.extent.x = optionRect.extent.x * 0.3;
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drawer->setBitmapModulation(fontColor);
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renderJustifiedText(textRect.point, textRect.extent, stringVal);
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//drawer->drawRectFill(textRect, ColorI::RED);
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}
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void GuiGameSettingsCtrl::onRenderKeybindOption(Point2I currentOffset)
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{
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S32 columnSplit = mColumnSplit;
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S32 height = getHeight();
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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//drawer->drawBitmap(mBitmap, )
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Point2I button;
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button.x = currentOffset.x + columnSplit + (columnSplit / 2.5)/* + (optionWidth / 2)*/;
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button.y = currentOffset.y;
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Point2I buttonSize;
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buttonSize.x = height;
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buttonSize.y = height;
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if (getKeybindBitmap())
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{
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RectI rect(button, buttonSize);
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drawer->clearBitmapModulation();
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drawer->drawBitmapStretch(getKeybindBitmap(), rect, GFXBitmapFlip_None, GFXTextureFilterLinear, false);
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}
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//drawer->drawRectFill(button, ColorI::BLUE);
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}
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void GuiGameSettingsCtrl::set(const char* label, const char* callback, bool useHighlightIcon, bool enabled, S32 mode, const char* tooltip)
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{
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mScriptCallback = (dStrlen(callback) > 0) ? StringTable->insert(callback, true) : NULL;
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mEnabled = enabled;
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mMode = (Mode)mode;
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mTooltip = StringTable->insert(tooltip);
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mLabel = StringTable->insert(label, true);
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}
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void GuiGameSettingsCtrl::setListSetting(const char* label, const char* optionsList, bool wrapOptions, const char* callback, bool enabled, const char* tooltip, const char* defaultValue)
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{
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static StringTableEntry DELIM = StringTable->insert("\t", true);
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Vector<OptionEntry> options(__FILE__, __LINE__);
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S32 defaultOption = 0;
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S32 count = StringUnit::getUnitCount(optionsList, DELIM);
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for (S32 i = 0; i < count; ++i)
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{
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OptionEntry e;
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const char* option = StringUnit::getUnit(optionsList, i, DELIM);
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e.mDisplayText = StringTable->insert(option, true);
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e.mKeyString = e.mDisplayText;
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options.push_back(e);
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if (String::compare(option, defaultValue) == 0)
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defaultOption = options.size() - 1;
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}
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mOptions = options;
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bool hasOptions = mOptions.size() > 0;
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mSelectedOption = (hasOptions) ? defaultOption : NO_OPTION;
