Torque3D/Engine/source/gui/containers/guiFrameCtrl.h
2012-09-19 11:15:01 -04:00

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