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135
Torque/SDK/engine/gui/game/guiMessageVectorCtrl.h
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135
Torque/SDK/engine/gui/game/guiMessageVectorCtrl.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 _GUIMESSAGEVECTORCTRL_H_
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#define _GUIMESSAGEVECTORCTRL_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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#ifndef _MESSAGEVECTOR_H_
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#include "gui/utility/messageVector.h"
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#endif
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/// Render a MessageVector (chat HUD)
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///
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/// This renders messages from a MessageVector; the important thing
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/// here is that the MessageVector holds all the messages we care
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/// about, while we can destroy and create these GUI controls as
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/// needed. (For instance, Tribes 2 used seperate GuiMessageVectorCtrl
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/// controls in the different HUD modes.)
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class GuiMessageVectorCtrl : public GuiControl
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{
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typedef GuiControl Parent;
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//-------------------------------------- Public interfaces...
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public:
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struct SpecialMarkers {
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struct Special {
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S32 specialType;
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S32 start;
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S32 end;
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};
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U32 numSpecials;
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Special* specials;
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};
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GuiMessageVectorCtrl();
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~GuiMessageVectorCtrl();
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bool isAttached() const;
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bool attach(MessageVector*);
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void detach();
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// Gui control overrides
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protected:
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bool onAdd();
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void onRemove();
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bool onWake();
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void onSleep();
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void onRender(Point2I offset, const RectI &updateRect);
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void inspectPostApply();
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void parentResized(const Point2I &oldParentExtent, const Point2I &newParentExtent);
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void onMouseUp(const GuiEvent &event);
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void onMouseDown(const GuiEvent &event);
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// void onMouseMove(const GuiEvent &event);
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// Overrideables
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protected:
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virtual void lineInserted(const U32);
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virtual void lineDeleted(const U32);
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virtual void vectorDeleted();
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MessageVector* mMessageVector;
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// Font resource
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protected:
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U32 mMinSensibleWidth;
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U32 mLineSpacingPixels;
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U32 mLineContinuationIndent;
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StringTableEntry mAllowedMatches[16];
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ColorI mSpecialColor;
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U32 mMaxColorIndex;
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bool mMouseDown;
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S32 mMouseSpecialLine;
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S32 mMouseSpecialRef;
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/// Derived classes must keep this set of variables consistent if they
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/// use this classes onRender. Note that this has the fairly large
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/// disadvantage of requiring lots of ugly, tiny mem allocs. A rewrite
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/// to a more memory friendly version might be a good idea...
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struct LineWrapping {
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struct SEPair {
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S32 start;
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S32 end;
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};
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U32 numLines;
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SEPair* startEndPairs; /// start[linex] = startEndPairs[linex*2+0]
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/// end[linex] = startEndPairs[linex*2+1]
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/// if end < start, line is empty...
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};
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struct TextElement {
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TextElement* nextInLine;
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TextElement* nextPhysicalLine;
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S32 specialReference; /// if (!= -1), indicates a special reference
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S32 start;
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S32 end;
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};
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struct LineElement {
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U32 physicalLineStart;
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TextElement* headLineElements;
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};
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Vector<LineWrapping> mLineWrappings;
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Vector<SpecialMarkers> mSpecialMarkers;
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Vector<LineElement> mLineElements;
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void createLineWrapping(LineWrapping&, const char*);
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void createSpecialMarkers(SpecialMarkers&, const char*);
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void createLineElement(LineElement&, LineWrapping&, SpecialMarkers&);
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void findSpecialFromCoord(const Point2I&, S32*, S32*);
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public:
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void callbackRouter(const MessageVector::MessageCode, const U32);
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public:
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DECLARE_CONOBJECT(GuiMessageVectorCtrl);
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static void initPersistFields();
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};
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#endif // _H_GUIMESSAGEVECTORCTRL_
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