Torque3D/Engine/source/gui/controls/guiGameListOptionsCtrl.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

553 lines
18 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 "guiGameListOptionsCtrl.h"
#include "gfx/gfxDrawUtil.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "core/strings/stringUnit.h"
//-----------------------------------------------------------------------------
// GuiGameListOptionsCtrl
//-----------------------------------------------------------------------------
GuiGameListOptionsCtrl::GuiGameListOptionsCtrl()
{
}
GuiGameListOptionsCtrl::~GuiGameListOptionsCtrl()
{
}
bool GuiGameListOptionsCtrl::onAdd()
{
if( !Parent::onAdd() )
return false;
if( !hasValidProfile() )
{
GuiGameListOptionsProfile* profile;
if( !Sim::findObject( "DefaultOptionsMenuProfile", profile ) )
{
Con::errorf( "GuiGameListOptionsCtrl: %s can't be created with a profile of type %s. Please create it with a profile of type GuiGameListOptionsProfile.",
getName(), mProfile->getClassName() );
return false;
}
else
Con::warnf( "GuiGameListOptionsCtrl: substituted non-GuiGameListOptionsProfile in %s for DefaultOptionsMenuProfile", getName() );
setControlProfile( profile );
}
return true;
}
void GuiGameListOptionsCtrl::onRender(Point2I offset, const RectI &updateRect)
{
Parent::onRender(offset, updateRect);
GuiGameListOptionsProfile * profile = (GuiGameListOptionsProfile *) mProfile;
F32 xScale = (float) getWidth() / profile->getRowWidth();
S32 rowHeight = profile->getRowHeight();
bool profileHasArrows = profile->hasArrows();
Point2I arrowExtent;
S32 arrowOffsetY(0);
if (profileHasArrows)
{
arrowExtent = profile->getArrowExtent();
// icon is centered vertically
arrowOffsetY = (rowHeight - arrowExtent.y) >> 1;
}
GFXDrawUtil *drawer = GFX->getDrawUtil();
Point2I currentOffset = offset;
Point2I arrowOffset;
S32 columnSplit = profile->mColumnSplit * xScale;
S32 iconIndex;
for (Vector<Parent::Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
{
Row * myRow = (Row *) *row;
if (row != mRows.begin())
{
// rows other than the first can have padding above them
currentOffset.y += myRow->mHeightPad;
currentOffset.y += rowHeight;
}
bool hasOptions = (myRow->mOptions.size() > 0) && myRow->mSelectedOption > -1;
if (hasOptions)
{
bool isRowSelected = (getSelected() != NO_ROW) && (row == &mRows[getSelected()]);
bool isRowHighlighted = (getHighlighted() != NO_ROW) ? ((row == &mRows[getHighlighted()]) && ((*row)->mEnabled)) : false;
if (profileHasArrows)
{
// render the left arrow
bool arrowOnL = (isRowSelected || isRowHighlighted) && (myRow->mWrapOptions || (myRow->mSelectedOption > 0));
iconIndex = (arrowOnL) ? Profile::TEX_L_ARROW_ON : Profile::TEX_L_ARROW_OFF;
arrowOffset.x = currentOffset.x + columnSplit;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->drawBitmapStretchSR(profile->getBitmapResource(), RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
// render the right arrow
bool arrowOnR = (isRowSelected || isRowHighlighted) && (myRow->mWrapOptions || (myRow->mSelectedOption < myRow->mOptions.size() - 1));
iconIndex = (arrowOnR) ? Profile::TEX_R_ARROW_ON : Profile::TEX_R_ARROW_OFF;
arrowOffset.x = currentOffset.x + (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale - arrowExtent.x;
arrowOffset.y = currentOffset.y + arrowOffsetY;
drawer->clearBitmapModulation();
drawer->drawBitmapStretchSR(profile->getBitmapResource(), RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
}
// get the appropriate font color
ColorI fontColor;
if (! myRow->mEnabled)
{
fontColor = profile->mFontColorNA;
}
else if (isRowSelected)
{
fontColor = profile->mFontColorSEL;
}
else if (isRowHighlighted)
{
fontColor = profile->mFontColorHL;
}
else
{
fontColor = profile->mFontColor;
}
// calculate text to be at the center between the arrows
GFont * font = profile->mFont;