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mWrapOptions = wrapOptions;
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set(label, callback, true, (hasOptions) ? enabled : false, Mode::OptionList, tooltip);
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}
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void GuiGameSettingsCtrl::setSliderSetting(const char* label, F32 defaultValue, F32 increments, Point2F range, const char* callback, bool enabled, const char* tooltip)
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{
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static StringTableEntry DELIM = StringTable->insert("\t", true);
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mValue = defaultValue;
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mStepSize = increments;
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mRange = range;
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set(label, callback, true, enabled, Mode::Slider, tooltip);
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}
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void GuiGameSettingsCtrl::setKeybindSetting(const char* label, const char* bitmapName, const char* callback, bool enabled, const char* tooltip)
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{
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static StringTableEntry DELIM = StringTable->insert("\t", true);
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_setKeybindBitmap(StringTable->insert(bitmapName));
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//if(mBitmap != StringTable->EmptyString())
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// mBitmapTex.set(mBitmap, &GFXDefaultGUIProfile, avar("%s() - mTextureObject (line %d)", __FUNCTION__, __LINE__));
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set(label, callback, true, enabled, Mode::Keybind, tooltip);
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}
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bool GuiGameSettingsCtrl::onAdd()
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{
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if( !Parent::onAdd() )
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return false;
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return true;
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}
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bool GuiGameSettingsCtrl::onWake()
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{
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if( !Parent::onWake() )
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return false;
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return true;
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}
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void GuiGameSettingsCtrl::onSleep()
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{
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Parent::onSleep();
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}
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void GuiGameSettingsCtrl::activate()
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{
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if(isSelected() && isEnabled() && (mScriptCallback != StringTable->EmptyString()))
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{
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setThisControl();
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if (Con::isFunction(mScriptCallback))
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{
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Con::executef(mScriptCallback);
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}
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}
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}
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void GuiGameSettingsCtrl::setSelected()
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{
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if (!isEnabled())
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return;
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mSelected = true;
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}
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bool GuiGameSettingsCtrl::isEnabled() const
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{
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return mEnabled;
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}
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void GuiGameSettingsCtrl::setEnabled(bool enabled)
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{
