Torque3D/Engine/source/gui/controls/guiGameListOptionsCtrl.h
Areloch bc27125e90 Initial pass to rework and cleanup the main UI interface
Implements interface buttons that react to input type and visually display keybinds
Updates the T3D icon and splash screen
2020-05-20 17:19:52 -05:00

200 lines
7.8 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 _GuiGameListOptionsCtrl_H_
#define _GuiGameListOptionsCtrl_H_
#include "gui/controls/guiGameListMenuCtrl.h"
/// \class GuiGameListOptionsCtrl
/// A control for showing pages of options that are gamepad friendly.
class GuiGameListOptionsCtrl : public GuiGameListMenuCtrl
{
typedef GuiGameListMenuCtrl Parent;
protected:
/// \struct Row
/// An extension to the parent's row, adding the ability to keep a collection
/// of options and track status related to them.
struct Row : public Parent::Row
{
Vector<StringTableEntry> mOptions; ///< Collection of options available to display
S32 mSelectedOption; ///< Index into mOptions pointing at the selected option
bool mWrapOptions; ///< Determines if options should "wrap around" at the ends
enum Mode
{
Default = 0,
OptionsList,
Keybind
};
Mode mMode;
Row() : mSelectedOption(0), mWrapOptions(false), mMode(Mode::Default)
{
VECTOR_SET_ASSOCIATION( mOptions );
}
};
public:
/// Gets the text for the currently selected option of the given row.
///
/// \param rowIndex Index of the row to get the option from.
/// \return A string representing the text currently displayed as the selected
/// option on the given row. If there is no such displayed text then the empty
/// string is returned.
StringTableEntry getCurrentOption(S32 rowIndex) const;
/// Attempts to set the given row to the specified selected option. The option
/// will only be set if the option exists in the control.
///
/// \param rowIndex Index of the row to set an option on.
/// \param option The option to be made active.
/// \return True if the row contained the option and was set, false otherwise.
bool selectOption(S32 rowIndex, StringTableEntry option);
/// Sets the list of options on the given row.
///
/// \param rowIndex Index of the row to set options on.
/// \param optionsList A tab separated list of options for the control.
void setOptions(S32 rowIndex, const char * optionsList);
/// Adds a row to the control.
///
/// \param label The text to display on the row as a label.
/// \param optionsList A tab separated list of options for the control.
/// \param wrapOptions Specify true to allow options to wrap at the ends or
/// false to prevent wrapping.
/// \param callback [optional] Name of a script function to use as a callback
/// when this row is activated. Default NULL means no callback.
/// \param icon [optional] Index of the icon to use as a marker. Default -1
/// means no icon will be shown on this row.
/// \param yPad [optional] An extra amount of height padding before the row.
/// \param enabled [optional] If this row is initially enabled. Default true.
void addRow(const char* label, const char* optionsList, bool wrapOptions, const char* callback, S32 icon = -1, S32 yPad = 0, bool enabled = true);
void onRender(Point2I offset, const RectI &updateRect);
/// Callback when the mouse button is released.
///
/// \param event A reference to the event that triggered the callback.
void onMouseUp(const GuiEvent &event);
/// Callback when a key is pressed.
///
/// \param event The event that triggered this callback.
bool onKeyDown(const GuiEvent &event);
/// Callback when a key is repeating.
///
/// \param event The event that triggered this callback.
bool onKeyRepeat(const GuiEvent &event){ return onKeyDown(event); }
/// Callback when the gamepad axis is activated.
///
/// \param event A reference to the event that triggered the callback.
virtual bool onGamepadAxisLeft(const GuiEvent &event);
/// Callback when the gamepad axis is activated.
///
/// \param event A reference to the event that triggered the callback.
virtual bool onGamepadAxisRight(const GuiEvent &event);
virtual void clearRows();
GuiGameListOptionsCtrl();
~GuiGameListOptionsCtrl();
DECLARE_CONOBJECT(GuiGameListOptionsCtrl);
DECLARE_DESCRIPTION( "A control for showing pages of options that are gamepad friendly." );
virtual bool onAdd();
/// Initializes fields accessible through the console.
static void initPersistFields();
static const S32 NO_OPTION = -1; ///< Indicates there is no option
protected:
/// Checks to make sure our control has a profile of the correct type.
///
/// \return True if the profile is of type GuiGameListOptionsProfile or false
/// if the profile is of any other type.
bool hasValidProfile() const;
/// Enforces the validity of the fields on this control and its profile (if the
/// profile is valid, see: hasValidProfile).
void enforceConstraints();
/// Adds lines around the column divisions to the feedback already provided
/// in the Parent.
void onDebugRender(Point2I offset);
private:
/// Performs a click on the current option row. The x position is used to
/// determine if the left or right arrow were clicked. If one was clicked, the
/// option will be changed. If neither was clicked, the option is unaffected.
/// This method should only be called when there is an actively selected row.
///
/// \param row The row to perform the click on.
/// \param xPos The x position of the the click, relative to the control.
void clickOption(Row * row, S32 xPos);
/// Changes the option on the currently selected row. If there is no row
/// selected, this method does nothing.
///
/// \param delta The amount to change the option selection by. Typically this
/// will be 1 or -1.
void changeOption(S32 delta);
/// Changes the option on the given row.
///
/// \param row The row to change the option on.
/// \param delta The amount to change the option selection by. Typically this
/// will be 1 or -1.
void changeOption(Row * row, S32 delta);
};
/// \class GuiGameListOptionsProfile
/// A gui profile with additional fields specific to GuiGameListOptionsCtrl.
class GuiGameListOptionsProfile : public GuiGameListMenuProfile
{
typedef GuiGameListMenuProfile Parent;
public:
/// Enforces range constraints on all required fields.
void enforceConstraints();
GuiGameListOptionsProfile();
S32 mColumnSplit; ///< Absolute position of the split between columns
S32 mRightPad; ///< Extra padding between the right arrow and the hit area
DECLARE_CONOBJECT(GuiGameListOptionsProfile);
/// Initializes fields accessible through the console.
static void initPersistFields();
};
#endif