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

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