mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-15 12:43:50 +00:00
This also fixes some insecure behavior relying on %this value eval'ing, which has also been modified to be better. Also fixes up some old calls for getting menubar menus by internal name, which is no longer supported, instead using the findMenu function call.
259 lines
8.2 KiB
C#
259 lines
8.2 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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//-----------------------------------------------------------------------------
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// Menu Builder Helper Class
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//-----------------------------------------------------------------------------
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/// @class MenuBuilder
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/// @brief Create Dynamic Context and MenuBar Menus
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///
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///
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/// Summary : The MenuBuilder script class exists merely as a helper for creating
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/// popup menu's for use in torque editors. It is setup as a single
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/// object with dynamic fields starting with item[0]..[n] that describe
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/// how to create the menu in question. An example is below.
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///
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/// isPopup : isPopup is a persistent field on PopupMenu console class which
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/// when specified to true will allow you to perform .showPopup(x,y)
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/// commands which allow popupmenu's to be used/reused as menubar menus
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/// as well as context menus.
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///
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/// barPosition : barPosition indicates which index on the menu bar (0 = leftmost)
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/// to place this menu if it is attached. Use the attachToMenuBar() command
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/// to attach a menu.
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///
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/// barName : barName specifies the visible name of a menu item that is attached
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/// to the global menubar.
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///
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/// canvas : The GuiCanvas object the menu should be attached to. This defaults to
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/// the global Canvas object if unspecified.
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///
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/// Remarks : If you wish to use a menu as a context popup menu, isPopup must be
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/// specified as true at the creation time of the menu.
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///
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///
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/// @li @b item[n] (String) TAB (String) TAB (String) : <c>A Menu Item Definition.</c>
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/// @code item[0] = "Open File..." TAB "Ctrl O" TAB "Something::OpenFile"; @endcode
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///
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/// @li @b isPopup (bool) : <c>If Specified the menu will be considered a popup menu and should be used via .showPopup()</c>
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/// @code isPopup = true; @endcode
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///
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///
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/// Example : Creating a @b MenuBar Menu
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/// @code
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/// %%editMenu = new PopupMenu()
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/// {
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/// barPosition = 3;
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/// barName = "View";
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/// superClass = "MenuBuilder";
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/// item[0] = "Undo" TAB "Ctrl Z" TAB "levelBuilderUndo(1);";
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/// item[1] = "Redo" TAB "Ctrl Y" TAB "levelBuilderRedo(1);";
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/// item[2] = "-";
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/// };
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///
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/// %%editMenu.attachToMenuBar( 1, "Edit" );
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///
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/// @endcode
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///
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///
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/// Example : Creating a @b Context (Popup) Menu
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/// @code
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/// %%contextMenu = new PopupMenu()
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/// {
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/// superClass = MenuBuilder;
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/// isPopup = true;
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/// item[0] = "My Super Cool Item" TAB "Ctrl 2" TAB "echo(\"Clicked Super Cool Item\");";
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/// item[1] = "-";
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/// };
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///
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/// %%contextMenu.showPopup();
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/// @endcode
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///
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///
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/// Example : Modifying a Menu
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/// @code
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/// %%editMenu = new PopupMenu()
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/// {
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/// item[0] = "Foo" TAB "Ctrl F" TAB "echo(\"clicked Foo\")";
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/// item[1] = "-";
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/// };
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/// %%editMenu.addItem( 2, "Bar" TAB "Ctrl B" TAB "echo(\"clicked Bar\")" );
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/// %%editMenu.removeItem( 0 );
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/// %%editMenu.addItem( 0, "Modified Foo" TAB "Ctrl F" TAB "echo(\"clicked modified Foo\")" );
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/// @endcode
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///
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///
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/// @see PopupMenu
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///
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//-----------------------------------------------------------------------------
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// Adds one item to the menu.
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// if %item is skipped or "", we will use %item[#], which was set when the menu was created.
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// if %item is provided, then we update %item[#].
