Torque3D/Engine/source/gui/containers/guiPaneCtrl.cpp
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

397 lines
11 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.
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "platform/platform.h"
#include "gui/containers/guiPaneCtrl.h"
#include "gfx/gfxDrawUtil.h"
IMPLEMENT_CONOBJECT(GuiPaneControl);
ConsoleDocClass( GuiPaneControl,
"@brief A collapsable pane control.\n\n"
"This class wraps a single child control and displays a header with caption "
"above it. If you click the header it will collapse or expand (if <i>collapsable</i> "
"is enabled). The control resizes itself based on its collapsed/expanded size.<br>"
"In the GUI editor, if you just want the header you can make <i>collapsable</i> "
"false. The caption field lets you set the caption; it expects a bitmap (from "
"the GuiControlProfile) that contains two images - the first is displayed when "
"the control is expanded and the second is displayed when it is collapsed. The "
"header is sized based on the first image.\n\n"
"@tsexample\n"
"new GuiPaneControl()\n"
"{\n"
" caption = \"Example Pane\";\n"
" collapsable = \"1\";\n"
" barBehindText = \"1\";\n"
" //Properties not specific to this control have been omitted from this example.\n"
"};\n"
"@endtsexample\n\n"
"@ingroup GuiContainers"
);
//-----------------------------------------------------------------------------
GuiPaneControl::GuiPaneControl()
{
setMinExtent(Point2I(16,16));
mActive = true;
mCollapsable = true;
mCollapsed = false;
mBarBehindText = true;
mMouseOver = false;
mDepressed = false;
mCaption = "A Pane";
mCaptionID = StringTable->EmptyString();
mIsContainer = true;
mOriginalExtents.set(10,10);
}
//-----------------------------------------------------------------------------
void GuiPaneControl::initPersistFields()
{
addGroup( "Pane" );
addField("caption", TypeRealString, Offset(mCaption, GuiPaneControl),
"Text label to display as the pane header." );
addField("captionID", TypeString, Offset(mCaptionID, GuiPaneControl),
"String table text ID to use as caption string (overrides 'caption')." );
addField("collapsable", TypeBool, Offset(mCollapsable, GuiPaneControl),
"Whether the pane can be collapsed by clicking its header." );
addField("barBehindText", TypeBool, Offset(mBarBehindText, GuiPaneControl),
"Whether to draw the bitmapped pane bar behind the header text, too." );
endGroup( "Pane" );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
bool GuiPaneControl::onWake()
{
if ( !Parent::onWake() )
return false;
if( !mProfile->mFont )
{
Con::errorf( "GuiPaneControl::onWake - profile has no valid font" );
return false;
}
if(mCaptionID && *mCaptionID != 0)
setCaptionID(mCaptionID);
mProfile->constructBitmapArray();
if(mProfile->mUseBitmapArray && mProfile->mBitmapArrayRects.size())
{
mThumbSize.set( mProfile->mBitmapArrayRects[0].extent.x, mProfile->mBitmapArrayRects[0].extent.y );
mThumbSize.setMax( mProfile->mBitmapArrayRects[1].extent );
if( mProfile->mFont->getHeight() > mThumbSize.y )
mThumbSize.y = mProfile->mFont->getHeight();
}
else
{
mThumbSize.set(20, 20);
}
return true;
}
//-----------------------------------------------------------------------------
void GuiPaneControl::setCaptionID(const char *id)
{
S32 n = Con::getIntVariable(id, -1);
if(n != -1)
{
mCaptionID = StringTable->insert(id);
setCaptionID(n);
}
}
//-----------------------------------------------------------------------------
void GuiPaneControl::setCaptionID(S32 id)
{
mCaption = getGUIString(id);
}
//-----------------------------------------------------------------------------
bool GuiPaneControl::resize(const Point2I &newPosition, const Point2I &newExtent)
{
// CodeReview WTF is going on here that we need to bypass parent sanity?
// Investigate this [7/1/2007 justind]
if( !Parent::resize( newPosition, newExtent ) )
return false;
mOriginalExtents.x = getWidth();
/*
GuiControl *parent = getParent();
if (parent)
parent->childResized(this);
setUpdate();
*/
// Resize the child control if we're not collapsed
if(size() && !mCollapsed)
{
GuiControl *gc = dynamic_cast<GuiControl*>(operator[](0));
if(gc)
{
Point2I offset(0, mThumbSize.y);
gc->resize(offset, newExtent - offset);
}
}
// For now.
