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