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function MenuBuilder::addItem(%this, %pos, %item)
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{
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if(%item $= "")
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%item = %this.item[%pos];
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if(%item !$= %this.item[%pos])
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%this.item[%pos] = %item;
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%name = getField(%item, 0);
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%accel = getField(%item, 1);
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%cmd = getField(%item, 2);
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// We replace the [this] token with our object ID
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%cmd = strreplace( %cmd, "[this]", %this );
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%this.item[%pos] = setField( %item, 2, %cmd );
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if(isObject(%accel))
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{
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// If %accel is an object, we want to add a sub menu
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%this.insertSubmenu(%pos, %name, %accel);
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}
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else
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{
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%this.insertItem(%pos, %name !$= "-" ? %name : "", %accel, %cmd);
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}
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}
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function MenuBuilder::appendItem(%this, %item)
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{
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%this.addItem(%this.getItemCount(), %item);
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}
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function MenuBuilder::onAdd(%this)
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{
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if(! isObject(%this.canvas))
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%this.canvas = Canvas;
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for(%i = 0;%this.item[%i] !$= "";%i++)
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{
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%this.addItem(%i);
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}
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}
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function MenuBuilder::reloadItems(%this)
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{
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%this.clearItems();
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for(%i = 0;%this.item[%i] !$= "";%i++)
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{
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%this.addItem(%i);
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}
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}
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function MenuBuilder::onRemove(%this)
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{
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if(%this.isMethod("removeFromMenuBar"))
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%this.removeFromMenuBar();
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}
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//////////////////////////////////////////////////////////////////////////
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function MenuBuilder::onSelectItem(%this, %id, %text)
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{
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%cmd = getField(%this.item[%id], 2);
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if(%cmd !$= "")
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{
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eval( %cmd );
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return true;
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}
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return false;
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}
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/// Sets a new name on an existing menu item.
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function MenuBuilder::setItemName( %this, %id, %name )
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{
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%item = %this.item[%id];
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%accel = getField(%item, 1);
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%this.setItem( %id, %name, %accel );
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}
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/// Sets a new command on an existing menu item.
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function MenuBuilder::setItemCommand( %this, %id, %command )
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{
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%this.item[%id] = setField( %this.item[%id], 2, %command );
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}
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/// (SimID this)
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/// Wraps the attachToMenuBar call so that it does not require knowledge of
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/// barName or barIndex to be removed/attached. This makes the individual
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/// MenuBuilder items very easy to add and remove dynamically from a bar.
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///
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function MenuBuilder::attachToMenuBar( %this )
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{
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if( %this.barName $= "" )
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{
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error("MenuBuilder::attachToMenuBar - Menu property 'barName' not specified.");
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return false;
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}
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if( %this.barPosition < 0 )
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{
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error("MenuBuilder::attachToMenuBar - Menu " SPC %this.barName SPC "property 'barPosition' is invalid, must be zero or greater.");
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return false;
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}
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Parent::attachToMenuBar( %this, %this.canvas, %this.barPosition, %this.barName );
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}
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//////////////////////////////////////////////////////////////////////////
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// Callbacks from PopupMenu. These callbacks are now passed on to submenus
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// in C++, which was previously not the case. Thus, no longer anything to
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// do in these. I am keeping the callbacks in case they are needed later.
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function MenuBuilder::onAttachToMenuBar(%this, %canvas, %pos, %title)
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{
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}
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function MenuBuilder::onRemoveFromMenuBar(%this, %canvas)
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{
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}
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//////////////////////////////////////////////////////////////////////////
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/// Method called to setup default state for the menu. Expected to be overriden
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/// on an individual menu basis. See the mission editor for an example.
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function MenuBuilder::setupDefaultState(%this)
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{
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for(%i = 0;%this.item[%i] !$= "";%i++)
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{
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%name = getField(%this.item[%i], 0);
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%accel = getField(%this.item[%i], 1);
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%cmd = getField(%this.item[%i], 2);
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// Pass on to sub menus
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if(isObject(%accel))
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%accel.setupDefaultState();
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}
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}
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/// Method called to easily enable or disable all items in a menu.
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function MenuBuilder::enableAllItems(%this, %enable)
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{
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for(%i = 0; %this.item[%i] !$= ""; %i++)
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{
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%this.enableItem(%i, %enable);
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}
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}
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