Torque3D/Engine/source/gui/containers/guiTabBookCtrl.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

276 lines
10 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 _GUI_TABBOOKCTRL_H_
#define _GUI_TABBOOKCTRL_H_
#ifndef _GUICONTAINER_H_
#include "gui/containers/guiContainer.h"
#endif
#ifndef _GUITABPAGECTRL_H_
#include "gui/controls/guiTabPageCtrl.h"
#endif
/// Tab Book Control for creation of tabbed dialogs
///
/// @see GUI for an overview of the Torque GUI system.
///
/// @section GuiTabBookCtrl_Intro Introduction
///
/// GuiTabBookCtrl is a container class that holds children of type GuiTabPageCtrl
///
/// GuiTabBookCtrl creates an easy to work with system for creating tabbed dialogs
/// allowing for creation of dialogs that store a lot of information in a small area
/// by separating the information into pages which are changeable by clicking their
/// page title on top or bottom of the control
///
/// tabs may be aligned to be on top or bottom of the book and are changeable while
/// the GUI editor is open for quick switching between pages allowing multi-page dialogs
/// to be edited quickly and easily.
///
/// The control may only contain children of type GuiTabPageCtrl.
/// If a control is added to the Book that is not of type GuiTabPageCtrl, it will be
/// removed and relocated to the currently active page of the control.
/// If there is no active page in the book, the child control will be relocated to the
/// parent of the book.
///
/// @ref GUI has an overview of the GUI system.
///
/// @nosubgrouping
class GuiTabBookCtrl : public GuiContainer
{
public:
typedef GuiContainer Parent;
enum TabPosition
{
AlignTop, ///< Align the tabs on the top of the tab book control
AlignBottom ///< Align the tabs on the bottom of the tab book control
};
struct TabHeaderInfo
{
GuiTabPageCtrl *Page;
S32 TextWidth;
S32 TabRow;
S32 TabColumn;
RectI TabRect;
};
private:
static bool _setSelectedPage( void *object, const char *index, const char *data );
protected:
RectI mPageRect; ///< Rectangle of the tab page portion of the control
RectI mTabRect; ///< Rectangle of the tab portion of the control
Vector<TabHeaderInfo> mPages; ///< Vector of pages contained by the control
GuiTabPageCtrl* mActivePage; ///< Pointer to the active (selected) tab page child control
GuiTabPageCtrl* mHoverTab; ///< Pointer to the tab page that currently has the mouse positioned ontop of its tab
S32 mMinTabWidth; ///< Minimum Width a tab will display as.
TabPosition mTabPosition; ///< Current tab position (see alignment)
S32 mTabHeight; ///< Current tab height
S32 mTabMargin; ///< Margin left/right of tab text in tab
S32 mSelectedPageNum; ///< Current selected tab position
S32 mDefaultPageNum; ///< Page to select on first wake.
bool mAllowReorder; ///< Allow the user to reorder tabs by dragging them
S32 mFrontTabPadding; ///< Padding to the Left of the first Tab
bool mDraggingTab;
bool mDraggingTabRect;
bool mIsFirstWake;
enum
{
TabSelected = 0, ///< Index of selected tab texture
TabNormal, ///< Index of normal tab texture
TabHover, ///< Index of hover tab texture
TabEnds, ///< Index of end lines for horizontal tabs
NumBitmaps ///< Number of bitmaps in this array
};
bool mHasTexture; ///< Indicates whether we have a texture to render the tabs with
RectI *mBitmapBounds;///< Array of rectangles identifying textures for tab book
/// @name Callbacks
/// @{
DECLARE_CALLBACK( void, onTabSelected, ( const String& text, U32 index ) );
DECLARE_CALLBACK(void, onTabUnSelected, (const String& text, U32 index));
DECLARE_CALLBACK( void, onTabRightClick, ( const String& text, U32 index ) );
/// @}
public:
GuiTabBookCtrl();
DECLARE_CONOBJECT(GuiTabBookCtrl);
DECLARE_DESCRIPTION( "A control that allows to select from a set of tabbed pages." );
static void initPersistFields();
/// @name Control Events
/// @{
bool onWake() override;
void onRender( Point2I offset, const RectI &updateRect ) override;
/// @}
/// @name Child events
/// @{
void onChildRemoved( GuiControl* child ) override;
void onChildAdded( GuiControl *child ) override;
bool reOrder(SimObject* obj, SimObject* target) override;
bool acceptsAsChild( SimObject* object ) const override;
/// @}
/// @name Rendering methods
/// @{
/// Tab rendering routine, iterates through all tabs rendering one at a time
/// @param offset the render offset to accomodate global coords
/// @param tabRect the Rectangle in which these tabs are to be rendered
void renderTabs( const Point2I &offset, const RectI &tabRect );
/// Tab rendering subroutine, renders one tab with specified options
/// @param tabRect the rectangle to render the tab into
/// @param tab pointer to the tab page control for which to render the tab
void renderTab(const RectI& tabRect, GuiTabPageCtrl* tab);
/// @}
/// @name Page Management
/// @{
/// Create a new tab page child in the book
///
/// Pages created are not titled and appear with no text on their tab when created.