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mEnabled = enabled;
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}
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void GuiGameSettingsCtrl::doScriptCommand(StringTableEntry command)
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{
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if (command && command[0])
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{
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setThisControl();
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Con::evaluate(command, false, __FILE__);
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}
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}
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void GuiGameSettingsCtrl::setThisControl()
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{
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smThisControl = this;
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}
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StringTableEntry GuiGameSettingsCtrl::getLabel() const
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{
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return mLabel;
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}
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void GuiGameSettingsCtrl::setLabel( const char * label)
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{
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mLabel = StringTable->insert(label, true);
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}
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void GuiGameSettingsCtrl::clear()
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{
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mOptions.clear();
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}
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//-----------------------------------------------------------------------------
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// Console stuff (GuiGameSettingsCtrl)
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//-----------------------------------------------------------------------------
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StringTableEntry GuiGameSettingsCtrl::getCurrentOption() const
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{
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if (mSelectedOption != NO_OPTION && !mOptions.empty())
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{
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return mOptions[mSelectedOption].mDisplayText;
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}
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return StringTable->insert("", false);
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}
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StringTableEntry GuiGameSettingsCtrl::getCurrentOptionKey() const
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{
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if (mSelectedOption != NO_OPTION)
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{
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return mOptions[mSelectedOption].mKeyString;
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}
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|
|
return StringTable->insert("", false);
|
|
}
|
|
|
|
S32 GuiGameSettingsCtrl::getCurrentOptionIndex() const
|
|
{
|
|
if (mSelectedOption != NO_OPTION)
|
|
{
|
|
return mSelectedOption;
|
|
}
|
|
|
|
return S32(-1);
|
|
}
|
|
|
|
bool GuiGameSettingsCtrl::selectOption(const char* theOption)
|
|
{
|
|
for (Vector<OptionEntry>::iterator anOption = mOptions.begin(); anOption < mOptions.end(); ++anOption)
|
|
{
|
|
if (String::compare((*anOption).mDisplayText, theOption) == 0)
|
|
{
|
|
S32 newIndex = anOption - mOptions.begin();
|
|
mSelectedOption = newIndex;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GuiGameSettingsCtrl::selectOptionByKey(const char* optionKey)
|
|
{
|
|
for (Vector<OptionEntry>::iterator anOption = mOptions.begin(); anOption < mOptions.end(); ++anOption)
|
|
{
|
|
if (String::compare((*anOption).mKeyString, optionKey) == 0)
|
|
{
|
|
S32 newIndex = anOption - mOptions.begin();
|
|
mSelectedOption = newIndex;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GuiGameSettingsCtrl::selectOptionByIndex(S32 optionIndex)
|
|
{
|
|
if (optionIndex < mOptions.size() && optionIndex >= 0)
|
|
{
|
|
mSelectedOption = optionIndex;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void GuiGameSettingsCtrl::setOptions(const char* optionsList)
|
|
{
|
|
static StringTableEntry DELIM = StringTable->insert("\t", true);
