mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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355 lines
14 KiB
C++
355 lines
14 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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#ifndef _GuiGameListMenuCtrl_H_
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#define _GuiGameListMenuCtrl_H_
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#include "gui/core/guiControl.h"
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class GuiGameListMenuProfile;
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/// \class GuiGameListMenuCtrl
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/// A base class for cross platform menu controls that are gamepad friendly.
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class GuiGameListMenuCtrl : public GuiControl
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{
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public:
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typedef GuiControl Parent;
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typedef GuiGameListMenuProfile Profile;
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protected:
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/// \struct Row
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/// Internal data representation of a single row in the control.
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struct Row
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{
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StringTableEntry mLabel; ///< Text to display in the row as a label
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StringTableEntry mScriptCallback; ///< Script callback when row is activated
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S32 mIconIndex; ///< Index of the icon to display on the row (-1 = no icon)
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S32 mHeightPad; ///< Extra amount to pad above this row
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bool mUseHighlightIcon; ///< Toggle the use of the highlight icon
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bool mEnabled; ///< If this row is enabled or not (grayed out)
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virtual ~Row() {}
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};
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public:
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/// \return The index of the highlighted row or NO_ROW if none of the rows
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/// are currently highlighted.
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virtual S32 getHighlighted() const { return mHighlighted; }
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/// \return The index of the selected row or NO_ROW if none of the rows are
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/// currently selected.
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virtual S32 getSelected() const { return mSelected; }
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/// Sets the selected row. Only rows that are enabled can be selected. Input is
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/// clamped to [0, mRows.size())
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///
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/// \param index The index to set as selected.
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virtual void setSelected(S32 index);
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/// Determines if the specified row is enabled or disabled.
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///
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/// \param index Index of the row to check.
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/// \return True if the specified row is enabled. False if the row is not
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/// enabled or the given index was not valid.
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virtual bool isRowEnabled(S32 index) const;
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/// Sets a row's enabled status according to the given parameters.
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///
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/// \param index The row to set the enabled status of.
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/// \param enabled Indicate true to enable the row or false to disable it.
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virtual void setRowEnabled(S32 index, bool enabled);
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/// Gets the label displayed on the specified row.
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///
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/// \param rowIndex Index of the row to get the label of.
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/// \return The label for the row.
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virtual StringTableEntry getRowLabel(S32 rowIndex) const;
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/// Sets the label on the given row.
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///
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/// \param rowIndex Index of the row to set the label on.
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/// \param label Text to set as the label of the row.
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virtual void setRowLabel(S32 rowIndex, const char * label);
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/// Adds a row to the control.
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///
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/// \param label The text to display on the row as a label.
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/// \param callback Name of a script function to use as a callback when this
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/// row is activated.
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/// \param icon [optional] Index of the icon to use as a marker. Default -1
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/// means no icon will be shown on this row.
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/// \param yPad [optional] An extra amount of height padding before the row.
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/// \param enabled [optional] If this row is initially enabled. Default true.
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virtual void addRow(const char* label, const char* callback, S32 icon = -1, S32 yPad = 0, bool useHighlightIcon = true, bool enabled = true);
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/// Activates the current row. The script callback of the current row will
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/// be called (if it has one).
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virtual void activateRow();
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/// Gets the number of rows in the control.
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///
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/// \return The number of rows in this control.
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virtual S32 getRowCount() const { return mRows.size(); }
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GuiGameListMenuCtrl();
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~GuiGameListMenuCtrl();
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void onRender(Point2I offset, const RectI &updateRect);
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/// Callback when the object is registered with the sim.
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///
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/// \return True if the profile was successfully added, false otherwise.
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bool onAdd();
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/// Callback when the control wakes up.
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bool onWake();
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/// Callback when a key is pressed.
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///
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/// \param event The event that triggered this callback.
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bool onKeyDown(const GuiEvent &event);
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/// Callback when a key is repeating.
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///
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/// \param event The event that triggered this callback.
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bool onKeyRepeat(const GuiEvent &event){ return onKeyDown(event); }
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/// Callback when the mouse button is clicked on the control.
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///
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/// \param event A reference to the event that triggered the callback.
