mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
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
397 lines
11 KiB
C++
397 lines
11 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/engineAPI.h"
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#include "platform/platform.h"
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#include "gui/containers/guiPaneCtrl.h"
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#include "gfx/gfxDrawUtil.h"
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IMPLEMENT_CONOBJECT(GuiPaneControl);
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ConsoleDocClass( GuiPaneControl,
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"@brief A collapsable pane control.\n\n"
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"This class wraps a single child control and displays a header with caption "
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"above it. If you click the header it will collapse or expand (if <i>collapsable</i> "
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"is enabled). The control resizes itself based on its collapsed/expanded size.<br>"
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"In the GUI editor, if you just want the header you can make <i>collapsable</i> "
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"false. The caption field lets you set the caption; it expects a bitmap (from "
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"the GuiControlProfile) that contains two images - the first is displayed when "
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"the control is expanded and the second is displayed when it is collapsed. The "
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"header is sized based on the first image.\n\n"
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"@tsexample\n"
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"new GuiPaneControl()\n"
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"{\n"
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" caption = \"Example Pane\";\n"
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" collapsable = \"1\";\n"
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" barBehindText = \"1\";\n"
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" //Properties not specific to this control have been omitted from this example.\n"
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"};\n"
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"@endtsexample\n\n"
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"@ingroup GuiContainers"
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);
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//-----------------------------------------------------------------------------
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GuiPaneControl::GuiPaneControl()
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{
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setMinExtent(Point2I(16,16));
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mActive = true;
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mCollapsable = true;
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mCollapsed = false;
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mBarBehindText = true;
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mMouseOver = false;
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mDepressed = false;
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mCaption = "A Pane";
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mCaptionID = StringTable->EmptyString();
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mIsContainer = true;
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mOriginalExtents.set(10,10);
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}
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//-----------------------------------------------------------------------------
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void GuiPaneControl::initPersistFields()
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{
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addGroup( "Pane" );
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addField("caption", TypeRealString, Offset(mCaption, GuiPaneControl),
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"Text label to display as the pane header." );
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addField("captionID", TypeString, Offset(mCaptionID, GuiPaneControl),
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"String table text ID to use as caption string (overrides 'caption')." );
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addField("collapsable", TypeBool, Offset(mCollapsable, GuiPaneControl),
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"Whether the pane can be collapsed by clicking its header." );
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addField("barBehindText", TypeBool, Offset(mBarBehindText, GuiPaneControl),
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"Whether to draw the bitmapped pane bar behind the header text, too." );
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endGroup( "Pane" );
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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bool GuiPaneControl::onWake()
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{
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if ( !Parent::onWake() )
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return false;
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if( !mProfile->mFont )
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{
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Con::errorf( "GuiPaneControl::onWake - profile has no valid font" );
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return false;
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}
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if(mCaptionID && *mCaptionID != 0)
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setCaptionID(mCaptionID);
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mProfile->constructBitmapArray();
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if(mProfile->mUseBitmapArray && mProfile->mBitmapArrayRects.size())
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{
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mThumbSize.set( mProfile->mBitmapArrayRects[0].extent.x, mProfile->mBitmapArrayRects[0].extent.y );
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mThumbSize.setMax( mProfile->mBitmapArrayRects[1].extent );
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if( mProfile->mFont->getHeight() > mThumbSize.y )
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mThumbSize.y = mProfile->mFont->getHeight();
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}
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else
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{
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mThumbSize.set(20, 20);
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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void GuiPaneControl::setCaptionID(const char *id)
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{
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S32 n = Con::getIntVariable(id, -1);
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if(n != -1)
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{
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mCaptionID = StringTable->insert(id);
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setCaptionID(n);
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}
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}
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//-----------------------------------------------------------------------------
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void GuiPaneControl::setCaptionID(S32 id)
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{
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mCaption = getGUIString(id);
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}
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//-----------------------------------------------------------------------------
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bool GuiPaneControl::resize(const Point2I &newPosition, const Point2I &newExtent)
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{
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// CodeReview WTF is going on here that we need to bypass parent sanity?
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// Investigate this [7/1/2007 justind]
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if( !Parent::resize( newPosition, newExtent ) )
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return false;
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mOriginalExtents.x = getWidth();
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/*
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GuiControl *parent = getParent();
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if (parent)
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parent->childResized(this);
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setUpdate();
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*/
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// Resize the child control if we're not collapsed
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if(size() && !mCollapsed)
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{
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GuiControl *gc = dynamic_cast<GuiControl*>(operator[](0));
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if(gc)
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{
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Point2I offset(0, mThumbSize.y);
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gc->resize(offset, newExtent - offset);
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}
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}
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// For now.