|
|
|
|
S32 count = StringUnit::getUnitCount(optionsList, DELIM);
|
|
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;
|
|
mOptions[i] = e;
|
|
}
|
|
|
|
if (mSelectedOption >= mOptions.size())
|
|
{
|
|
mSelectedOption = mOptions.size() - 1;
|
|
}
|
|
}
|
|
|
|
void GuiGameSettingsCtrl::addOption(const char* displayText, const char* keyText)
|
|
{
|
|
OptionEntry e;
|
|
e.mDisplayText = StringTable->insert(displayText, true);
|
|
e.mKeyString = (keyText[0] == '\0') ? e.mDisplayText : StringTable->insert(keyText, true);
|
|
|
|
mOptions.push_back(e);
|
|
}
|
|
|
|
void GuiGameSettingsCtrl::clickOption(S32 xPos)
|
|
{
|
|
S32 leftArrowX1 = mColumnSplit;
|
|
S32 leftArrowX2 = leftArrowX1 + mArrowSize;
|
|
|
|
S32 rightArrowX2 = getWidth() - mRightPad;
|
|
S32 rightArrowX1 = rightArrowX2 - mArrowSize;
|
|
|
|
if ((leftArrowX1 <= xPos) && (xPos <= leftArrowX2))
|
|
{
|
|
changeOption(-1);
|
|
}
|
|
else if ((rightArrowX1 <= xPos) && (xPos <= rightArrowX2))
|
|
{
|
|
changeOption(1);
|
|
}
|
|
}
|
|
|
|
void GuiGameSettingsCtrl::changeOption(S32 delta)
|
|
{
|
|
S32 optionCount = mOptions.size();
|
|
|
|
S32 newSelection = mSelectedOption + delta;
|
|
if (optionCount == 0)
|
|
{
|
|
newSelection = NO_OPTION;
|
|
}
|
|
else if (!mWrapOptions)
|
|
{
|
|
newSelection = mClamp(newSelection, 0, optionCount - 1);
|
|
}
|
|
else if (newSelection < 0)
|
|
{
|
|
newSelection = optionCount - 1;
|
|
}
|
|
else if (newSelection >= optionCount)
|
|
{
|
|
newSelection = 0;
|
|
}
|
|
mSelectedOption = newSelection;
|
|
|
|
if (mMode == GuiGameSettingsCtrl::Slider)
|
|
{
|
|
mValue += mStepSize * delta;
|
|
|
|
mValue = mRound(mValue / mStepSize) * mStepSize;
|
|
|
|
if (mValue < mRange.x)
|
|
mValue = mRange.x;
|
|
if (mValue > mRange.y)
|
|
mValue = mRange.y;
|
|
}
|
|
|
|
static StringTableEntry LEFT = StringTable->insert("LEFT", true);
|
|
static StringTableEntry RIGHT = StringTable->insert("RIGHT", true);
|
|
|
|
onChange_callback();
|
|
|
|
if (mScriptCallback != NULL && (mSelectedOption != NO_OPTION && mMode != GuiGameSettingsCtrl::Slider))
|
|
{
|
|
setThisControl();
|
|
StringTableEntry direction = StringTable->EmptyString();
|
|
if (delta < 0)
|
|
{
|
|
direction = LEFT;
|
|
}
|
|
else if (delta > 0)
|
|
{
|
|
direction = RIGHT;
|
|
}
|
|
if ((direction != StringTable->EmptyString()) && (Con::isFunction(mScriptCallback)))
|
|
{
|
|
Con::executef(mScriptCallback, direction);
|
|
}
|
|
}
|
|
}
|
|
IMPLEMENT_CONOBJECT(GuiGameSettingsCtrl);
|
|
|
|
void GuiGameSettingsCtrl::clickSlider(S32 xPos)
|
|
{
|
|
RectI sliderRect;
|
|
|
|
S32 sliderOffset = 5;
|
|
S32 height = getHeight();
|
|
|
|
RectI optionRect;
|
|
|
|
sliderRect.point.x = mColumnSplit + mArrowSize;
|
|
sliderRect.point.y = sliderOffset;
|
|
|
|
sliderRect.extent.x = (getWidth() - mRightPad - mArrowSize) - sliderRect.point.x;
|
|
sliderRect.extent.y = height - sliderOffset * 2;
|
|
|
|
optionRect = sliderRect;
|
|
|
|
S32 textWidth = sliderRect.extent.x * 0.3;
|
|
sliderRect.extent.x -= textWidth;
|
|
|
|
//Now adjust the bar to match-to our value
|
|
|
|
S32 barStart = sliderRect.point.x;
|
|
S32 barEnd = sliderRect.point.x + sliderRect.extent.x;
|
|
|
|
if (xPos >= barStart && xPos <= barEnd)
|
|
{
|
|
//find the position
|
|
F32 newValue = (((xPos - barStart) * (mRange.y - mRange.x)) / (barEnd - barStart)) + mRange.x;
|
|
|
|
newValue = mRound(newValue / mStepSize) * mStepSize;
|
|
|
|
mValue = newValue;
|
|
}
|
|
|
|
onChange_callback();
|
|
}
|
|
|
|
void GuiGameSettingsCtrl::clickKeybind(S32 xPos)
|
|
{
|
|
S32 height = getHeight();
|
|
S32 width = getWidth();
|
|
|
|
RectI rect(Point2I::Zero, Point2I(width, height));
|
|
|
|
onChange_callback();
|
|
|
|
if (rect.pointInRect(Point2I(xPos, getHeight()/2)))
|
|
{
|
|
if (mScriptCallback != StringTable->EmptyString())
|
|
{
|
|
Con::executef(mScriptCallback, this);
|
|
}
|
|
}
|
|
}
|
|
|
|
F32 GuiGameSettingsCtrl::getValue()
|
|
{
|
|
return mValue;
|
|
}
|
|
|
|
void GuiGameSettingsCtrl::setValue(F32 value)
|
|
{
|
|
mValue = value;
|
|
}
|
|
|
|
F32 GuiGameSettingsCtrl::getIncrement()
|
|
{
|
|
return mStepSize;
|
|
}
|
|
|
|
Point2F GuiGameSettingsCtrl::getRange()
|
|
{
|
|
return mRange;
|
|
}
|
|
|
|
const char* GuiGameSettingsCtrl::getTooltip()
|
|
{
|
|
return mTooltip;
|
|
}
|
|
|
|
ConsoleDocClass( GuiGameSettingsCtrl,
|
|
"@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 GuiGameSettingsCtrl()\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 GuiGameSettingsProfile\n\n"
|
|
|
|
"@ingroup GuiGame"
|
|
);
|
|
|
|
IMPLEMENT_CALLBACK( GuiGameSettingsCtrl, onChange, void, (), (),
|
|
"Called when the setting's value changes." );
|
|
|
|
