//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _GUIWINDOWCTRL_H_ #define _GUIWINDOWCTRL_H_ #ifndef _GUITEXTCTRL_H_ #include "gui/controls/guiTextCtrl.h" #endif class GuiWindowCtrl : public GuiTextCtrl { private: typedef GuiTextCtrl Parent; bool mResizeWidth; bool mResizeHeight; bool mCanMove; bool mCanClose; bool mCanMinimize; bool mCanMaximize; bool mPressClose; bool mPressMinimize; bool mPressMaximize; Point2I mMinSize; GuiCursor* mDefaultCursor; GuiCursor* mLeftRightCursor; GuiCursor* mUpDownCursor; GuiCursor* mNWSECursor; GuiCursor* mNESWCursor; StringTableEntry mCloseCommand; S32 mTitleHeight; S32 mResizeRightWidth; S32 mResizeBottomHeight; bool mMouseMovingWin; bool mMouseResizeWidth; bool mMouseResizeHeight; bool mMinimized; bool mMaximized; Point2I mMouseDownPosition; RectI mOrigBounds; RectI mStandardBounds; RectI mCloseButton; RectI mMinimizeButton; RectI mMaximizeButton; S32 mMinimizeIndex; S32 mTabIndex; void PositionButtons(void); protected: enum BitmapIndices { BmpClose, BmpMaximize, BmpNormal, BmpMinimize, BmpCount }; enum { BorderTopLeftKey = 12, BorderTopRightKey, BorderTopKey, BorderTopLeftNoKey, BorderTopRightNoKey, BorderTopNoKey, BorderLeft, BorderRight, BorderBottomLeft, BorderBottom, BorderBottomRight, NumBitmaps }; enum BitmapStates { BmpDefault = 0, BmpHilite, BmpDisabled, BmpStates }; RectI *mBitmapBounds; //bmp is [3*n], bmpHL is [3*n + 1], bmpNA is [3*n + 2] TextureHandle mTextureHandle; void drawWinRect(const RectI &myRect); public: GuiWindowCtrl(); DECLARE_CONOBJECT(GuiWindowCtrl); static void initPersistFields(); bool onWake(); void onSleep(); bool isMinimized(S32 &index); bool initCursors(); void getCursor(GuiCursor *&cursor, bool &showCursor, const GuiEvent &lastGuiEvent); void setFont(S32 fntTag); GuiControl* findHitControl(const Point2I &pt, S32 initialLayer = -1); void resize(const Point2I &newPosition, const Point2I &newExtent); void onMouseDown(const GuiEvent &event); void onMouseDragged(const GuiEvent &event); void onMouseUp(const GuiEvent &event); //only cycle tabs through the current window, so overwrite the method GuiControl* findNextTabable(GuiControl *curResponder, bool firstCall = true); GuiControl* findPrevTabable(GuiControl *curResponder, bool firstCall = true); bool onKeyDown(const GuiEvent &event); S32 getTabIndex(void) { return mTabIndex; } void selectWindow(void); void onRender(Point2I offset, const RectI &updateRect); }; #endif //_GUI_WINDOW_CTRL_H