StringTableEntry text = myRow->mOptions[myRow->mSelectedOption];
S32 textWidth = font->getStrWidth(text);
S32 columnWidth = profile->mHitAreaLowerRight.x * xScale - profile->mRightPad - columnSplit;
S32 columnCenter = columnSplit + (columnWidth >> 1);
S32 textStartX = columnCenter - (textWidth >> 1);
Point2I textOffset(textStartX, 0);
// render the option text itself
Point2I textExtent(columnWidth, rowHeight);
drawer->setBitmapModulation(fontColor);
renderJustifiedText(currentOffset + textOffset, textExtent, text);
}
}
}
void GuiGameListOptionsCtrl::onDebugRender(Point2I offset)
{
Parent::onDebugRender(offset);
GuiGameListOptionsProfile * profile = (GuiGameListOptionsProfile *) mProfile;
F32 xScale = (float) getWidth() / profile->getRowWidth();
ColorI column1Color(255, 255, 0); // yellow
ColorI column2Color(0, 255, 0); // green
Point2I shrinker(-1, -1);
S32 rowHeight = profile->getRowHeight();
Point2I currentOffset(offset);
Point2I rowExtent(getExtent().x, rowHeight);
Point2I hitAreaExtent(profile->getHitAreaExtent());
hitAreaExtent.x *= xScale;
hitAreaExtent += shrinker;
Point2I column1Extent((profile->mColumnSplit - profile->mHitAreaUpperLeft.x) * xScale - 1, hitAreaExtent.y);
Point2I column2Extent(hitAreaExtent.x - column1Extent.x - 1, hitAreaExtent.y);
Point2I hitAreaOffset = profile->mHitAreaUpperLeft;
hitAreaOffset.x *= xScale;
RectI borderRect;
Point2I upperLeft;
for (Vector<Parent::Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
{
// set the top of the current row
if (row != mRows.begin())
{
// rows other than the first can have padding above them
currentOffset.y += (*row)->mHeightPad;
currentOffset.y += rowHeight;
}
// draw the box around column 1
upperLeft = currentOffset + hitAreaOffset;
borderRect.point = upperLeft;
borderRect.extent = column1Extent;
GFX->getDrawUtil()->drawRect(borderRect, column1Color);
// draw the box around column 2
upperLeft.x += column1Extent.x + 1;
borderRect.point = upperLeft;
borderRect.extent = column2Extent;
GFX->getDrawUtil()->drawRect(borderRect, column2Color);
}
}
void GuiGameListOptionsCtrl::addRow(const char* label, const char* optionsList, bool wrapOptions, const char* callback, S32 icon, S32 yPad, bool enabled)
{
static StringTableEntry DELIM = StringTable->insert("\t", true);
Row * row = new Row();
Vector<StringTableEntry> options( __FILE__, __LINE__ );
S32 count = StringUnit::getUnitCount(optionsList, DELIM);
for (S32 i = 0; i < count; ++i)
{
const char * option = StringUnit::getUnit(optionsList, i, DELIM);
options.push_back(StringTable->insert(option, true));
}
row->mOptions = options;
bool hasOptions = row->mOptions.size() > 0;
row->mSelectedOption = (hasOptions) ? 0 : NO_OPTION;
row->mWrapOptions = wrapOptions;
Parent::addRow(row, label, callback, icon, yPad, true, (hasOptions) ? enabled : false);
}
void GuiGameListOptionsCtrl::setOptions(S32 rowIndex, const char * optionsList)
{
static StringTableEntry DELIM = StringTable->insert("\t", true);
if (! isValidRowIndex(rowIndex))
{
return;
}
Row * row = (Row *)mRows[rowIndex];
S32 count = StringUnit::getUnitCount(optionsList, DELIM);
row->mOptions.setSize(count);
for (S32 i = 0; i < count; ++i)
{
const char * option = StringUnit::getUnit(optionsList, i, DELIM);
row->mOptions[i] = StringTable->insert(option, true);
}
if (row->mSelectedOption >= row->mOptions.size())
{
row->mSelectedOption = row->mOptions.size() - 1;
}
}
bool GuiGameListOptionsCtrl::hasValidProfile() const
{
GuiGameListOptionsProfile * profile = dynamic_cast<GuiGameListOptionsProfile *>(mProfile);
return profile;
}
void GuiGameListOptionsCtrl::enforceConstraints()
{
Parent::enforceConstraints();
}
void GuiGameListOptionsCtrl::onMouseUp(const GuiEvent &event)
{
S32 hitRow = getRow(event.mousePoint);
if ((hitRow != NO_ROW) && isRowEnabled(hitRow) && (hitRow == getSelected()))