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void onMouseDown(const GuiEvent &event);
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/// Callback when the mouse is dragged on the control.
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///
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/// \param event A reference to the event that triggered the callback.
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void onMouseDragged(const GuiEvent &event){ onMouseDown(event); }
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/// Callback when the mouse leaves the control.
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///
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/// \param event A reference to the event that triggered the callback.
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void onMouseLeave(const GuiEvent &event);
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/// Callback when the mouse is moving over this control
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///
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/// \param event A reference to the event that triggered the callback.
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void onMouseMove(const GuiEvent &event);
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/// Callback when the mouse button is released.
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///
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/// \param event A reference to the event that triggered the callback.
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void onMouseUp(const GuiEvent &event);
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/// Callback when the gamepad axis is activated.
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///
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/// \param event A reference to the event that triggered the callback.
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virtual bool onGamepadAxisUp(const GuiEvent & event);
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/// Callback when the gamepad axis is activated.
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///
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/// \param event A reference to the event that triggered the callback.
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virtual bool onGamepadAxisDown(const GuiEvent & event);
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DECLARE_CONOBJECT(GuiGameListMenuCtrl);
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DECLARE_CATEGORY( "Gui Game" );
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DECLARE_DESCRIPTION( "Base class for cross platform menu controls that are gamepad friendly." );
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/// Initializes fields accessible through the console.
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static void initPersistFields();
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static const S32 NO_ROW = -1; ///< Indicates a query result of no row found.
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static const S32 NO_ICON = -1; ///< Indicates a row has no extra icon available
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protected:
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/// Adds a row to the control.
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///
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/// \param row A reference to the row object to fill.
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/// \param label The text to display on the row as a label.
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/// \param callback Name of a script function to use as a callback when this
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/// row is activated.
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/// \param icon [optional] Index of the icon to use as a marker. Default -1
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/// means no icon will be shown on this row.
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/// \param yPad [optional] An extra amount of height padding before the row.
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/// \param enabled [optional] If this row is initially enabled. Default true.
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virtual void addRow(Row * row, const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled);
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/// Determines if the given index is a valid row index. Any index pointing at
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/// an existing row is valid.
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///
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/// \param index The index to check for validity.
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/// \return True if the index points at a valid row, false otherwise.
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virtual bool isValidRowIndex(S32 index) const;
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/// Sets the script variable $ThisControl to reflect this control.
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virtual void setThisControl();
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/// Called to implement debug rendering which displays colored lines to
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/// provide visual feedback on extents and hit zones.
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virtual void onDebugRender(Point2I offset);
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/// Looks up the row having a hit area at the given global point.
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///
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/// \param globalPoint The point we want to check for hitting a row.
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/// \return The index of the hit row or NO_ROW if no row was hit.
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virtual S32 getRow(Point2I globalPoint);
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/// Checks to make sure our control has a profile of the correct type.
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///
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/// \return True if the profile is of type GuiGameListMenuProfile or false if
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/// the profile is of any other type.
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virtual bool hasValidProfile() const;
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/// Enforces the validity of the fields on this control and its profile (if
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/// the profile is valid, see: hasValidProfile).
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virtual void enforceConstraints();
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/// @name Callbacks
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/// @{
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DECLARE_CALLBACK( void, onChange, () );
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/// @}
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/// Evaluates some script. If the command is empty then nothing is evaluated.
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///
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/// \param command The script to evaluate.
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void doScriptCommand(StringTableEntry command);
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StringTableEntry mCallbackOnA; ///< Script callback when the 'A' button is pressed
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StringTableEntry mCallbackOnB; ///< Script callback when the 'B' button is pressed
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StringTableEntry mCallbackOnX; ///< Script callback when the 'X' button is pressed
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StringTableEntry mCallbackOnY; ///< Script callback when the 'Y' button is pressed
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bool mDebugRender; ///< Determines when to show debug render lines
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Vector<Row *> mRows; ///< Holds data wrappers on all the rows we have
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private:
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/// Recalculates the height of this control based on the stored row height and
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/// and padding on the rows.
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virtual Point2I getMinExtent() const;
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/// Makes sure the height will allow all rows to be displayed without being
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/// truncated.
