mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
Many instances of a function or expression being used repeatedly, which can lower performance. Fixed it in these cases by creating on local var, reference or pointer that's used instead.
880 lines
26 KiB
C++
880 lines
26 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 "guiGameListMenuCtrl.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDrawUtil.h"
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//-----------------------------------------------------------------------------
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// GuiGameListMenuCtrl
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//-----------------------------------------------------------------------------
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GuiGameListMenuCtrl::GuiGameListMenuCtrl()
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: mSelected(NO_ROW),
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mHighlighted(NO_ROW),
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mDebugRender(false)
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{
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VECTOR_SET_ASSOCIATION(mRows);
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// initialize the control callbacks
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mCallbackOnA = StringTable->insert("");
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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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GuiGameListMenuCtrl::~GuiGameListMenuCtrl()
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{
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for (S32 i = 0; i < mRows.size(); ++i)
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{
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delete mRows[i];
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}
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}
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void GuiGameListMenuCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
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GFXDrawUtil* drawUtil = GFX->getDrawUtil();
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F32 xScale = (float) getWidth() / profile->getRowWidth();
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bool profileHasIcons = profile->hasArrows();
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S32 rowHeight = profile->getRowHeight();
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Point2I currentOffset = offset;
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Point2I extent = getExtent();
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Point2I rowExtent(extent.x, rowHeight);
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Point2I textOffset(profile->mTextOffset.x * xScale, profile->mTextOffset.y);
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Point2I textExtent(extent.x - textOffset.x, rowHeight);
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Point2I iconExtent, iconOffset(0.0f, 0.0f);
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if (profileHasIcons)
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{
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iconExtent = profile->getIconExtent();
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// icon is centered vertically plus any specified offset
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S32 iconOffsetY = (rowHeight - iconExtent.y) >> 1;
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iconOffsetY += profile->mIconOffset.y;
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iconOffset = Point2I(profile->mIconOffset.x * xScale, iconOffsetY);
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}
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for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
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{
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if (row != mRows.begin())
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{
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// rows other than the first can have padding above them
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currentOffset.y += (*row)->mHeightPad;
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currentOffset.y += rowHeight;
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}
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// select appropriate colors and textures
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ColorI fontColor;
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U32 buttonTextureIndex;
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S32 iconIndex = (*row)->mIconIndex;
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bool useHighlightIcon = (*row)->mUseHighlightIcon;
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if (! (*row)->mEnabled)
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{
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buttonTextureIndex = Profile::TEX_DISABLED;
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fontColor = profile->mFontColorNA;
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}
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else if (row == &mRows[mSelected])
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{
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if (iconIndex != NO_ICON)
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{
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iconIndex++;
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}
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buttonTextureIndex = Profile::TEX_SELECTED;
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fontColor = profile->mFontColorSEL;
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}
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else if ((mHighlighted != NO_ROW) && (row == &mRows[mHighlighted]))
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{
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if (iconIndex != NO_ICON && useHighlightIcon)
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{
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iconIndex++;
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}
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buttonTextureIndex = Profile::TEX_HIGHLIGHT;
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fontColor = profile->mFontColorHL;
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}
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else
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{
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buttonTextureIndex = Profile::TEX_NORMAL;
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fontColor = profile->mFontColor;
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}
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// render the row bitmap
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drawUtil->clearBitmapModulation();
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drawUtil->drawBitmapStretchSR(profile->mTextureObject, RectI(currentOffset, rowExtent), profile->getBitmapArrayRect(buttonTextureIndex));
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// render the row icon if it has one
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if ((iconIndex != NO_ICON) && profileHasIcons && (! profile->getBitmapArrayRect((U32)iconIndex).extent.isZero()))
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{
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iconIndex += Profile::TEX_FIRST_ICON;
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drawUtil->clearBitmapModulation();
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drawUtil->drawBitmapStretchSR(profile->mTextureObject, RectI(currentOffset + iconOffset, iconExtent), profile->getBitmapArrayRect(iconIndex));
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}
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// render the row text
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drawUtil->setBitmapModulation(fontColor);
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renderJustifiedText(currentOffset + textOffset, textExtent, (*row)->mLabel);
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}
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if (mDebugRender)
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{
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onDebugRender(offset);
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}
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renderChildControls(offset, updateRect);
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}
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void GuiGameListMenuCtrl::onDebugRender(Point2I offset)
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{
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GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
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F32 xScale = (float) getWidth() / profile->getRowWidth();
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ColorI controlBorderColor(200, 200, 200); // gray
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ColorI rowBorderColor(255, 127, 255); // magenta
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ColorI hitBorderColor(255, 0, 0); // red