{
S32 xPos = globalToLocalCoord(event.mousePoint).x;
clickOption((Row *) mRows[getSelected()], xPos);
}
}
void GuiGameListOptionsCtrl::clickOption(Row * row, S32 xPos)
{
GuiGameListOptionsProfile * profile = (GuiGameListOptionsProfile *) mProfile;
if (! profile->hasArrows())
{
return;
}
F32 xScale = (float) getWidth() / profile->getRowWidth();
S32 bitmapArrowWidth = mProfile->getBitmapArrayRect(Profile::TEX_FIRST_ARROW).extent.x;
S32 leftArrowX1 = profile->mColumnSplit * xScale;
S32 leftArrowX2 = leftArrowX1 + bitmapArrowWidth;
S32 rightArrowX2 = (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale;
S32 rightArrowX1 = rightArrowX2 - bitmapArrowWidth;
if ((leftArrowX1 <= xPos) && (xPos <= leftArrowX2))
{
changeOption(row, -1);
}
else if ((rightArrowX1 <= xPos) && (xPos <= rightArrowX2))
{
changeOption(row, 1);
}
}
bool GuiGameListOptionsCtrl::onKeyDown(const GuiEvent &event)
{
switch (event.keyCode)
{
case KEY_LEFT:
changeOption(-1);
return true;
case KEY_RIGHT:
changeOption(1);
return true;
default:
break;
}
return Parent::onKeyDown(event);
}
bool GuiGameListOptionsCtrl::onGamepadAxisLeft( const GuiEvent &event )
{
changeOption(-1);
return true;
}
bool GuiGameListOptionsCtrl::onGamepadAxisRight( const GuiEvent &event )
{
changeOption(1);
return true;
}
void GuiGameListOptionsCtrl::changeOption(S32 delta)
{
if (getSelected() != NO_ROW)
{
Row * row = (Row *) mRows[getSelected()];
changeOption(row, delta);
}
}
void GuiGameListOptionsCtrl::changeOption(Row * row, S32 delta)
{
S32 optionCount = row->mOptions.size();
S32 newSelection = row->mSelectedOption + delta;
if (optionCount == 0)
{
newSelection = NO_OPTION;
}
else if (! row->mWrapOptions)
{
newSelection = mClamp(newSelection, 0, optionCount - 1);
}
else if (newSelection < 0)
{
newSelection = optionCount - 1;
}
else if (newSelection >= optionCount)
{
newSelection = 0;
}
row->mSelectedOption = newSelection;
static StringTableEntry LEFT = StringTable->insert("LEFT", true);
static StringTableEntry RIGHT = StringTable->insert("RIGHT", true);
if (row->mScriptCallback != NULL)
{
setThisControl();
StringTableEntry direction = NULL;
if (delta < 0)
{
direction = LEFT;
}
else if (delta > 0)
{
direction = RIGHT;
}
if ((direction != NULL) && (Con::isFunction(row->mScriptCallback)))
{
Con::executef(row->mScriptCallback, direction);
}
}
}
StringTableEntry GuiGameListOptionsCtrl::getCurrentOption(S32 rowIndex) const
{
if (isValidRowIndex(rowIndex))
{
Row * row = (Row *) mRows[rowIndex];
if (row->mSelectedOption != NO_OPTION)
{
return row->mOptions[row->mSelectedOption];
}
}
return StringTable->insert("", false);
}
bool GuiGameListOptionsCtrl::selectOption(S32 rowIndex, const char * theOption)
{
if (! isValidRowIndex(rowIndex))
{
return false;
}
Row * row = (Row *) mRows[rowIndex];
for (Vector<StringTableEntry>::iterator anOption = row->mOptions.begin(); anOption < row->mOptions.end(); ++anOption)
{
if (String::compare(*anOption, theOption) == 0)
{
S32 newIndex = anOption - row->mOptions.begin();
row->mSelectedOption = newIndex;
return true;
}
}
return false;
}
void GuiGameListOptionsCtrl::clearRows()
{
mRows.clear();
}
//-----------------------------------------------------------------------------
// Console stuff (GuiGameListOptionsCtrl)
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiGameListOptionsCtrl);
ConsoleDocClass( GuiGameListOptionsCtrl,
"@brief A control for showing pages of options that are gamepad friendly.\n\n"
"Each row in this control allows the selection of one value from a set of "
"options using the keyboard, gamepad or mouse. The row is rendered as 2 "
"columns: the first column contains the row label, the second column "
"contains left and right arrows (for mouse picking) and the currently "
"selected value.\n\n"
"@see GuiGameListOptionsProfile\n\n"