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return true;
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}
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//-----------------------------------------------------------------------------
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void GuiPaneControl::onRender(Point2I offset, const RectI &updateRect)
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{
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// Render our awesome little doogong
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if(mProfile->mBitmapArrayRects.size() >= 2 && mCollapsable)
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{
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S32 idx = mCollapsed ? 0 : 1;
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GFX->getDrawUtil()->clearBitmapModulation();
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GFX->getDrawUtil()->drawBitmapStretchSR(
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mProfile->getBitmapResource(),
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RectI(offset, mProfile->mBitmapArrayRects[idx].extent),
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mProfile->mBitmapArrayRects[idx]
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);
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}
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S32 textWidth = 0;
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if(!mBarBehindText)
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{
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GFX->getDrawUtil()->setBitmapModulation((mMouseOver ? mProfile->mFontColorHL : mProfile->mFontColor));
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textWidth = GFX->getDrawUtil()->drawText(
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mProfile->mFont,
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Point2I(mThumbSize.x, 0) + offset,
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mCaption,
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mProfile->mFontColors
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);
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}
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// Draw our little bar, too
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if(mProfile->mBitmapArrayRects.size() >= 5)
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{
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GFX->getDrawUtil()->clearBitmapModulation();
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S32 barStart = mThumbSize.x + offset.x + textWidth;
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S32 barTop = mThumbSize.y/2 + offset.y - mProfile->mBitmapArrayRects[3].extent.y /2;
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Point2I barOffset(barStart, barTop);
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// Draw the start of the bar...
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GFX->getDrawUtil()->drawBitmapStretchSR(
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mProfile->getBitmapResource(),
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RectI(barOffset, mProfile->mBitmapArrayRects[2].extent),
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mProfile->mBitmapArrayRects[2]
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);
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// Now draw the middle...
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barOffset.x += mProfile->mBitmapArrayRects[2].extent.x;
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S32 barMiddleSize = (getExtent().x - (barOffset.x - offset.x)) - mProfile->mBitmapArrayRects[4].extent.x;
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if(barMiddleSize>0)
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{
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// We have to do this inset to prevent nasty stretching artifacts
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RectI foo = mProfile->mBitmapArrayRects[3];
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foo.inset(1,0);
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GFX->getDrawUtil()->drawBitmapStretchSR(
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mProfile->getBitmapResource(),
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RectI(barOffset, Point2I(barMiddleSize, mProfile->mBitmapArrayRects[3].extent.y)),
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foo
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);
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}
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// And the end
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barOffset.x += barMiddleSize;
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GFX->getDrawUtil()->drawBitmapStretchSR(
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mProfile->getBitmapResource(),
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RectI(barOffset, mProfile->mBitmapArrayRects[4].extent),
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mProfile->mBitmapArrayRects[4]
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);
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}
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if(mBarBehindText)
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{
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GFX->getDrawUtil()->setBitmapModulation((mMouseOver ? mProfile->mFontColorHL : mProfile->mFontColor));
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GFX->getDrawUtil()->drawText(
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mProfile->mFont,
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Point2I(mThumbSize.x, 0) + offset,
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mCaption,
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mProfile->mFontColors
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);
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}
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// Draw child controls if appropriate
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if(!mCollapsed)
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renderChildControls(offset, updateRect);
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}
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//-----------------------------------------------------------------------------
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void GuiPaneControl::setCollapsed(bool isCollapsed)
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{
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// Get the child
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if(size() == 0 || !mCollapsable) return;
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GuiControl *gc = dynamic_cast<GuiControl*>(operator[](0));
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if(mCollapsed && !isCollapsed)
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{
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resize(getPosition(), mOriginalExtents);
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mCollapsed = false;
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if(gc)
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gc->setVisible(true);
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}
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else if(!mCollapsed && isCollapsed)
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{
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mCollapsed = true;
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mOriginalExtents = getExtent();
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resize(getPosition(), Point2I(getExtent().x, mThumbSize.y));
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if(gc)
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gc->setVisible(false);
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}
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}
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//-----------------------------------------------------------------------------
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void GuiPaneControl::onMouseMove(const GuiEvent &event)
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{
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Point2I localMove = globalToLocalCoord(event.mousePoint);
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// If we're clicking in the header then resize
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mMouseOver = (localMove.y < mThumbSize.y);
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if(isMouseLocked())
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mDepressed = mMouseOver;
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}
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//-----------------------------------------------------------------------------
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void GuiPaneControl::onMouseEnter(const GuiEvent &event)
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{
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setUpdate();
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if(isMouseLocked())
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{
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mDepressed = true;
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mMouseOver = true;
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}
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else
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{
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mMouseOver = true;
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}
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}
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//-----------------------------------------------------------------------------
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void GuiPaneControl::onMouseLeave(const GuiEvent &event)
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{
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setUpdate();
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if(isMouseLocked())
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mDepressed = false;
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mMouseOver = false;
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}
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//-----------------------------------------------------------------------------
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void GuiPaneControl::onMouseDown(const GuiEvent &event)
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{
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if(!mCollapsable)
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return;
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Point2I localClick = globalToLocalCoord(event.mousePoint);
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// If we're clicking in the header then resize
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if(localClick.y < mThumbSize.y)
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{
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mouseLock();
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mDepressed = true;
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//update
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setUpdate();
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}
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}
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//-----------------------------------------------------------------------------
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void GuiPaneControl::onMouseUp(const GuiEvent &event)
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{
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// Make sure we only get events we ought to be getting...
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if (! mActive)
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return;
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if(!mCollapsable)
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return;
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mouseUnlock();
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setUpdate();
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Point2I localClick = globalToLocalCoord(event.mousePoint);
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// If we're clicking in the header then resize
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if(localClick.y < mThumbSize.y && mDepressed)
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setCollapsed(!mCollapsed);
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}
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//=============================================================================
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// Console Methods.
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//=============================================================================
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DefineEngineMethod( GuiPaneControl, setCollapsed, void, ( bool collapse ),,
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"Collapse or un-collapse the control.\n\n"
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"@param collapse True to collapse the control, false to un-collapse it\n" )
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{
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object->setCollapsed( collapse );
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}
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