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Point2I shrinker(-1, -1);
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Point2I extent = getExtent();
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// render a border around the entire control
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RectI borderRect(offset, extent + shrinker);
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GFX->getDrawUtil()->drawRect(borderRect, controlBorderColor);
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S32 rowHeight = profile->getRowHeight();
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Point2I currentOffset(offset);
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Point2I rowExtent(extent.x, rowHeight);
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rowExtent += shrinker;
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Point2I hitAreaExtent(profile->getHitAreaExtent());
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hitAreaExtent.x *= xScale;
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hitAreaExtent += shrinker;
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Point2I hitAreaOffset = profile->mHitAreaUpperLeft;
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hitAreaOffset.x *= xScale;
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Point2I upperLeft;
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for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
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{
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// set the top of the current row
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if (row != mRows.begin())
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{
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// rows other than the first can have padding above them
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currentOffset.y += (*row)->mHeightPad;
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currentOffset.y += rowHeight;
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}
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// draw the box around the whole row's extent
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upperLeft = currentOffset;
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borderRect.point = upperLeft;
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borderRect.extent = rowExtent;
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GFX->getDrawUtil()->drawRect(borderRect, rowBorderColor);
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// draw the box around the hit area of the row
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upperLeft = currentOffset + hitAreaOffset;
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borderRect.point = upperLeft;
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borderRect.extent = hitAreaExtent;
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GFX->getDrawUtil()->drawRect(borderRect, hitBorderColor);
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}
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}
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void GuiGameListMenuCtrl::addRow(const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled)
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{
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Row * row = new Row();
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addRow(row, label, callback, icon, yPad, useHighlightIcon, enabled);
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}
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void GuiGameListMenuCtrl::addRow(Row * row, const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled)
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{
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row->mLabel = StringTable->insert(label, true);
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row->mScriptCallback = (dStrlen(callback) > 0) ? StringTable->insert(callback, true) : NULL;
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row->mIconIndex = (icon < 0) ? NO_ICON : icon;
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row->mHeightPad = yPad;
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row->mUseHighlightIcon = useHighlightIcon;
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row->mEnabled = enabled;
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mRows.push_back(row);
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updateHeight();
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if (mSelected == NO_ROW)
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{
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selectFirstEnabledRow();
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}
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}
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Point2I GuiGameListMenuCtrl::getMinExtent() const
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{
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Point2I parentMin = Parent::getMinExtent();
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GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
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S32 minHeight = 0;
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S32 rowHeight = profile->getRowHeight();
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for (Vector<Row *>::const_iterator row = mRows.begin(); row < mRows.end(); ++row)
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{
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minHeight += rowHeight;
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if (row != mRows.begin())
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{
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minHeight += (*row)->mHeightPad;
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}
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}
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if (minHeight > parentMin.y)
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parentMin.y = minHeight;
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return parentMin;
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}
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bool GuiGameListMenuCtrl::onAdd()
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{
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if( !Parent::onAdd() )
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return false;
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// If we have a non-GuiGameListMenuProfile profile, try to
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// substitute it for DefaultListMenuProfile.
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if( !hasValidProfile() )
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{
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GuiGameListMenuProfile* profile;
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if( !Sim::findObject( "DefaultListMenuProfile", profile ) )
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{
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Con::errorf( "GuiGameListMenuCtrl: %s can't be created with a profile of type %s. Please create it with a profile of type GuiGameListMenuProfile.",
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getName(), mProfile->getClassName() );
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return false;
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}
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else
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Con::warnf( "GuiGameListMenuCtrl: substituted non-GuiGameListMenuProfile in %s for DefaultListMenuProfile", getName() );
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setControlProfile( profile );
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}
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return true;
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}
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bool GuiGameListMenuCtrl::onWake()
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{
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if( !Parent::onWake() )
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return false;
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if( !hasValidProfile() )
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return false;
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if( mRows.empty() )
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{
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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.",
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getName() );
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return false;
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}
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enforceConstraints();
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selectFirstEnabledRow();
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setFirstResponder();
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mHighlighted = NO_ROW;
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return true;
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}
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bool GuiGameListMenuCtrl::hasValidProfile() const
