Torque3D/Engine/source/gui/controls/guiTextListCtrl.h
James Urquhart f44a3f27d6 Fix stack balancing problems by refactoring execution calls
- Con::executef now uses a template
- All public execution functions now restore the console stack upon return
- Fixed bad parameters on some callbacks
- Reverts get*Arg behavior
2015-02-08 00:08:18 +00:00

115 lines
3.4 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 _GUITEXTLISTCTRL_H_
#define _GUITEXTLISTCTRL_H_
#ifndef _GUIARRAYCTRL_H_
#include "gui/core/guiArrayCtrl.h"
#endif
class GuiTextListCtrl : public GuiArrayCtrl
{
private:
typedef GuiArrayCtrl Parent;
public:
struct Entry
{
char *text;
U32 id;
bool active;
};
Vector<Entry> mList;
protected:
enum ScrollConst
{
UP = 0,
DOWN = 1
};
enum {
InvalidId = 0xFFFFFFFF
};
Vector<S32> mColumnOffsets;
bool mFitParentWidth;
bool mClipColumnText;
U32 getRowWidth(Entry *row);
bool cellSelected(Point2I cell);
void onCellSelected(Point2I cell);
public:
GuiTextListCtrl();
DECLARE_CONOBJECT(GuiTextListCtrl);
DECLARE_CATEGORY( "Gui Lists" );
DECLARE_DESCRIPTION( "A control that displays text in tabular form." );
DECLARE_CALLBACK( void, onSelect, (S32 cellid, const char* text));
DECLARE_CALLBACK( void, onDeleteKey, ( S32 id ));
static void initPersistFields();
virtual void setCellSize( const Point2I &size ){ mCellSize = size; }
virtual void getCellSize( Point2I &size ){ size = mCellSize; }
const char *getScriptValue();
void setScriptValue(const char *value);
U32 getNumEntries();
void clear();
virtual void addEntry(U32 id, const char *text);
virtual void insertEntry(U32 id, const char *text, S32 index);
void setEntry(U32 id, const char *text);
void setEntryActive(U32 id, bool active);
S32 findEntryById(U32 id);
S32 findEntryByText(const char *text);
bool isEntryActive(U32 id);
U32 getEntryId(U32 index);
bool onWake();
void removeEntry(U32 id);
virtual void removeEntryByIndex(S32 id);
virtual void sort(U32 column, bool increasing = true);
virtual void sortNumerical(U32 column, bool increasing = true);
U32 getSelectedId();
U32 getSelectedRow();
const char *getSelectedText();
bool onKeyDown(const GuiEvent &event);
virtual void onRenderCell(Point2I offset, Point2I cell, bool selected, bool mouseOver);
void setSize(Point2I newSize);
void onRemove();
void addColumnOffset(S32 offset) { mColumnOffsets.push_back(offset); }
void clearColumnOffsets() { mColumnOffsets.clear(); }
};
#endif //_GUI_TEXTLIST_CTRL_H