return true;
}
//-----------------------------------------------------------------------------
void GuiPaneControl::onRender(Point2I offset, const RectI &updateRect)
{
// Render our awesome little doogong
if(mProfile->mBitmapArrayRects.size() >= 2 && mCollapsable)
{
S32 idx = mCollapsed ? 0 : 1;
GFX->getDrawUtil()->clearBitmapModulation();
GFX->getDrawUtil()->drawBitmapStretchSR(
mProfile->getBitmapResource(),
RectI(offset, mProfile->mBitmapArrayRects[idx].extent),
mProfile->mBitmapArrayRects[idx]
);
}
S32 textWidth = 0;
if(!mBarBehindText)
{
GFX->getDrawUtil()->setBitmapModulation((mMouseOver ? mProfile->mFontColorHL : mProfile->mFontColor));
textWidth = GFX->getDrawUtil()->drawText(
mProfile->mFont,
Point2I(mThumbSize.x, 0) + offset,
mCaption,
mProfile->mFontColors
);
}
// Draw our little bar, too
if(mProfile->mBitmapArrayRects.size() >= 5)
{
GFX->getDrawUtil()->clearBitmapModulation();
S32 barStart = mThumbSize.x + offset.x + textWidth;
S32 barTop = mThumbSize.y/2 + offset.y - mProfile->mBitmapArrayRects[3].extent.y /2;
Point2I barOffset(barStart, barTop);
// Draw the start of the bar...
GFX->getDrawUtil()->drawBitmapStretchSR(
mProfile->getBitmapResource(),
RectI(barOffset, mProfile->mBitmapArrayRects[2].extent),
mProfile->mBitmapArrayRects[2]
);
// Now draw the middle...
barOffset.x += mProfile->mBitmapArrayRects[2].extent.x;
S32 barMiddleSize = (getExtent().x - (barOffset.x - offset.x)) - mProfile->mBitmapArrayRects[4].extent.x;
if(barMiddleSize>0)
{
// We have to do this inset to prevent nasty stretching artifacts
RectI foo = mProfile->mBitmapArrayRects[3];
foo.inset(1,0);
GFX->getDrawUtil()->drawBitmapStretchSR(
mProfile->getBitmapResource(),
RectI(barOffset, Point2I(barMiddleSize, mProfile->mBitmapArrayRects[3].extent.y)),
foo
);
}
// And the end
barOffset.x += barMiddleSize;
GFX->getDrawUtil()->drawBitmapStretchSR(
mProfile->getBitmapResource(),
RectI(barOffset, mProfile->mBitmapArrayRects[4].extent),
mProfile->mBitmapArrayRects[4]
);
}
if(mBarBehindText)
{
GFX->getDrawUtil()->setBitmapModulation((mMouseOver ? mProfile->mFontColorHL : mProfile->mFontColor));
GFX->getDrawUtil()->drawText(
mProfile->mFont,
Point2I(mThumbSize.x, 0) + offset,
mCaption,
mProfile->mFontColors
);
}
// Draw child controls if appropriate
if(!mCollapsed)
renderChildControls(offset, updateRect);
}
//-----------------------------------------------------------------------------
void GuiPaneControl::setCollapsed(bool isCollapsed)
{
// Get the child
if(size() == 0 || !mCollapsable) return;
GuiControl *gc = dynamic_cast<GuiControl*>(operator[](0));
if(mCollapsed && !isCollapsed)
{
resize(getPosition(), mOriginalExtents);
mCollapsed = false;
if(gc)
gc->setVisible(true);
}
else if(!mCollapsed && isCollapsed)
{
mCollapsed = true;
mOriginalExtents = getExtent();
resize(getPosition(), Point2I(getExtent().x, mThumbSize.y));
if(gc)
gc->setVisible(false);
}
}
//-----------------------------------------------------------------------------
void GuiPaneControl::onMouseMove(const GuiEvent &event)
{
Point2I localMove = globalToLocalCoord(event.mousePoint);
// If we're clicking in the header then resize
mMouseOver = (localMove.y < mThumbSize.y);
if(isMouseLocked())
mDepressed = mMouseOver;
}
//-----------------------------------------------------------------------------
void GuiPaneControl::onMouseEnter(const GuiEvent &event)
{
setUpdate();
if(isMouseLocked())
{
mDepressed = true;
mMouseOver = true;
}
else
{
mMouseOver = true;
}
}
//-----------------------------------------------------------------------------
void GuiPaneControl::onMouseLeave(const GuiEvent &event)
{
setUpdate();
if(isMouseLocked())
mDepressed = false;
mMouseOver = false;
}
//-----------------------------------------------------------------------------
void GuiPaneControl::onMouseDown(const GuiEvent &event)
{
if(!mCollapsable)
return;
Point2I localClick = globalToLocalCoord(event.mousePoint);
// If we're clicking in the header then resize
if(localClick.y < mThumbSize.y)
{
mouseLock();
mDepressed = true;
//update
setUpdate();
}
}
//-----------------------------------------------------------------------------
void GuiPaneControl::onMouseUp(const GuiEvent &event)
{
// Make sure we only get events we ought to be getting...
if (! mActive)
return;
if(!mCollapsable)
return;
mouseUnlock();
setUpdate();
Point2I localClick = globalToLocalCoord(event.mousePoint);
// If we're clicking in the header then resize
if(localClick.y < mThumbSize.y && mDepressed)
setCollapsed(!mCollapsed);
}
//=============================================================================
// Console Methods.
//=============================================================================
DefineEngineMethod( GuiPaneControl, setCollapsed, void, ( bool collapse ),,
"Collapse or un-collapse the control.\n\n"
"@param collapse True to collapse the control, false to un-collapse it\n" )
{
object->setCollapsed( collapse );
}