Torque3D/Engine/source/gui/editor/guiPopupMenuCtrl.cpp
Areloch c2d1e9d654 Expands functionality of MenuBuilder to act as primary API for building out menus
Shifts "Help" menubar entry in world editor to use new API structure as example/test
Removes extraneous 'MainEditor'
Adds EditorCore module
Moved Menubuilder to EditorCore module
Fixes Help Menu editor settings so they properly point at modern documentation and forum URLs
Fixes handling of MenuBar so when inserting new items, ensures the menubar refreshes as would be expected
Adds remove function to menubar to remove a menu
Removes old commented console methods from menubar file
Adds checks for onMouseDown and onMouseUp for PopupMenu so items that are submenus aren't clickable like normal items
2023-10-22 00:47:29 -05:00

289 lines
8.1 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.
//-----------------------------------------------------------------------------
#include "gui/editor/guiPopupMenuCtrl.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/primBuilder.h"
#include "gui/core/guiCanvas.h"
GuiPopupMenuBackgroundCtrl::GuiPopupMenuBackgroundCtrl()
{
mMenuBarCtrl = nullptr;
}
void GuiPopupMenuBackgroundCtrl::onMouseDown(const GuiEvent &event)
{
}
void GuiPopupMenuBackgroundCtrl::onMouseUp(const GuiEvent &event)
{
clearPopups();
//Pass along the event just in case we clicked over a menu item. We don't want to eat the input for it.
if (mMenuBarCtrl)
mMenuBarCtrl->onMouseUp(event);
close();
}
void GuiPopupMenuBackgroundCtrl::onMouseMove(const GuiEvent &event)
{
//It's possible we're trying to pan through a menubar while a popup is displayed. Pass along our event to the menubar for good measure
if (mMenuBarCtrl)
mMenuBarCtrl->onMouseMove(event);
}
void GuiPopupMenuBackgroundCtrl::onMouseDragged(const GuiEvent &event)
{
}
void GuiPopupMenuBackgroundCtrl::close()
{
if(getRoot())
getRoot()->removeObject(this);
mMenuBarCtrl = nullptr;
}
S32 GuiPopupMenuBackgroundCtrl::findPopupMenu(PopupMenu* menu)
{
S32 menuId = -1;
for (U32 i = 0; i < mPopups.size(); i++)
{
if (mPopups[i]->getId() == menu->getId())
return i;
}
return menuId;
}
void GuiPopupMenuBackgroundCtrl::clearPopups()
{
for (U32 i = 0; i < mPopups.size(); i++)
{
mPopups[i]->mTextList->setSelectedCell(Point2I(-1, -1));
mPopups[i]->mTextList->mPopup->hidePopup();
}
}
GuiPopupMenuTextListCtrl::GuiPopupMenuTextListCtrl()
{
isSubMenu = false; // Added
mMenuBar = nullptr;
mPopup = nullptr;
mLastHighlightedMenuIdx = -1;
mBackground = NULL;
}
void GuiPopupMenuTextListCtrl::onRenderCell(Point2I offset, Point2I cell, bool selected, bool mouseOver)
{
//check if we're a real entry, or if it's a divider
if (mPopup->mMenuItems[cell.y].mIsSpacer)
{
S32 yp = offset.y + mCellSize.y / 2;
GFX->getDrawUtil()->drawLine(offset.x + 5, yp, offset.x + mCellSize.x - 5, yp, ColorI(128, 128, 128));
}
else
{
if (String::compare(mList[cell.y].text + 3, "-\t")) // Was: String::compare(mList[cell.y].text + 2, "-\t")) but has been changed to take into account the submenu flag
{
Parent::onRenderCell(offset, cell, selected, mouseOver);
}
else
{
S32 yp = offset.y + mCellSize.y / 2;
GFX->getDrawUtil()->drawLine(offset.x, yp, offset.x + mCellSize.x, yp, ColorI(128, 128, 128));
GFX->getDrawUtil()->drawLine(offset.x, yp + 1, offset.x + mCellSize.x, yp + 1, ColorI(255, 255, 255));
}
}
// now see if there's a bitmap...
U8 idx = mList[cell.y].text[0];
if (idx != 1)
{
// there's a bitmap...