IMPLEMENT_CALLBACK(GuiGameSettingsCtrl, 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(GuiGameSettingsCtrl, 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 GuiGameSettingsCtrl::initPersistFields()
|
|
{
|
|
docsURL;
|
|
INITPERSISTFIELD_IMAGEASSET(KeybindBitmap, GuiGameSettingsCtrl, "Bitmap used to display the bound key for this keybind option.");
|
|
INITPERSISTFIELD_IMAGEASSET(PreviousBitmap, GuiGameSettingsCtrl, "Bitmap used for the previous button when in list mode.");
|
|
INITPERSISTFIELD_IMAGEASSET(NextBitmap, GuiGameSettingsCtrl, "Bitmap used for the next button when in list mode.");
|
|
|
|
addFieldV("arrowSize", TypeRangedS32, Offset(mArrowSize, GuiGameSettingsCtrl), &CommonValidators::PositiveInt,
|
|
"Size of the arrow buttons' extents");
|
|
|
|
addFieldV("columnSplit", TypeRangedS32, Offset(mColumnSplit, GuiGameSettingsCtrl), &CommonValidators::NaturalNumber,
|
|
"Position of the split between the leftside label and the rightside setting parts");
|
|
|
|
addFieldV("rightPad", TypeRangedS32, Offset(mRightPad, GuiGameSettingsCtrl), &CommonValidators::NaturalNumber,
|
|
"Padding between the rightmost edge of the control and right arrow.");
|
|
|
|
addField("callbackOnA", TypeString, Offset(mCallbackOnA, GuiGameSettingsCtrl),
|
|
"Script callback when the 'A' button is pressed. 'A' inputs are Keyboard: A, Return, Space; Gamepad: A, Start" );
|
|
|
|
addField("callbackOnB", TypeString, Offset(mCallbackOnB, GuiGameSettingsCtrl),
|
|
"Script callback when the 'B' button is pressed. 'B' inputs are Keyboard: B, Esc, Backspace, Delete; Gamepad: B, Back" );
|
|
|
|
addField("callbackOnX", TypeString, Offset(mCallbackOnX, GuiGameSettingsCtrl),
|
|
"Script callback when the 'X' button is pressed. 'X' inputs are Keyboard: X; Gamepad: X" );
|
|
|
|
addField("callbackOnY", TypeString, Offset(mCallbackOnY, GuiGameSettingsCtrl),
|
|
"Script callback when the 'Y' button is pressed. 'Y' inputs are Keyboard: Y; Gamepad: Y" );
|
|
|
|
addField("callbackOnInputs", TypeBool, Offset(mCallbackOnInputs, GuiGameSettingsCtrl),
|
|
"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, GuiGameSettingsCtrl),
|
|
"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( GuiGameSettingsCtrl, isEnabled, bool, (),,
|
|
"Determines if the control is enabled or disabled.\n\n"
|
|
"@return True if the control is enabled. False if the control is not enabled." )
|
|
{
|
|
return object->isEnabled();
|
|
}
|
|
|
|
DefineEngineMethod( GuiGameSettingsCtrl, setEnabled, void, ( bool enabled ),,
|
|
"Sets the control's enabled status according to the given parameters.\n\n"
|
|
"@param enabled Indicate true to enable the control or false to disable it." )
|
|
{
|
|
object->setEnabled( enabled );
|
|
}
|
|
|
|
DefineEngineMethod( GuiGameSettingsCtrl, activate, void, (),,
|
|
"Activates the control. The script callback of the control will be called (if it has one)." )
|
|
{
|
|
object->activate();
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, getLabel, const char *, (),,
|
|
"Gets the label displayed.\n\n"
|
|
"@return The label." )
|
|
{
|
|
return object->getLabel();
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, setLabel, void, ( const char* label ),,
|
|
"Sets the label.\n\n"
|
|
"@param label Text to set as the label.\n" )
|
|
{
|
|
object->setLabel(label );
|
|
}
|
|
|
|
DefineEngineMethod( GuiGameSettingsCtrl, setSelected, void, (),,
|
|
"Sets the control as selected. Can only select enabled controls." )
|
|
{
|
|
object->setSelected();
|
|
}
|
|
|
|
DefineEngineMethod( GuiGameSettingsCtrl, getSelected, bool, (),,
|
|
"Gets if the control is currently selected.\n\n"
|
|
"@return if the control is selected." )
|
|
{
|
|
return object->isSelected();
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, clear, void, (), ,
|
|
"Clears the current options.\n\n")
|
|
{
|
|
return object->clear();
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, getMode, S32, (), ,
|
|
"Gets this control's options mode.\n\n")
|
|
{
|
|
GuiGameSettingsCtrl::Mode mode = object->getMode();
|
|
if (mode == GuiGameSettingsCtrl::Mode::OptionList)
|
|
return 0;
|
|
else if (mode == GuiGameSettingsCtrl::Mode::Slider)
|
|
return 1;
|
|
else if (mode == GuiGameSettingsCtrl::Mode::Keybind)
|
|
return 2;
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, setListSetting, void,
|
|
(const char* label, const char* options, bool wrapOptions, const char* callback, bool enabled, const char* tooltip, const char* defaultValue),
|
|
(true, "", ""),
|
|
"Sets this setting to a list.\n\n"
|
|
"@param label The text to display 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 control is activated.\n"
|
|
"@param enabled [optional] If this control is initially enabled.")
