mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
190 lines
7.4 KiB
C++
190 lines
7.4 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 "console/simBase.h"
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#include "core/util/tVector.h"
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#include "util/messaging/dispatcher.h"
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#include "gui/core/guiCanvas.h"
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#ifndef _POPUPMENU_H_
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#define _POPUPMENU_H_
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// Forward ref used by the platform code
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struct PlatformPopupMenuData;
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class MenuBar;
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// PopupMenu represents a menu.
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// You can add menu items to the menu, but there is no torque object associated
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// with these menu items, they exist only in a platform specific manner.
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class PopupMenu : public SimObject, public virtual Dispatcher::IMessageListener
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{
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typedef SimObject Parent;
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friend class MenuBar;
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private:
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/// Used by MenuBar to attach the menu to the menu bar. Do not use anywhere else.
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void attachToMenuBar(GuiCanvas *owner, S32 pos);
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protected:
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PlatformPopupMenuData *mData;
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SimSet *mSubmenus;
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SimObjectPtr<GuiCanvas> mCanvas;
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StringTableEntry mBarTitle;
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U32 mPopupGUID;
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bool mIsPopup;
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public:
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PopupMenu();
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virtual ~PopupMenu();
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void createPlatformPopupMenuData();
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void deletePlatformPopupMenuData();
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DECLARE_CONOBJECT(PopupMenu);
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static void initPersistFields();
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virtual bool onAdd();
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virtual void onRemove();
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static PopupMenuEvent smPopupMenuEvent;
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static bool smSelectionEventHandled; /// Set to true if any menu or submenu handles a selection event
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/// Creates the platform specific menu object, a peer to this object.
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/// The platform menu *must* exist before calling any method that manipulates
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/// menu items or displays the menu.
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/// implementd on a per-platform basis.
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void createPlatformMenu();
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void setBarTitle(const char * val) { mBarTitle = StringTable->insert(val, true); }
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StringTableEntry getBarTitle() const { return mBarTitle; }
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/// pass NULL for @p title to insert a separator
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/// returns the menu item's ID, or -1 on failure.
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/// implementd on a per-platform basis.
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/// TODO: factor out common code
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S32 insertItem(S32 pos, const char *title, const char* accelerator, const char* cmd);
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/// Sets the name title and accelerator for
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/// an existing item.
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bool setItem(S32 pos, const char *title, const char* accelerator, const char* cmd);
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/// pass NULL for @p title to insert a separator
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/// returns the menu item's ID, or -1 on failure.
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/// adds the submenu to the mSubmenus vector.
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/// implemented on a per-platform basis.
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/// TODO: factor out common code
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S32 insertSubMenu(S32 pos, const char *title, PopupMenu *submenu);
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/// remove the menu item at @p itemPos
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/// if the item has a submenu, it is removed from the mSubmenus list.
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/// implemented on a per-platform basis.
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/// TODO: factor out common code
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void removeItem(S32 itemPos);
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/// implemented on a per-platform basis.
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void enableItem(S32 pos, bool enable);
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/// implemented on a per-platform basis.
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void checkItem(S32 pos, bool checked);
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/// All items at positions firstPos through lastPos are unchecked, and the
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/// item at checkPos is checked.
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/// implemented on a per-platform basis.
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void checkRadioItem(S32 firstPos, S32 lastPos, S32 checkPos);
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bool isItemChecked(S32 pos);
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/// Returns the number of items in the menu.
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U32 getItemCount();
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/// Returns the popup GUID
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U32 getPopupGUID() { return mPopupGUID; }
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//-----------------------------------------------------------------------------
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// New code should not use these methods directly, use the menu bar instead.
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//
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// They remain for compatibility with old code and will be changing/going away
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// once the existing code is moved over to the menu bar.
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//-----------------------------------------------------------------------------
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/// Places this menu in the menu bar of the application's main window.
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/// @param owner The GuiCanvas that owns the PlatformWindow that this call is associated with
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/// @param pos The relative position at which to place the menu.
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/// @param title The name of the menu
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void attachToMenuBar(GuiCanvas *owner, S32 pos, const char *title);
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/// Removes this menu from the menu bar.
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void removeFromMenuBar();
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//-----------------------------------------------------------------------------
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/// Called when the menu has been attached to the menu bar
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void onAttachToMenuBar(GuiCanvas *canvas, S32 pos, const char *title);
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/// Called when the menu has been removed from the menu bar
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void onRemoveFromMenuBar(GuiCanvas *canvas);
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/// Returns the position index of this menu on the bar.
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S32 getPosOnMenuBar();
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/// Returns true if this menu is attached to the menu bar
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bool isAttachedToMenuBar() { return mCanvas != NULL; }
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/// Displays this menu as a popup menu and blocks until the user has selected
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/// an item.
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/// @param canvas the owner to show this popup associated with
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/// @param x window local x coordinate at which to display the popup menu
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/// @param y window local y coordinate at which to display the popup menu
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/// implemented on a per-platform basis.
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void showPopup(GuiCanvas *owner, S32 x = -1, S32 y = -1);
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/// Returns true iff this menu contains an item that matches @p iD.
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/// implemented on a per-platform basis.
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/// TODO: factor out common code
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bool canHandleID(U32 iD);
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/// A menu item in this menu has been selected by id.
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/// Submenus are given a chance to respond to the command first.
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/// If no submenu can handle the command id, this menu handles it.
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/// The script callback this::onSelectItem( position, text) is called.
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/// If @p text is null, then the text arg passed to script is the text of
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/// the selected menu item.
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/// implemented on a per-platform basis.
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/// TODO: factor out common code
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bool handleSelect(U32 command, const char *text = NULL);
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void onMenuSelect();
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/// Helper function to allow menu selections from signal events.
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/// Wraps canHandleID() and handleSelect() in one function
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/// without changing their internal functionality, so
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/// it should work regardless of platform.
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void handleSelectEvent(U32 popID, U32 command);
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virtual bool onMessageReceived(StringTableEntry queue, const char* event, const char* data );
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virtual bool onMessageObjectReceived(StringTableEntry queue, Message *msg );
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};
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#endif // _POPUPMENU_H_
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