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{
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GuiGameListMenuProfile * profile = dynamic_cast<GuiGameListMenuProfile *>(mProfile);
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return profile;
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}
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void GuiGameListMenuCtrl::enforceConstraints()
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{
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if( hasValidProfile() )
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{
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((GuiGameListMenuProfile *)mProfile)->enforceConstraints();
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}
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updateHeight();
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}
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void GuiGameListMenuCtrl::updateHeight()
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{
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S32 minHeight = getMinExtent().y;
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if (getHeight() < minHeight)
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{
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setHeight(minHeight);
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}
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}
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void GuiGameListMenuCtrl::onMouseDown(const GuiEvent &event)
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{
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S32 hitRow = getRow(event.mousePoint);
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if (hitRow != NO_ROW)
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{
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S32 delta = (mSelected != NO_ROW) ? (hitRow - mSelected) : (mSelected + 1);
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changeRow(delta);
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}
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}
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void GuiGameListMenuCtrl::onMouseLeave(const GuiEvent &event)
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{
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mHighlighted = NO_ROW;
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}
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void GuiGameListMenuCtrl::onMouseMove(const GuiEvent &event)
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{
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S32 hitRow = getRow(event.mousePoint);
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// allow mHighligetd to be set to NO_ROW so rows can be unhighlighted
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mHighlighted = hitRow;
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}
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void GuiGameListMenuCtrl::onMouseUp(const GuiEvent &event)
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{
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S32 hitRow = getRow(event.mousePoint);
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if ((hitRow != NO_ROW) && isRowEnabled(hitRow) && (hitRow == getSelected()))
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{
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activateRow();
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}
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}
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void GuiGameListMenuCtrl::activateRow()
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{
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S32 row = getSelected();
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if ((row != NO_ROW) && isRowEnabled(row) && (mRows[row]->mScriptCallback != NULL))
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{
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setThisControl();
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if (Con::isFunction(mRows[row]->mScriptCallback))
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{
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Con::executef(mRows[row]->mScriptCallback);
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}
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}
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}
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S32 GuiGameListMenuCtrl::getRow(Point2I globalPoint)
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{
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Point2I localPoint = globalToLocalCoord(globalPoint);
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GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
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F32 xScale = (float) getWidth() / profile->getRowWidth();
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S32 rowHeight = profile->getRowHeight();
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Point2I currentOffset(0, 0);
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Point2I hitAreaUpperLeft = profile->mHitAreaUpperLeft;
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hitAreaUpperLeft.x *= xScale;
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Point2I hitAreaLowerRight = profile->mHitAreaLowerRight;
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hitAreaLowerRight.x *= xScale;
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Point2I upperLeft, lowerRight;
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for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
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{
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if (row != mRows.begin())
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{
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// rows other than the first can have padding above them
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currentOffset.y += (*row)->mHeightPad;
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}
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upperLeft = currentOffset + hitAreaUpperLeft;
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lowerRight = currentOffset + hitAreaLowerRight;
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if ((upperLeft.x <= localPoint.x) && (localPoint.x < lowerRight.x) &&
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(upperLeft.y <= localPoint.y) && (localPoint.y < lowerRight.y))
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{
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return row - mRows.begin();
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}
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currentOffset.y += rowHeight;
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}
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return NO_ROW;
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}
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void GuiGameListMenuCtrl::setSelected(S32 index)
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{
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if (index == NO_ROW)
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{
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// deselection
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mSelected = NO_ROW;
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return;
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}
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if (! isValidRowIndex(index))
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{
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return;
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}
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if (! isRowEnabled(index))
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{
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// row is disabled, it can't be selected
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return;
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}
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mSelected = mClamp(index, 0, mRows.size() - 1);
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}
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bool GuiGameListMenuCtrl::isRowEnabled(S32 index) const
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{
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if (! isValidRowIndex(index))
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{
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return false;
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}
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return mRows[index]->mEnabled;
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}
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void GuiGameListMenuCtrl::setRowEnabled(S32 index, bool enabled)
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{
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if (! isValidRowIndex(index))
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{
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return;
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}
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mRows[index]->mEnabled = enabled;