|
|
{
|
|
object->setListSetting(label, options, wrapOptions, callback, enabled, tooltip, defaultValue);
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, setSliderSetting, void,
|
|
(const char* label, F32 defaultValue, F32 increment, Point2F range, const char* callback, bool enabled, const char* tooltip),
|
|
(true, ""),
|
|
"Sets this setting to a slider.\n\n"
|
|
"@param label The text to display 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 control is activated.\n"
|
|
"@param enabled [optional] If this control is initially enabled.")
|
|
{
|
|
object->setSliderSetting(label, defaultValue, increment, range, callback, enabled, tooltip);
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, setKeybindSetting, void,
|
|
(const char* label, const char* bitmapName, const char* callback, bool enabled, const char* tooltip),
|
|
(true, ""),
|
|
"Sets this setting to a keybind.\n\n"
|
|
"@param label The text to display 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 control is activated.\n"
|
|
"@param enabled [optional] If this control is initially enabled.")
|
|
{
|
|
object->setKeybindSetting(label, bitmapName, callback, enabled, tooltip);
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, getCurrentOption, const char*, (), ,
|
|
"Gets the text for the currently selected option .\n\n"
|
|
"@return A string representing the text currently displayed as the selected option. If there is no such displayed text then the empty string is returned.")
|
|
{
|
|
return object->getCurrentOption();
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, getCurrentOptionKey, const char*, (), ,
|
|
"Gets the key string for the currently selected option.\n\n"
|
|
"@return The key (or id) that was assigned to the selected option. If there is no selected option then the empty string is returned.")
|
|
{
|
|
return object->getCurrentOptionKey();
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, getCurrentOptionIndex, S32, (), ,
|
|
"Gets the index into the option list for the currently selected option.\n\n"
|
|
"@return The index of the selected option. If there is no selected option then -1 is returned.")
|
|
{
|
|
return object->getCurrentOptionIndex();
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, selectOption, bool, (const char* option), ,
|
|
"Set the control's current option to the one specified\n\n"
|
|
"@param option The option to be made active.\n"
|
|
"@return True if the control contained the option and was set, false otherwise.")
|
|
{
|
|
return object->selectOption(option);
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, selectOptionByKey, bool, (const char* optionKey), ,
|
|
"Set the control's current option to the one with the specified key.\n\n"
|
|
"@param optionKey The key string that was assigned to the option to be made active.\n"
|
|
"@return True if the control contained the key and the option and was set, false otherwise.")
|
|
{
|
|
return object->selectOptionByKey(optionKey);
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, selectOptionByIndex, bool, (S32 optionIndex), ,
|
|
"Set the control's current option to the one at the specified index.\n\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(optionIndex);
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, setOptions, void, (const char* optionsList), ,
|
|
"Sets the list of options on the given control.\n\n"
|
|
"@param optionsList A tab separated list of options for the control.")
|
|
{
|
|
object->setOptions(optionsList);
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, addOption, void, (const char* displayText, const char* keyText), (""),
|
|
"Adds an option to the list of options on the given control.\n\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(displayText, keyText);
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, getValue, F32, (), ,
|
|
"Gets the value of the slider on the given control.")
|
|
{
|
|
return object->getValue();
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, setValue, void, (F32 value), ,
|
|
"Sets the value of the slider on the given control.")
|
|
{
|
|
object->setValue(value);
|
|
}
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|
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DefineEngineMethod(GuiGameSettingsCtrl, getIncrement, F32, (), ,
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|
"Gets the increment amount of the slider on a given control.")
|
|
{
|
|
return object->getIncrement();
|
|
}
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|
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DefineEngineMethod(GuiGameSettingsCtrl, getRange, Point2F, (), ,
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|
"Gets the min and max values for the range of the slider on a given control.")
|
|
{
|
|
return object->getRange();
|
|
}
|
|
|
|
DefineEngineMethod(GuiGameSettingsCtrl, getTooltip, const char*, (), ,
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|
"Gets the tooltip on the given control.")
|
|
{
|
|
return object->getTooltip();
|
|
}
|