/// This may change in the future.
///
/// @param text Tab page header text.
void addNewPage( const char* text = NULL );
/// Select a tab page based on an index
/// @param index The index in the list that specifies which page to select
void selectPage( S32 index );
/// Select a tab page by a pointer to that page
/// @param page A pointer to the GuiTabPageCtrl to select. This page must be a child of the tab book.
void selectPage( GuiTabPageCtrl *page );
/// Get the current selected tab number
S32 getSelectedPageNum(){ return mSelectedPageNum; };
/// Select the Next page in the tab book
void selectNextPage();
/// Select the Previous page in the tab book
void selectPrevPage();
/// Make the page fill the entire page space.
void fitPage( GuiTabPageCtrl* page );
/// Return the index for the given page. -1 if not a page in this book.
S32 getPageNum( GuiTabPageCtrl* page ) const;
/// @}
/// @name Internal Utility Functions
/// @{
/// Update ourselves by hooking common GuiControl functionality.
void setUpdate() override;
/// Balance a top/bottom tab row
void balanceRow( S32 row, S32 totalTabWidth );
/// Balance a left/right tab column
void balanceColumn( S32 row, S32 totalTabWidth );
/// Calculate the tab width of a page, given it's caption
S32 calculatePageTabWidth( GuiTabPageCtrl *page );
/// Calculate Page Header Information
void calculatePageTabs();
/// Get client area of tab book
const RectI getClientRect() override;
/// Find the tab that was hit by the current event, if any
/// @param event The GuiEvent that caused this function call
GuiTabPageCtrl *findHitTab( const GuiEvent &event );
/// Find the tab that was hit, based on a point
/// @param hitPoint A Point2I that specifies where to search for a tab hit
GuiTabPageCtrl *findHitTab( Point2I hitPoint );
/// @}
/// @name Sizing
/// @{
/// Rezize our control
/// This method is overridden so that we may handle resizing of our child tab
/// pages when we are resized.
/// This ensures we keep our sizing in sync when we are moved or sized.
///
/// @param newPosition The new position of the control
/// @param newExtent The new extent of the control
bool resize(const Point2I &newPosition, const Point2I &newExtent) override;
/// Called when a child page is resized
/// This method is overridden so that we may handle resizing of our child tab
/// pages when one of them is resized.
/// This ensures we keep our sizing in sync when we our children are sized or moved.
///
/// @param child A pointer to the child control that has been resized
void childResized(GuiControl *child) override;
/// @}
bool onKeyDown(const GuiEvent &event) override;
/// @name Mouse Events
/// @{
void onMouseDown( const GuiEvent &event ) override;
void onMouseUp( const GuiEvent &event ) override;
void onMouseDragged( const GuiEvent &event ) override;
void onMouseMove( const GuiEvent &event ) override;
void onMouseLeave( const GuiEvent &event ) override;
bool onMouseDownEditor( const GuiEvent &event, Point2I offset ) override;
void onRightMouseUp( const GuiEvent& event ) override;
/// @}
};
typedef GuiTabBookCtrl::TabPosition GuiTabPosition;
DefineEnumType( GuiTabPosition );
#endif //_GUI_TABBOOKCTRL_H_