tge/engine/gui/containers/guiTabBookCtrl.cc
2025-02-17 23:17:30 -06:00

639 lines
16 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "console/console.h"
#include "console/consoleTypes.h"
#include "dgl/dgl.h"
#include "console/simBase.h"
#include "gui/core/guiCanvas.h"
#include "gui/containers/guiTabBookCtrl.h"
#include "platform/event.h"
#include "core/fileStream.h"
#include "gui/containers/guiScrollCtrl.h"
#include "gui/editor/guiEditCtrl.h"
#include "gui/controls/guiPopUpCtrl.h"
// So we can set tab alignment via gui editor
static EnumTable::Enums tabAlignEnums[] =
{
{ GuiTabBookCtrl::AlignTop, "Top" },
// { GuiTabBookCtrl::AlignLeft, "Left" },
{ GuiTabBookCtrl::AlignBottom,"Bottom" },
// { GuiTabBookCtrl::AlignRight, "Right" }
};
static EnumTable gTabAlignEnums(/*4*/2,&tabAlignEnums[0]);
IMPLEMENT_CONOBJECT(GuiTabBookCtrl);
GuiTabBookCtrl::GuiTabBookCtrl()
{
VECTOR_SET_ASSOCIATION(mPages);
mTabHeight = 24;
mLastTabHeight = mTabHeight;
mTabWidth = 64;
mLastTabWidth = mTabWidth;
mTabPosition = GuiTabBookCtrl::AlignTop;
mLastTabPosition = mTabPosition;
mActivePage = NULL;
mHoverTab = NULL;
mHasTexture = false;
mBitmapBounds = NULL;
mBounds.extent.set( 400, 300 );
mPageRect = RectI(0,0,0,0);
mTabRect = RectI(0,0,0,0);
}
void GuiTabBookCtrl::initPersistFields()
{
Parent::initPersistFields();
addField("TabPosition", TypeEnum, Offset(mTabPosition,GuiTabBookCtrl), 1, &gTabAlignEnums );
addField("TabHeight", TypeS32, Offset(mTabHeight,GuiTabBookCtrl) );
addField("TabWidth", TypeS32, Offset(mTabWidth,GuiTabBookCtrl));
}
// Empty for now, will implement for handling design time context menu for manipulating pages
ConsoleMethod( GuiTabBookCtrl, addPage, void, 2, 2, "(no arguments expected)")
{
object->addNewPage();
}
//ConsoleMethod( GuiTabBookCtrl, removePage, void, 2, 2, "()")
//{
//}
bool GuiTabBookCtrl::onAdd()
{
Parent::onAdd();
mTabRect = getTabBaseRect( Point2I(0,0) );
mPageRect = getPageRect( mTabRect, Point2I(0,0) );
return true;
}
void GuiTabBookCtrl::onRemove()
{
Parent::onRemove();
}
void GuiTabBookCtrl::onChildRemoved( GuiControl* child )
{
Vector<GuiTabPageCtrl*>::iterator i = mPages.begin();
for( ; i != mPages.end(); i++)
{
GuiTabPageCtrl* tab = (*i);
if( tab == child )
{
if( tab == mActivePage )
mActivePage = NULL;
mPages.erase( i );
break;
}
}
if( mPages.empty() )
mActivePage = NULL;
else if (mActivePage == NULL )
mActivePage = (*mPages.begin());
}
void GuiTabBookCtrl::onChildAdded( GuiControl *child )
{
GuiTabPageCtrl *page = dynamic_cast<GuiTabPageCtrl*>(child);
if( !page )
{
Con::warnf("GuiTabBookCtrl::onChildAdded - attempting to add NON GuiTabPageCtrl as child page");
SimObject *simObj = reinterpret_cast<SimObject*>(child);
removeObject( simObj );
if( mActivePage )
{
mActivePage->addObject( simObj );
}
else
{
Con::warnf("GuiTabBookCtrl::onChildAdded - unable to find active page to reassign ownership of new child control to, placing on parent");
GuiControl *rent = getParent();
if( rent )
rent->addObject( simObj );
}
return;
}
child->resize( mPageRect.point, mPageRect.extent );
