//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _GUI_TABBOOKCTRL_H_ #define _GUI_TABBOOKCTRL_H_ #ifndef _GUICONTROL_H_ #include "gui/core/guiControl.h" #endif #ifndef _GUITABPAGECTRL_H_ #include "gui/controls/guiTabPageCtrl.h" #endif /// Tab Book Control for creation of tabbed dialogs /// /// @see GUI for an overview of the Torque GUI system. /// /// @section GuiTabBookCtrl_Intro Introduction /// /// GuiTabBookCtrl is a container class that holds children of type GuiTabPageCtrl /// /// GuiTabBookCtrl creates an easy to work with system for creating tabbed dialogs /// allowing for creation of dialogs that store alot of information in a small area /// by seperating the information into pages which are changeable by clicking their /// page title on top or bottom of the control /// /// tabs may be aligned to be on top or bottom of the book and are changeable while /// the GUI editor is open for quick switching between pages allowing multipage dialogs /// to be edited quickly and easily. /// /// The control may only contain children of type GuiTabPageCtrl. /// If a control is added to the Book that is not of type GuiTabPageCtrl, it will be /// removed and relocated to the currently active page of the control. /// If there is no active page in the book, the child control will be relocated to the /// parent of the book. /// /// @ref GUI has an overview of the GUI system. /// /// @nosubgrouping class GuiTabBookCtrl : public GuiControl { public: enum TabPosition { AlignTop, ///< Align the tabs on the top of the tab book control AlignBottom,///< Align the tabs on the bottom of the tab book control AlignLeft, ///< Align the tabs on the left of the tab book control AlignRight ///< Align the tabs on the right of the tab book control }; struct TabHeaderInfo { GuiTabPageCtrl *Page; S32 TextWidth; S32 TabRow; S32 TabColumn; RectI TabRect; }; private: typedef GuiControl Parent; ///< typedef for parent class access RectI mPageRect; ///< Rectangle of the tab page portion of the control RectI mTabRect; ///< Rectangle of the tab portion of the control Vector mPages; ///< Vector of pages contained by the control GuiTabPageCtrl* mActivePage; ///< Pointer to the active (selected) tab page child control GuiTabPageCtrl* mHoverTab; ///< Pointer to the tab page that currently has the mouse positioned ontop of its tab S32 mMinTabWidth; ///< Minimum Width a tab will display as. TabPosition mTabPosition; ///< Current tab position (see alignment) TabPosition mLastTabPosition; ///< Last known tab position, stored to compare to tabPosition to know when to resize children S32 mTabHeight; ///< Current tab height S32 mLastTabHeight; ///< Last known tab height, stored to compare to current tabHeight to know when to resize children S32 mTabWidth; ///< Current tab width S32 mLastTabWidth; ///< Last know tab width, stored to compare to current tabWidth to know when to resize children S32 mTabMargin; ///< Margin left/right of tab text in tab enum { TabSelected = 0, ///< Index of selected tab texture TabNormal, ///< Index of normal tab texture TabHover, ///< Index of hover tab texture TabSelectedVertical, ///< Index of selected tab texture TabNormalVertical, ///< Index of normal tab texture TabHoverVertical, ///< Index of hover tab texture TabBackground = 19, ///< Index of background texture (tiled) NumBitmaps ///< Number of bitmaps in this array }; bool mHasTexture; ///< Indicates whether we have a texture to render the tabs with RectI *mBitmapBounds;///< Array of rectangles identifying textures for tab book public: GuiTabBookCtrl(); DECLARE_CONOBJECT(GuiTabBookCtrl); static void initPersistFields(); /// @name Control Events /// @{ bool onAdd(); void onRemove(); bool onWake(); void onSleep(); void onPreRender(); void onRender( Point2I offset, const RectI &updateRect ); /// @} /// @name Child events /// @{ void onChildRemoved( GuiControl* child ); void onChildAdded( GuiControl *child ); /// @} /// @name Rendering methods /// @{ /// Tab rendering routine, iterates through all tabs rendering one at a time /// @param offset the render offset to accomodate global coords void renderTabs( const Point2I &offset ); /// Tab rendering subroutine, renders one tab with specified options /// @param tabRect the rectangle to render the tab into /// @param tab pointer to the tab page control for which to render the tab void renderTab( RectI tabRect, GuiTabPageCtrl* tab ); /// Page Rendering Routine void renderBackground( Point2I offset, const RectI &updateRect ); void renderJustifiedTextRot(Point2I offset, Point2I extent, const char *text, F32 rot ); /// @} /// @name Page Management /// @{ /// Create a new tab page child in the book /// /// Pages created are not titled and appear with no text on their tab when created. /// This may change in the future. void addNewPage(); /// Select a tab page based on an index /// @param index The index in the list that specifies which page to select void selectPage( S32 index ); /// Select a tab page by a pointer to that page /// @param page A pointer to the GuiTabPageCtrl to select. This page must be a child of the tab book. void selectPage( GuiTabPageCtrl *page ); /// Select the Next page in the tab book void selectNextPage(); /// Select the Previous page in the tab book void selectPrevPage(); /// @} /// @name Internal Utility Functions /// @{ /// Update ourselves by hooking common GuiControl functionality. void setUpdate(); /// Balance a top/bottom tab row void balanceRow( S32 row, S32 totalTabWidth ); /// Balance a left/right tab column void balanceColumn( S32 row, S32 totalTabWidth ); /// Checks to see if a tab option has changed and we need to resize children, resizes if necessary void solveDirty(); /// Calculate the tab width of a page, given it's caption S32 calculatePageTabWidth( GuiTabPageCtrl *page ); /// Calculate Page Header Information void calculatePageTabs(); /// Find the tab that was hit by the current event, if any /// @param event The GuiEvent that caused this function call GuiTabPageCtrl *findHitTab( const GuiEvent &event ); /// Find the tab that was hit, based on a point /// @param hitPoint A Point2I that specifies where to search for a tab hit GuiTabPageCtrl *findHitTab( Point2I hitPoint ); /// @} /// @name Sizing /// @{ /// Rezize our control /// This method is overridden so that we may handle resizing of our child tab /// pages when we are resized. /// This ensures we keep our sizing in sync when we are moved or sized. /// /// @param newPosition The new position of the control /// @param newExtent The new extent of the control void resize(const Point2I &newPosition, const Point2I &newExtent); /// Called when a child page is resized /// This method is overridden so that we may handle resizing of our child tab /// pages when one of them is resized. /// This ensures we keep our sizing in sync when we our children are sized or moved. /// /// @param child A pointer to the child control that has been resized void childResized(GuiControl *child); /// @} virtual bool onKeyDown(const GuiEvent &event); /// @name Mouse Events /// @{ void onMouseDown(const GuiEvent &event); void onMouseMove(const GuiEvent &event); void onMouseLeave(const GuiEvent &event); virtual bool onMouseDownEditor(const GuiEvent &event, Point2I offset); /// @} }; #endif //_GUI_TABBOOKCTRL_H_