U32 index = U32(idx - 2) * 4;
if (!mList[cell.y].active)
index += 3;
else if (selected)
index++;
else if (mouseOver)
index += 2;
if (mProfile->mBitmapArrayRects.size() > index)
{
RectI rect = mProfile->mBitmapArrayRects[index];
Point2I off = maxBitmapSize - rect.extent;
off /= 2;
Point2I bitPos = Point2I(offset.x + mCellSize.y / 2, offset.y + mCellSize.y / 2);
GFX->getDrawUtil()->clearBitmapModulation();
GFX->getDrawUtil()->drawBitmapSR(mProfile->getBitmapResource(), bitPos + off, rect);
}
}
// Check if this is a submenu
idx = mList[cell.y].text[1];
if (idx != 1)
{
// This is a submenu, so draw an arrow
S32 left = offset.x + mCellSize.x - 12;
S32 right = left + 8;
S32 top = mCellSize.y / 2 + offset.y - 4;
S32 bottom = top + 8;
S32 middle = top + 4;
//PrimBuild::begin(GFXTriangleList, 3);
ColorI color = ColorI::BLACK;
if (selected || mouseOver)
color = mProfile->mFontColorHL;
else
color = mProfile->mFontColor;
GFX->getDrawUtil()->drawLine(Point2I(left, top), Point2I(right, middle), color);
GFX->getDrawUtil()->drawLine(Point2I(right, middle), Point2I(left, bottom), color);
GFX->getDrawUtil()->drawLine(Point2I(left, bottom), Point2I(left, top), color);
/*PrimBuild::vertex2i(left, top);
PrimBuild::vertex2i(right, middle);
PrimBuild::vertex2i(left, bottom);
PrimBuild::end();*/
}
//check if we're checked
if (mPopup->mMenuItems[cell.y].mIsChecked)
{
GFX->getDrawUtil()->draw2DSquare(Point2F(offset.x + mCellSize.y / 2, offset.y + mCellSize.y / 2), 5);
}
}
bool GuiPopupMenuTextListCtrl::onKeyDown(const GuiEvent &event)
{
//if the control is a dead end, don't process the input:
if (!mVisible || !mActive || !mAwake)
return false;
//see if the key down is a <return> or not
if (event.modifier == 0)
{
if (event.keyCode == KEY_RETURN)
{
mBackground->close();
return true;
}
else if (event.keyCode == KEY_ESCAPE)
{
mSelectedCell.set(-1, -1);
mBackground->close();
return true;
}
}
//otherwise, pass the event to it's parent
return Parent::onKeyDown(event);
}
void GuiPopupMenuTextListCtrl::onMouseDown(const GuiEvent &event)
{
if(mLastHighlightedMenuIdx != -1)
{
//See if we're trying to click on a submenu
if(mList[mLastHighlightedMenuIdx].text[1] != 1)
{
//yep, so abort
return;
}
}
Parent::onMouseDown(event);
}
void GuiPopupMenuTextListCtrl::onMouseUp(const GuiEvent &event)
{
if (mLastHighlightedMenuIdx != -1)
{
//See if we're trying to click on a submenu
if (mList[mLastHighlightedMenuIdx].text[1] != 1)
{
//yep, so abort
return;
}
}
Parent::onMouseUp(event);
S32 selectionIndex = getSelectedCell().y;
if (selectionIndex != -1)
{
MenuItem *item = &mPopup->mMenuItems[selectionIndex];
if (item)
{
if (item->mEnabled)
{
Con::executef(mPopup, "onSelectItem", Con::getIntArg(getSelectedCell().y), item->mText.isNotEmpty() ? item->mText : String(""));
}
}
}
mSelectedCell.set(-1, -1);
mBackground->close();
}
void GuiPopupMenuTextListCtrl::onCellHighlighted(Point2I cell)
{
// If this text list control is part of a submenu, then don't worry about
// passing this along
if (!isSubMenu)
{
RectI globalbounds(getBounds());
Point2I globalpoint = localToGlobalCoord(globalbounds.point);
globalbounds.point = globalpoint;
}
S32 selectionIndex = cell.y;
if (selectionIndex != -1 && mLastHighlightedMenuIdx != selectionIndex)
{
mLastHighlightedMenuIdx = selectionIndex;
mPopup->hidePopupSubmenus();
}
if (selectionIndex != -1)
{
MenuItem *list = &mPopup->mMenuItems[selectionIndex];
if (list->mIsSubmenu && list->mSubMenu != nullptr)
{
list->mSubMenu->showPopup(getRoot(), getPosition().x + mCellSize.x, getPosition().y + (selectionIndex * mCellSize.y));
}
}
}