mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
192 lines
7.3 KiB
C++
192 lines
7.3 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 _GUIFRAMECTRL_H_
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#define _GUIFRAMECTRL_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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// for debugging porpoises...
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#define GUI_FRAME_DEBUG
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// ...save the porpoises
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/// A gui control allowing a window to be subdivided into panes,
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/// each of which displays a gui control child of the
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/// GuiFrameSetCtrl. Each gui control child will have an associated
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/// FrameDetail through which frame-specific details can be
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/// assigned. Frame-specific values override the values specified
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/// for the entire frameset.
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///
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/// Note that it is possible to have more children than frames,
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/// or more frames than children. In the former case, the extra
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/// children will not be visible (they are moved beyond the
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/// visible extent of the frameset). In the latter case, frames
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/// will be empty.
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///
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/// If a frameset had two columns and two rows but only three
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/// gui control children they would be assigned to frames as
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/// follows:
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/// 1 | 2
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/// -----
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/// 3 |
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///
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/// The last frame would be blank.
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///
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class GuiFrameSetCtrl : public GuiContainer
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{
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private:
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typedef GuiContainer Parent;
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public:
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enum FrameState
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{
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FRAME_STATE_ON, // ON overrides OFF
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FRAME_STATE_OFF, // OFF overrides AUTO
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FRAME_STATE_AUTO, // AUTO == ON, unless overridden
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NO_HIT = -1,
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DEFAULT_BORDER_WIDTH = 4,
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DEFAULT_COLUMNS = 1,
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DEFAULT_ROWS = 1,
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DEFAULT_MIN_FRAME_EXTENT = 64
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};
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enum Region
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{
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VERTICAL_DIVIDER,
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HORIZONTAL_DIVIDER,
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DIVIDER_INTERSECTION,
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NONE
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};
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struct FrameDetail
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{
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U32 mBorderWidth;
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ColorI mBorderColor;
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S32 mBorderEnable;
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S32 mBorderMovable;
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Point2I mMinExtent;
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RectSpacingI mPadding;
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FrameDetail() { mBorderWidth = DEFAULT_BORDER_WIDTH; mBorderEnable = FRAME_STATE_AUTO; mBorderMovable = FRAME_STATE_AUTO; mMinExtent.set(DEFAULT_MIN_FRAME_EXTENT, DEFAULT_MIN_FRAME_EXTENT); mPadding.setAll( 0 ); }
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};
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DECLARE_CONOBJECT(GuiFrameSetCtrl);
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DECLARE_DESCRIPTION( "A container that allows to subdivide its space into rows and columns.\n"
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"Child controls are assigned to the cells row by row." );
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static void initPersistFields();
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GuiFrameSetCtrl();
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GuiFrameSetCtrl(U32 columns, U32 rows, const U32 columnOffsets[] = NULL, const U32 rowOffsets[] = NULL);
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virtual ~GuiFrameSetCtrl();
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void addObject(SimObject *obj);
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void removeObject(SimObject *obj);
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virtual bool resize(const Point2I &newPosition, const Point2I &newExtent);
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virtual void onMouseDown(const GuiEvent &event);
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virtual void onMouseUp(const GuiEvent &event);
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virtual void onMouseDragged(const GuiEvent &event);
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bool onAdd();
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void onRender(Point2I offset, const RectI &updateRect );
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protected:
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/* member variables */
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Vector<S32> mColumnOffsets;
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Vector<S32> mRowOffsets;
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GuiCursor *mMoveCursor;
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GuiCursor *mUpDownCursor;
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GuiCursor *mLeftRightCursor;
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GuiCursor *mDefaultCursor;
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FrameDetail mFramesetDetails;
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VectorPtr<FrameDetail *> mFrameDetails;
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bool mAutoBalance;
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S32 mFudgeFactor;
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/* divider activation member variables */
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Region mCurHitRegion;
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Point2I mLocOnDivider;
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S32 mCurVerticalHit;
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S32 mCurHorizontalHit;
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bool init(U32 columns, U32 rows, const U32 columnOffsets[], const U32 rowOffsets[]);
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Region findHitRegion(const Point2I &point);
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Region pointInAnyRegion(const Point2I &point);
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S32 findResizableFrames(S32 indexes[]);
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bool hitVerticalDivider(S32 x, const Point2I &point);
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bool hitHorizontalDivider(S32 y, const Point2I &point);
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virtual void getCursor(GuiCursor *&cursor, bool &showCursor, const GuiEvent &lastGuiEvent);
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void rebalance(const Point2I &newExtent);
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void computeSizes(bool balanceFrames = false);
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void computeMovableRange(Region hitRegion, S32 vertHit, S32 horzHit, S32 numIndexes, const S32 indexes[], S32 ranges[]);
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void drawDividers(const Point2I &offset);
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public:
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U32 columns() const { return(mColumnOffsets.size()); }
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U32 rows() const { return(mRowOffsets.size()); }
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U32 borderWidth() const { return(mFramesetDetails.mBorderWidth); }
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Vector<S32>* columnOffsets() { return(&mColumnOffsets); }
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Vector<S32>* rowOffsets() { return(&mRowOffsets); }
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FrameDetail* framesetDetails() { return(&mFramesetDetails); }
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bool findFrameContents(S32 index, GuiControl **gc, FrameDetail **fd);
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void frameBorderEnable(S32 index, const char *state = NULL);
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void frameBorderMovable(S32 index, const char *state = NULL);
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void frameMinExtent(S32 index, const Point2I &extent);
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void framePadding(S32 index, const RectSpacingI &padding);
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RectSpacingI getFramePadding(S32 index);
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void balanceFrames() { computeSizes(true); }
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void updateSizes() { computeSizes(); }
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bool onWake();
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private:
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GuiFrameSetCtrl(const GuiFrameSetCtrl &);
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GuiFrameSetCtrl& operator=(const GuiFrameSetCtrl &);
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};
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typedef GuiFrameSetCtrl::FrameState GuiFrameState;
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DefineEnumType( GuiFrameState );
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//-----------------------------------------------------------------------------
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// x is the first value inside the next column, so the divider x-coords
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// precede x.
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inline bool GuiFrameSetCtrl::hitVerticalDivider(S32 x, const Point2I &point)
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{
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return((point.x >= S32(x - mFramesetDetails.mBorderWidth)) && (point.x < x) && (point.y >= 0) && (point.y < S32(getHeight())));
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}
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//-----------------------------------------------------------------------------
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// y is the first value inside the next row, so the divider y-coords precede y.
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inline bool GuiFrameSetCtrl::hitHorizontalDivider(S32 y, const Point2I &point)
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{
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return((point.x >= 0) && (point.x < S32(getWidth())) && (point.y >= S32(y - mFramesetDetails.mBorderWidth)) && (point.y < y));
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}
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#endif // _GUI_FRAME_CTRL_H
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