"@ingroup GuiGame"
);
void GuiGameListOptionsCtrl::initPersistFields()
{
Parent::initPersistFields();
}
DefineEngineMethod( GuiGameListOptionsCtrl, addRow, void,
( const char* label, const char* options, bool wrapOptions, const char* callback, S32 icon, S32 yPad, bool enabled ),
( -1, 0, true ),
"Add a row to the list control.\n\n"
"@param label The text to display on the row 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 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 enabled [optional] If this row is initially enabled." )
{
object->addRow( label, options, wrapOptions, callback, icon, yPad, enabled );
}
DefineEngineMethod( GuiGameListOptionsCtrl, getCurrentOption, const char *, ( S32 row ),,
"Gets the text for the currently selected option of the given row.\n\n"
"@param row Index of the row to get the option from.\n"
"@return A string representing the text currently displayed as the selected option on the given row. If there is no such displayed text then the empty string is returned." )
{
return object->getCurrentOption( row );
}
DefineEngineMethod( GuiGameListOptionsCtrl, selectOption, bool, ( S32 row, const char* option ),,
"Set the row's current option to the one specified\n\n"
"@param row Index of the row to set an option on.\n"
"@param option The option to be made active.\n"
"@return True if the row contained the option and was set, false otherwise." )
{
return object->selectOption( row, option );
}
DefineEngineMethod( GuiGameListOptionsCtrl, setOptions, void, ( S32 row, const char* optionsList ),,
"Sets the list of options on the given row.\n\n"
"@param row Index of the row to set options on."
"@param optionsList A tab separated list of options for the control." )
{
object->setOptions( row, optionsList );
}
DefineEngineMethod(GuiGameListOptionsCtrl, clearOptions, void, (), ,
"Sets the list of options on the given row.\n\n"
"@param row Index of the row to set options on."
"@param optionsList A tab separated list of options for the control.")
{
object->clearRows();
}
//-----------------------------------------------------------------------------
// GuiGameListOptionsProfile
//-----------------------------------------------------------------------------
GuiGameListOptionsProfile::GuiGameListOptionsProfile()
: mColumnSplit(0),
mRightPad(0)
{
}
void GuiGameListOptionsProfile::enforceConstraints()
{
Parent::enforceConstraints();
if( mHitAreaUpperLeft.x > mColumnSplit || mColumnSplit > mHitAreaLowerRight.x )
Con::errorf( "GuiGameListOptionsProfile: You can't create %s with a ColumnSplit outside the hit area. You set the split to %d. Please change the ColumnSplit to be in the range [%d, %d].",
getName(), mColumnSplit, mHitAreaUpperLeft.x, mHitAreaLowerRight.x);
mColumnSplit = mClamp(mColumnSplit, mHitAreaUpperLeft.x, mHitAreaLowerRight.x);
}
//-----------------------------------------------------------------------------
// Console stuff (GuiGameListOptionsProfile)
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GuiGameListOptionsProfile);
ConsoleDocClass( GuiGameListOptionsProfile,
"@brief A GuiControlProfile with additional fields specific to GuiGameListOptionsCtrl.\n\n"
"@tsexample\n"
"new GuiGameListOptionsProfile()\n"
"{\n"
" columnSplit = \"100\";\n"
" rightPad = \"4\";\n"
" //Properties not specific to this control have been omitted from this example.\n"
"};\n"
"@endtsexample\n\n"
"@ingroup GuiGame"
);
void GuiGameListOptionsProfile::initPersistFields()
{
addField( "columnSplit", TypeS32, Offset(mColumnSplit, GuiGameListOptionsProfile),
"Padding between the leftmost edge of the control, and the row's left arrow." );
addField( "rightPad", TypeS32, Offset(mRightPad, GuiGameListOptionsProfile),
"Padding between the rightmost edge of the control and the row's right arrow." );
Parent::initPersistFields();
}