//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _GUIARRAYCTRL_H_ #define _GUIARRAYCTRL_H_ #ifndef _GUITYPES_H_ #include "gui/core/guiTypes.h" #endif #ifndef _GUITEXTCTRL_H_ #include "gui/controls/guiTextCtrl.h" #endif /// Renders a grid of cells. class GuiArrayCtrl : public GuiControl { typedef GuiControl Parent; protected: Point2I mHeaderDim; Point2I mSize; Point2I mCellSize; Point2I mSelectedCell; Point2I mMouseOverCell; Resource mFont; bool cellSelected(Point2I cell); virtual void onCellSelected(Point2I cell); virtual void onCellHighlighted(Point2I cell); public: GuiArrayCtrl(); DECLARE_CONOBJECT(GuiArrayCtrl); bool onWake(); void onSleep(); /// @name Array attribute methods /// @{ Point2I getSize() { return mSize; } virtual void setSize(Point2I size); void setHeaderDim(const Point2I &dim) { mHeaderDim = dim; } void getScrollDimensions(S32 &cell_size, S32 &num_cells); /// @} /// @name Selected cell methods /// @{ void setSelectedCell(Point2I cell); void deselectCells() { mSelectedCell.set(-1,-1); } Point2I getSelectedCell(); void scrollSelectionVisible(); void scrollCellVisible(Point2I cell); /// @} /// @name Rendering methods /// @{ virtual void onRenderColumnHeaders(Point2I offset, Point2I parentOffset, Point2I headerDim); virtual void onRenderRowHeader(Point2I offset, Point2I parentOffset, Point2I headerDim, Point2I cell); virtual void onRenderCell(Point2I offset, Point2I cell, bool selected, bool mouseOver); void onRender(Point2I offset, const RectI &updateRect); /// @} /// @name Mouse input methods /// @{ void onMouseDown(const GuiEvent &event); void onMouseMove(const GuiEvent &event); void onMouseDragged(const GuiEvent &event); void onMouseEnter(const GuiEvent &event); void onMouseLeave(const GuiEvent &event); bool onKeyDown(const GuiEvent &event); void onRightMouseDown(const GuiEvent &event); /// @} }; #endif //_GUI_ARRAY_CTRL_H