Torque3D/Engine/source/gui/controls/guiTextListCtrl.h
Areloch bc27125e90 Initial pass to rework and cleanup the main UI interface
Implements interface buttons that react to input type and visually display keybinds
Updates the T3D icon and splash screen
2020-05-20 17:19:52 -05:00

119 lines
3.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GUITEXTLISTCTRL_H_
#define _GUITEXTLISTCTRL_H_
#ifndef _GUIARRAYCTRL_H_
#include "gui/core/guiArrayCtrl.h"
#endif
class GuiTextListCtrl : public GuiArrayCtrl
{
private:
typedef GuiArrayCtrl Parent;
public:
struct Entry
{
char *text;
U32 id;
bool active;
};
Vector<Entry> mList;
protected:
enum ScrollConst
{
UP = 0,
DOWN = 1
};
enum : U32
{
InvalidId = 0xFFFFFFFF
};
Vector<S32> mColumnOffsets;
bool mFitParentWidth;
bool mClipColumnText;
S32 mRowHeightPadding;
U32 getRowWidth(Entry *row);
bool cellSelected(Point2I cell);
void onCellSelected(Point2I cell);
public:
GuiTextListCtrl();
DECLARE_CONOBJECT(GuiTextListCtrl);
DECLARE_CATEGORY( "Gui Lists" );
DECLARE_DESCRIPTION( "A control that displays text in tabular form." );
DECLARE_CALLBACK( void, onSelect, (S32 cellid, const char* text));
DECLARE_CALLBACK( void, onDeleteKey, ( S32 id ));
static void initPersistFields();
virtual void setCellSize( const Point2I &size ){ mCellSize = size; }
virtual void getCellSize( Point2I &size ){ size = mCellSize; }
const char *getScriptValue();
void setScriptValue(const char *value);
U32 getNumEntries();
void clear();
virtual void addEntry(U32 id, const char *text);
virtual void insertEntry(U32 id, const char *text, S32 index);
void setEntry(U32 id, const char *text);
void setEntryActive(U32 id, bool active);
S32 findEntryById(U32 id);
S32 findEntryByText(const char *text);
bool isEntryActive(U32 id);
U32 getEntryId(U32 index);
bool onWake();
void removeEntry(U32 id);
virtual void removeEntryByIndex(S32 id);
virtual void sort(U32 column, bool increasing = true);
virtual void sortNumerical(U32 column, bool increasing = true);
U32 getSelectedId();
U32 getSelectedRow();
const char *getSelectedText();
bool onKeyDown(const GuiEvent &event);
bool onGamepadAxisUp(const GuiEvent& event);
bool onGamepadAxisDown(const GuiEvent& event);
virtual void onRenderCell(Point2I offset, Point2I cell, bool selected, bool mouseOver);
void setSize(Point2I newSize);
void onRemove();
void addColumnOffset(S32 offset) { mColumnOffsets.push_back(offset); }
void clearColumnOffsets() { mColumnOffsets.clear(); }
};
#endif //_GUI_TEXTLIST_CTRL_H