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Torque/SDK/engine/gui/containers/guiFrameCtrl.h
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176
Torque/SDK/engine/gui/containers/guiFrameCtrl.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// A gui control allowing a window to be subdivided into panes,
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// each of which displays a gui control child of the
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// GuiFrameSetCtrl. Each gui control child will have an associated
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// FrameDetail through which frame-specific details can be
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// assigned. Frame-specific values override the values specified
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// for the entire frameset.
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//
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// Note that it is possible to have more children than frames,
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// or more frames than children. In the former case, the extra
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// children will not be visible (they are moved beyond the
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// visible extent of the frameset). In the latter case, frames
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// will be empty.
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//
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// If a frameset had two columns and two rows but only three
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// gui control children they would be assigned to frames as
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// follows:
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// 1 | 2
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// -----
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// 3 |
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//
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// The last frame would be blank.
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//-----------------------------------------------------------------------------
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#ifndef _GUIFRAMECTRL_H_
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#define _GUIFRAMECTRL_H_
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#define DISABLE_COPY_CTOR(className) \
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className(const className &)
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#define DISABLE_ASSIGNMENT(className) \
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className& operator=(const className &)
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#ifndef _GUICONTROL_H_
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#include "gui/core/guiControl.h"
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#endif
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// for debugging porpoises...
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#define GUI_FRAME_DEBUG
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// ...save the porpoises
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class GuiFrameSetCtrl : public GuiControl
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{
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private:
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typedef GuiControl Parent;
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public:
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enum
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{
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FRAME_STATE_ON, // ON overrides OFF
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FRAME_STATE_OFF, // OFF overrides AUTO
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FRAME_STATE_AUTO, // AUTO == ON, unless overridden
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NO_HIT = -1,
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DEFAULT_BORDER_WIDTH = 4,
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DEFAULT_COLUMNS = 1,
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DEFAULT_ROWS = 1,
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DEFAULT_MIN_FRAME_EXTENT = 20
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};
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enum Region
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{
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VERTICAL_DIVIDER,
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HORIZONTAL_DIVIDER,
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DIVIDER_INTERSECTION,
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NONE
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};
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struct FrameDetail
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{
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U32 mBorderWidth;
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ColorI mBorderColor;
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S32 mBorderEnable;
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S32 mBorderMovable;
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Point2I mMinExtent;
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FrameDetail() { mBorderWidth = DEFAULT_BORDER_WIDTH; mBorderEnable = FRAME_STATE_AUTO; mBorderMovable = FRAME_STATE_AUTO; mMinExtent.set(DEFAULT_MIN_FRAME_EXTENT, DEFAULT_MIN_FRAME_EXTENT); }
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};
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DECLARE_CONOBJECT(GuiFrameSetCtrl);
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static void initPersistFields();
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GuiFrameSetCtrl();
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GuiFrameSetCtrl(U32 columns, U32 rows, const U32 columnOffsets[] = NULL, const U32 rowOffsets[] = NULL);
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virtual ~GuiFrameSetCtrl();
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void addObject(SimObject *obj);
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void removeObject(SimObject *obj);
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virtual void resize(const Point2I &newPosition, const Point2I &newExtent);
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virtual void getCursor(GuiCursor *&cursor, bool &showCursor, const GuiEvent &lastGuiEvent);
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virtual void onMouseDown(const GuiEvent &event);
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virtual void onMouseUp(const GuiEvent &event);
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virtual void onMouseDragged(const GuiEvent &event);
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virtual void onMouseEnter(const GuiEvent &event);
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virtual void onMouseLeave(const GuiEvent &event);
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bool onAdd();
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void onRender(Point2I offset, const RectI &updateRect );
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protected:
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/* member variables */
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Vector<S32> mColumnOffsets;
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Vector<S32> mRowOffsets;
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GuiCursor *mMoveCursor;
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GuiCursor *mUpDownCursor;
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GuiCursor *mLeftRightCursor;
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GuiCursor *mDefaultCursor;
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FrameDetail mFramesetDetails;
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VectorPtr<FrameDetail *> mFrameDetails;
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bool mAutoBalance;
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S32 mFudgeFactor;
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/* divider activation member variables */
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Region mCurHitRegion;
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Point2I mLocOnDivider;
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S32 mCurVerticalHit;
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S32 mCurHorizontalHit;
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bool init(U32 columns, U32 rows, const U32 columnOffsets[], const U32 rowOffsets[]);
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bool initCursors();
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Region findHitRegion(const Point2I &point);
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Region pointInAnyRegion(const Point2I &point);
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S32 findResizableFrames(S32 indexes[]);
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bool hitVerticalDivider(S32 x, const Point2I &point);
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bool hitHorizontalDivider(S32 y, const Point2I &point);
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void rebalance(const Point2I &newExtent);
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void computeSizes(bool balanceFrames = false);
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void computeMovableRange(Region hitRegion, S32 vertHit, S32 horzHit, S32 numIndexes, const S32 indexes[], S32 ranges[]);
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void drawDividers(const Point2I &offset);
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public:
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U32 columns() const { return(mColumnOffsets.size()); }
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U32 rows() const { return(mRowOffsets.size()); }
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U32 borderWidth() const { return(mFramesetDetails.mBorderWidth); }
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Vector<S32>* columnOffsets() { return(&mColumnOffsets); }
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Vector<S32>* rowOffsets() { return(&mRowOffsets); }
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FrameDetail* framesetDetails() { return(&mFramesetDetails); }
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bool findFrameContents(S32 index, GuiControl **gc, FrameDetail **fd);
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void frameBorderEnable(S32 index, const char *state = NULL);
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void frameBorderMovable(S32 index, const char *state = NULL);
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void frameMinExtent(S32 index, const Point2I &extent);
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void balanceFrames() { computeSizes(true); }
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void updateSizes() { computeSizes(); }
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bool onWake();
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private:
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DISABLE_COPY_CTOR(GuiFrameSetCtrl);
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DISABLE_ASSIGNMENT(GuiFrameSetCtrl);
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};
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//-----------------------------------------------------------------------------
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// x is the first value inside the next column, so the divider x-coords
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// precede x.
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inline bool GuiFrameSetCtrl::hitVerticalDivider(S32 x, const Point2I &point)
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{
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return((point.x >= S32(x - mFramesetDetails.mBorderWidth)) && (point.x < x) && (point.y >= 0) && (point.y < S32(mBounds.extent.y)));
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}
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//-----------------------------------------------------------------------------
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// y is the first value inside the next row, so the divider y-coords precede y.
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inline bool GuiFrameSetCtrl::hitHorizontalDivider(S32 y, const Point2I &point)
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{
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return((point.x >= 0) && (point.x < S32(mBounds.extent.x)) && (point.y >= S32(y - mFramesetDetails.mBorderWidth)) && (point.y < y));
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}
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#endif // _GUI_FRAME_CTRL_H
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