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Torque/SDK/engine/gui/containers/guiScrollCtrl.h
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201
Torque/SDK/engine/gui/containers/guiScrollCtrl.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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#ifndef _GUISCROLLCTRL_H_
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#define _GUISCROLLCTRL_H_
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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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class GuiScrollCtrl : public GuiControl
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{
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private:
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typedef GuiControl Parent;
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protected:
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// the scroll control uses a bitmap array to draw all its
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// graphics... these are the bitmaps it needs:
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enum BitmapIndices
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{
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BmpUp,
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BmpDown,
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BmpVThumbTopCap,
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BmpVThumb,
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BmpVThumbBottomCap,
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BmpVPage,
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BmpLeft,
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BmpRight,
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BmpHThumbLeftCap,
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BmpHThumb,
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BmpHThumbRightCap,
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BmpHPage,
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BmpResize,
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BmpCount
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};
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enum BitmapStates
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{
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BmpDefault = 0,
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BmpHilite,
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BmpDisabled,
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BmpStates
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};
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RectI *mBitmapBounds; //bmp is [3*n], bmpHL is [3*n + 1], bmpNA is [3*n + 2]
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TextureHandle mTextureHandle;
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S32 mBorderThickness; // this gets set per class in the constructor
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Point2I mChildMargin; // the thickeness of the margin around the child controls
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// note - it is implicit in the scroll view that the buttons all have the same
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// arrow length and that horizontal and vertical scroll bars have the
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// same thickness
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S32 mScrollBarThickness; // determined by the width of the vertical page bmp
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S32 mScrollBarArrowBtnLength; // determined by the height of the up arrow
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bool mHBarEnabled;
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bool mVBarEnabled;
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bool mHasHScrollBar;
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bool mHasVScrollBar;
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Point2I mContentPos; // the position of the content region in the control's coord system
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Point2I mContentExt; // the extent of the content region
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Point2I mChildPos; // the position of the upper left corner of the child control(s)
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Point2I mChildExt;
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Point2I mChildRelPos; // the relative position of the upper left content corner in
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// the child's coordinate system - 0,0 if scrolled all the way to upper left.
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//--------------------------------------
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// for mouse dragging the thumb
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Point2I mChildRelPosAnchor; // the original childRelPos when scrolling started
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S32 mThumbMouseDelta;
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S32 mLastUpdated;
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S32 mHThumbSize;
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S32 mHThumbPos;
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S32 mVThumbSize;
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S32 mVThumbPos;
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S32 mBaseThumbSize;
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RectI mUpArrowRect;
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RectI mDownArrowRect;
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RectI mLeftArrowRect;
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RectI mRightArrowRect;
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RectI mHTrackRect;
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RectI mVTrackRect;
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//--------------------------------------
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// for determing hit area
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public: //called by the ComboPopUp class
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enum Region
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{
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UpArrow,
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DownArrow,
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LeftArrow,
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RightArrow,
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UpPage,
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DownPage,
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LeftPage,
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RightPage,
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VertThumb,
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HorizThumb,
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None
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};
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enum {
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ScrollBarAlwaysOn = 0,
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ScrollBarAlwaysOff = 1,
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ScrollBarDynamic = 2
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};
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bool stateDepressed;
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Region curHitRegion;
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bool disabled;
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S32 mForceHScrollBar;
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S32 mForceVScrollBar;
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bool mUseConstantHeightThumb;
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bool mWillFirstRespond; // for automatically handling arrow keys
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Region findHitRegion(const Point2I &);
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protected:
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virtual bool calcChildExtents();
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virtual void calcScrollRects(void);
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void calcThumbs();
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void scrollByRegion(Region reg);
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//--------------------------------------
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//--------------------------------------
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public:
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GuiScrollCtrl();
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DECLARE_CONOBJECT(GuiScrollCtrl);
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static void initPersistFields();
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void autoScroll(Region reg);
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void scrollTo(S32 x, S32 y);
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void scrollDelta(S32 x, S32 y);
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void scrollRectVisible(RectI rect);
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void computeSizes();
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// you can change the bitmap array dynamically.
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void loadBitmapArray();
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void addObject(SimObject *obj);
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void resize(const Point2I &newPosition, const Point2I &newExtent);
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void childResized(GuiControl *child);
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Point2I getChildPos() { return mChildPos; }
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Point2I getChildExtent() { return mChildExt; }
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Point2I getContentExtent() { return mContentExt; }
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S32 getBorderThickness(void) { return mBorderThickness; }
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S32 scrollBarThickness() const { return(mScrollBarThickness); }
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S32 scrollBarArrowBtnLength() const { return(mScrollBarArrowBtnLength); }
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bool hasHScrollBar() const { return(mHasHScrollBar); }
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bool hasVScrollBar() const { return(mHasVScrollBar); }
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bool enabledHScrollBar() const { return(mHBarEnabled); }
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bool enabledVScrollBar() const { return(mVBarEnabled); }
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bool isScrolledToBottom() { return mChildPos.y + mChildExt.y <= mContentPos.y + mContentExt.y; }
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bool wantsTabListMembership();
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bool becomeFirstResponder();
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bool loseFirstResponder();
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Region getCurHitRegion(void) { return curHitRegion; }
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bool onKeyDown(const GuiEvent &event);
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void onMouseDown(const GuiEvent &event);
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void onMouseRepeat(const GuiEvent &event);
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void onMouseUp(const GuiEvent &event);
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void onMouseDragged(const GuiEvent &event);
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bool onMouseWheelUp(const GuiEvent &event);
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bool onMouseWheelDown(const GuiEvent &event);
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bool onWake();
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void onSleep();
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void onPreRender();
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void onRender(Point2I offset, const RectI &updateRect);
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virtual void drawBorder(const Point2I &offset, bool isFirstResponder);
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virtual void drawVScrollBar(const Point2I &offset);
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virtual void drawHScrollBar(const Point2I &offset);
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virtual void drawScrollCorner(const Point2I &offset);
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virtual GuiControl* findHitControl(const Point2I &pt, S32 initialLayer = -1);
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};
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#endif //_GUI_SCROLL_CTRL_H
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