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void updateHeight();
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/// Sets the first enabled row as selected. If there are no enabled rows then
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/// selected will be set to NO_ROW.
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void selectFirstEnabledRow();
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/// Changes the currently selected row.
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///
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/// \param delta The amount to change the row selection by. Typically this will
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/// be 1 or -1.
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void changeRow(S32 delta);
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S32 mSelected; ///< index of the currently selected row
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S32 mHighlighted; ///< index of the currently highlighted row
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};
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/// \class GuiGameListMenuProfile
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/// A gui profile with additional fields specific to GuiGameListMenuCtrl.
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class GuiGameListMenuProfile : public GuiControlProfile
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{
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typedef GuiControlProfile Parent;
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public:
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/// Enforces range constraints on all required fields.
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virtual void enforceConstraints();
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/// Get the height of rows in this profile. All rows are considered to be the
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/// same base height. Rows can have an extra amount of y padding defined when
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/// they are added to the control.
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///
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/// \return The height of rows in this profile.
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S32 getRowHeight() { return (mRowSize.y) ? mRowSize.y : getBitmapArrayRect(TEX_NORMAL).extent.y; }
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/// Get the width of rows in this profile. All rows are considered to be the
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/// same width.
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///
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/// \return The width of rows in this profile.
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S32 getRowWidth() { return (mRowSize.x) ? mRowSize.x : getBitmapArrayRect(TEX_NORMAL).extent.x; }
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/// Row scale is the ratio between the defined row size and the raw size of
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/// the bitmap.
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///
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/// \return The row scale.
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const Point2F & getRowScale() const { return mRowScale; }
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/// Gets the extent of icons for this profile. If there are no icons you will
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/// get a point of (0, 0);
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///
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/// \return The extent of icons or (0, 0) if there aren't any.
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Point2I getIconExtent();
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/// Gets the extent of arrows for this profile. If there are no arrows you
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/// will get a point of (0, 0).
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///
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/// \return The extent of icons or (0, 0) if there aren't any.
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Point2I getArrowExtent();
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/// Gets the extent of the defined hit area for this profile. If the hit area
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/// is not defined then it defaults to the full size of a row.
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///
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/// \return The extents of the defined hit area or the full size of the row.
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Point2I getHitAreaExtent();
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/// Determines if this profile has textures for the left and right arrows.
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///
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/// \return True if the profile's bitmap has textures for the arrows, false
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/// otherwise.
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bool hasArrows(){ return (! getBitmapArrayRect(TEX_FIRST_ARROW).extent.isZero()); }
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/// Callback when the object is registered with the sim.
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///
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/// \return True if the profile was successfully added, false otherwise.
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bool onAdd();
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Point2I mHitAreaUpperLeft; ///< Offset for the upper left corner of the hit area
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Point2I mHitAreaLowerRight; ///< Offset for the lower right corner of the hit area
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Point2I mIconOffset; ///< Offset for a row's extra icon
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Point2I mRowSize; ///< The base size of a row
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GuiGameListMenuProfile();
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DECLARE_CONOBJECT(GuiGameListMenuProfile);
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/// Initializes fields accessible through the console.
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static void initPersistFields();
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enum
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{
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TEX_NORMAL = 0, ///< texture index for a normal, unselected row
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TEX_SELECTED = 1, ///< texture index for a selected row
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TEX_HIGHLIGHT = 2, ///< texture index for a highlighted row (moused over, not selected)
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TEX_DISABLED = 3, ///< texture index for a disabled row
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TEX_L_ARROW_OFF = 4, ///< texture index for the left arrow of an unselected row
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TEX_L_ARROW_ON = 5, ///< texture index for the left arrow of a selected row
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TEX_R_ARROW_OFF = 6, ///< texture index for the right arrow of an unselected row
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TEX_R_ARROW_ON = 7, ///< texture index for the right arrow of a selected row
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TEX_FIRST_ARROW = 4, ///< texture index for the first arrow
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TEX_FIRST_ICON = 8, ///< texture index for the first row marker icon
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};
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private:
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Point2F mRowScale; ///< Ratio of row size to actual bitmap size
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};
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#endif
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