mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
288 lines
8 KiB
C++
288 lines
8 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 _GUIWINDOWCTRL_H_
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#define _GUIWINDOWCTRL_H_
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#ifndef _GUICONTAINER_H_
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#include "gui/containers/guiContainer.h"
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#endif
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/// @addtogroup gui_container_group Containers
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///
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/// @ingroup gui_group Gui System
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/// @{
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class GuiWindowCtrl : public GuiContainer
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{
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public:
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typedef GuiContainer Parent;
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protected:
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enum
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{
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/// Pixel distance across which snapping takes effect.
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SnapDistance = 12
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};
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/// Base indices for the button bitmap rects. Each button
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/// bitmap is defined in each of the BitmapStates.
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enum BitmapIndices
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{
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BmpClose,
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BmpMaximize,
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BmpNormal,
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BmpMinimize,
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BmpCount
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};
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/// Button bitmap states.
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enum BitmapStates
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{
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BmpDefault = 0,
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BmpHilite,
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BmpDown,
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BmpStates
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};
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/// Indices for non-button bitmap rects.
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enum
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{
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BorderTopLeftKey = 12,
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BorderTopRightKey,
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BorderTopKey,
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BorderTopLeftNoKey,
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BorderTopRightNoKey,
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BorderTopNoKey,
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BorderLeft,
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BorderRight,
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BorderBottomLeft,
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BorderBottom,
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BorderBottomRight,
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NumBitmaps
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};
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/// Window Edge Bit Masks
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///
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/// Edges can be combined to create a mask of multiple edges.
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/// This is used for hit detection throughout this class.
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enum Edges
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{
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edgeNone = 0, ///< No Edge
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edgeTop = BIT(1), ///< Top Edge
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edgeLeft = BIT(2), ///< Left Edge
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edgeRight = BIT(3), ///< Right Edge
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edgeBottom = BIT(4) ///< Bottom Edge
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};
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/// @name Flags
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/// @{
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/// Allow resizing width of window.
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bool mResizeWidth;
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/// Allow resizing height of window.
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bool mResizeHeight;
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/// Allow moving window.
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bool mCanMove;
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/// Display close button.
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bool mCanClose;
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/// Display minimize button.
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bool mCanMinimize;
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/// Display maximize button.
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bool mCanMaximize;
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///
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bool mCanCollapse;
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bool mCanDock; ///< Show a docking button on the title bar?
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bool mEdgeSnap; ///< Should this window snap to other windows edges?
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/// @}
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bool mCloseButtonPressed;
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bool mMinimizeButtonPressed;
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bool mMaximizeButtonPressed;
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bool mRepositionWindow;
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bool mResizeWindow;
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bool mSnapSignal;
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StringTableEntry mCloseCommand;
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/// Window title string.
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String mText;
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S32 mResizeEdge; ///< Resizing Edges Mask (See Edges Enumeration)
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S32 mTitleHeight;
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F32 mResizeMargin;
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bool mMouseMovingWin;
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bool mMouseResizeWidth;
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bool mMouseResizeHeight;
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bool mMinimized;
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bool mMaximized;
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Point2I mMousePosition;
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Point2I mMouseDownPosition;
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RectI mOrigBounds;
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RectI mStandardBounds;
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RectI mCloseButton;
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RectI mMinimizeButton;
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RectI mMaximizeButton;
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S32 mMinimizeIndex;
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S32 mTabIndex;
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void positionButtons(void);
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RectI *mBitmapBounds; //bmp is [3*n], bmpHL is [3*n + 1], bmpNA is [3*n + 2]
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GFXTexHandle mTextureObject;
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/// @name Collapsing
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/// @{
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typedef Vector< GuiWindowCtrl *> CollapseGroupNumVec;
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S32 mCollapseGroup;
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S32 mCollapseGroupNum;
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S32 mPreCollapsedYExtent;
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S32 mPreCollapsedYMinExtent;
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bool mIsCollapsed;
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bool mIsMouseResizing;
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S32 getCollapseGroupNum() { return mCollapseGroupNum; }
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void moveFromCollapseGroup();
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void moveWithCollapseGroup(Point2I windowPosition);
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bool resizeCollapseGroup(bool resizeX, bool resizeY, Point2I resizePos, Point2I resizeWidth);
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void refreshCollapseGroups();
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void handleCollapseGroup();
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/// @}
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/// @name Callbacks
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/// @{
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DECLARE_CALLBACK( void, onClose, () );
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DECLARE_CALLBACK( void, onMinimize, () );
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DECLARE_CALLBACK( void, onMaximize, () );
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DECLARE_CALLBACK( void, onCollapse, () );
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DECLARE_CALLBACK( void, onRestore, () );
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/// @}
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public:
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GuiWindowCtrl();
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bool isMinimized(S32 &index);
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virtual void getCursor(GuiCursor *&cursor, bool &showCursor, const GuiEvent &lastGuiEvent);
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void setFont(S32 fntTag);
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void setCloseCommand(const char *newCmd);
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GuiControl* findHitControl (const Point2I &pt, S32 initialLayer = -1 );
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S32 findHitEdges( const Point2I &globalPoint );
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void getSnappableWindows( Vector<GuiWindowCtrl*> &windowOutVector, bool canCollapse = false );
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bool resize( const Point2I &newPosition, const Point2I &newExtent );
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//only cycle tabs through the current window, so overwrite the method
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GuiControl* findNextTabable(GuiControl *curResponder, bool firstCall = true);
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GuiControl* findPrevTabable(GuiControl *curResponder, bool firstCall = true);
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S32 getTabIndex(void) { return mTabIndex; }
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void selectWindow(void);
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////
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const RectI getClientRect();
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/// Mutators for window properties from code.
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/// Using setDataField is a bit overkill.
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void setMobility( bool canMove, bool canClose, bool canMinimize, bool canMaximize, bool canDock, bool edgeSnap )
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{
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mCanMove = canMove;
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mCanClose = canClose;
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mCanMinimize = canMinimize;
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mCanMaximize = canMaximize;
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mCanDock = canDock;
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mEdgeSnap = edgeSnap;
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}
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/// Mutators for window properties from code.
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/// Using setDataField is a bit overkill.
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void setCanResize( bool canResizeWidth, bool canResizeHeight )
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{
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mResizeWidth = canResizeWidth;
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mResizeHeight = canResizeHeight;
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}
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/// Set the text on the window title bar.
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void setText( const String& text )
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{
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mText = text;
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}
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/// @name Collapsing
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/// @{
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void setCollapseGroup( bool state );
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void toggleCollapseGroup();
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void moveToCollapseGroup( GuiWindowCtrl* hitWindow, bool orientation );
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/// @}
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// GuiContainer.
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virtual bool onWake();
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virtual void onSleep();
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virtual void parentResized(const RectI &oldParentRect, const RectI &newParentRect);
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virtual void onMouseDown(const GuiEvent &event);
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virtual void onMouseDragged(const GuiEvent &event);
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virtual void onMouseUp(const GuiEvent &event);
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virtual void onMouseMove(const GuiEvent &event);
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virtual bool onKeyDown(const GuiEvent &event);
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virtual void onRender(Point2I offset, const RectI &updateRect);
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DECLARE_CONOBJECT( GuiWindowCtrl );
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DECLARE_DESCRIPTION( "A control that shows an independent window inside the canvas." );
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static void initPersistFields();
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};
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/// @}
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#endif //_GUI_WINDOW_CTRL_H
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