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if (getSelected() == index)
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{
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selectFirstEnabledRow();
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}
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}
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bool GuiGameListMenuCtrl::isValidRowIndex(S32 index) const
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{
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return ((0 <= index) && (index < mRows.size()));
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}
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void GuiGameListMenuCtrl::selectFirstEnabledRow()
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{
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setSelected(NO_ROW);
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for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
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{
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if ((*row)->mEnabled)
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{
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setSelected(row - mRows.begin());
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return;
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}
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}
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}
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bool GuiGameListMenuCtrl::onKeyDown(const GuiEvent &event)
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{
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switch (event.keyCode)
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{
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case KEY_UP:
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changeRow(-1);
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return true;
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case KEY_DOWN:
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changeRow(1);
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return true;
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case KEY_A:
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case KEY_RETURN:
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case KEY_NUMPADENTER:
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case KEY_SPACE:
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case XI_A:
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case XI_START:
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doScriptCommand(mCallbackOnA);
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return true;
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case KEY_B:
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case KEY_ESCAPE:
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case KEY_BACKSPACE:
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case KEY_DELETE:
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case XI_B:
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case XI_BACK:
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doScriptCommand(mCallbackOnB);
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return true;
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case KEY_X:
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case XI_X:
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doScriptCommand(mCallbackOnX);
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return true;
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case KEY_Y:
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case XI_Y:
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doScriptCommand(mCallbackOnY);
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return true;
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default:
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break;
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}
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return Parent::onKeyDown(event);
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}
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bool GuiGameListMenuCtrl::onGamepadAxisUp(const GuiEvent &event)
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{
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changeRow(-1);
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return true;
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}
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bool GuiGameListMenuCtrl::onGamepadAxisDown(const GuiEvent &event)
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{
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changeRow(1);
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return true;
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}
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void GuiGameListMenuCtrl::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 GuiGameListMenuCtrl::changeRow(S32 delta)
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{
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S32 oldRowIndex = getSelected();
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S32 newRowIndex = oldRowIndex;
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do
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{
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newRowIndex += delta;
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if (newRowIndex >= mRows.size())
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{
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newRowIndex = 0;
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}
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else if (newRowIndex < 0)
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{
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newRowIndex = mRows.size() - 1;
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}
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}
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while ((! mRows[newRowIndex]->mEnabled) && (newRowIndex != oldRowIndex));
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setSelected(newRowIndex);
|
|
|
|
// do the callback
|
|
onChange_callback();
|
|
}
|
|
|
|
void GuiGameListMenuCtrl::setThisControl()
|
|
{
|
|
smThisControl = this;
|
|
}
|
|
|
|
StringTableEntry GuiGameListMenuCtrl::getRowLabel(S32 rowIndex) const
|
|
{
|
|
AssertFatal(isValidRowIndex(rowIndex), avar("GuiGameListMenuCtrl: You can't get the label from row %d of %s because it is not a valid row index. Please specify a valid row index in the range [0, %d).", rowIndex, getName(), getRowCount()));
|
|
if (! isValidRowIndex(rowIndex))
|
|
{
|
|
// not a valid row index, don't do anything
|
|
return StringTable->insert("");
|
|
}
|
|
return mRows[rowIndex]->mLabel;
|
|
}
|
|
|
|
void GuiGameListMenuCtrl::setRowLabel(S32 rowIndex, const char * label)
|
|
{
|
|
AssertFatal(isValidRowIndex(rowIndex), avar("GuiGameListMenuCtrl: You can't set the label on row %d of %s because it is not a valid row index. Please specify a valid row index in the range [0, %d).", rowIndex, getName(), getRowCount()));
|
|
if (! isValidRowIndex(rowIndex))
|
|
{
|
|
// not a valid row index, don't do anything
|
|
return;
|
|
}
|
|
|
|
mRows[rowIndex]->mLabel = StringTable->insert(label, true);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Console stuff (GuiGameListMenuCtrl)
|
|
//-----------------------------------------------------------------------------
|
|
|
|
IMPLEMENT_CONOBJECT(GuiGameListMenuCtrl);
|
|
|
|
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." );
|
|
|
|
void GuiGameListMenuCtrl::initPersistFields()
|
|
{
|
|
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" );
|
|
|
|
Parent::initPersistFields();
|
|
}
|
|
|
|
DefineEngineMethod( GuiGameListMenuCtrl, addRow, void,
|
|
( const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled ),
|
|
( -1, 0, true, true ),
|
|
"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." )
|
|
{
|
|
object->addRow( label, callback, icon, yPad, useHighlightIcon, enabled );
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// GuiGameListMenuProfile
|
|
//-----------------------------------------------------------------------------
|
|
|
|
GuiGameListMenuProfile::GuiGameListMenuProfile()
|
|
: mHitAreaUpperLeft(0, 0),
|
|
mHitAreaLowerRight(0, 0),
|
|
mIconOffset(0, 0),
|
|
mRowSize(0, 0),
|
|
mRowScale(1.0f, 1.0f)
|
|
{
|
|
}
|
|
|
|
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.
|
|
|
|
if( !mBitmapName || !dStrlen(mBitmapName) )
|
|
{
|
|
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;
|
|
}
|
|
|
|
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"
|
|
" //Properties not specific to this control have been omitted from this example.\n"
|
|
"};\n"
|
|
"@endtsexample\n\n"
|
|
|
|
"@ingroup GuiGame"
|
|
);
|
|
|
|
void GuiGameListMenuProfile::initPersistFields()
|
|
{
|
|
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" );
|
|
|
|
Parent::initPersistFields();
|
|
|
|
removeField("tab");
|
|
removeField("mouseOverSelected");
|
|
|
|
removeField("modal");
|
|
removeField("opaque");
|
|
removeField("fillColor");
|
|
removeField("fillColorHL");
|
|
removeField("fillColorNA");
|
|
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");
|
|
}
|