mPages.push_back( page );
selectPage( page );
}
bool GuiTabBookCtrl::onWake()
{
if (! Parent::onWake())
return false;
mHasTexture = mProfile->constructBitmapArray();
if( mHasTexture )
mBitmapBounds = mProfile->mBitmapArrayRects.address();
return true;
}
void GuiTabBookCtrl::onSleep()
{
Parent::onSleep();
}
void GuiTabBookCtrl::addNewPage()
{
char textbuf[1024];
GuiTabPageCtrl * page = new GuiTabPageCtrl();
page->setField("profile", "GuiTabPageProfile");
dSprintf(textbuf, sizeof(textbuf), "TabBookPage%d_%d", getId(), page->getId());
page->registerObject(textbuf);
this->addObject( page );
}
void GuiTabBookCtrl::resize(const Point2I &newPosition, const Point2I &newExtent)
{
Parent::resize( newPosition, newExtent );
mTabRect = getTabBaseRect( Point2I(0,0) );
mPageRect = getPageRect( mTabRect, Point2I(0,0) );
RectI pageRect = getPageRectChild();
// Resize Children
SimSet::iterator i;
for(i = begin(); i != end(); i++)
{
GuiControl *ctrl = static_cast<GuiControl *>(*i);
ctrl->mBounds = pageRect;
}
}
void GuiTabBookCtrl::childResized(GuiControl *child)
{
Parent::childResized( child );
child->mBounds = getPageRectChild();
}
GuiTabPageCtrl *GuiTabBookCtrl::findHitTab( const GuiEvent &event )
{
return findHitTab( event.mousePoint );
}
GuiTabPageCtrl *GuiTabBookCtrl::findHitTab( Point2I hitPoint )
{
S32 hitTab = 0; // Which tab did we hit?
hitPoint = globalToLocalCoord( hitPoint );
switch( mTabPosition )
{
case AlignTop:
case AlignBottom:
hitTab = (S32)mFloor( (F32)hitPoint.x / (F32)mTabWidth );
break;
case AlignLeft:
case AlignRight:
hitTab = (S32)mFloor( (F32)hitPoint.y / (F32)mTabWidth );
break;
};
if( mPages.size() > hitTab && hitTab >= 0 )
return mPages[hitTab];
return NULL;
}
RectI GuiTabBookCtrl::getHitRect( Point2I offset )
{
// We can get our rect without a specified offset, but if we don't specify one
// when rendering with GUI editor open, our offset is wrong because the editor
// offsets the canvas to accomodate creation of it's own controls
RectI Result = RectI( localToGlobalCoord( Point2I(0,0) ), mBounds.extent );
if( ! offset.isZero() )
Result.point -= offset;
switch( mTabPosition )
{
case AlignTop:
Result.extent.y = mTabHeight;
break;
case AlignBottom:
Result.point.y = (Result.point.y + Result.extent.y) - mTabHeight;
Result.extent.y = mTabHeight;
break;
case AlignLeft:
Result.extent.x = mTabHeight;
break;
case AlignRight:
Result.point.x = (Result.point.x + Result.extent.x) - mTabHeight;
Result.extent.x = mTabHeight;
break;
}
return Result;
}
RectI GuiTabBookCtrl::getTabBaseRect( Point2I offset = Point2I(0,0) )
{
// We can get our rect without a specified offset, but if we don't specify one
// when rendering with GUI editor open, our offset is wrong because the editor
// offsets the canvas to accomodate creation of it's own controls
RectI Result = RectI( offset.isZero() ? mBounds.point : offset, mBounds.extent );
switch( mTabPosition )
{
case AlignTop:
Result.extent.y = mTabHeight;
break;
case AlignBottom:
Result.point.y = (Result.point.y + Result.extent.y) - mTabHeight;
Result.extent.y = mTabHeight;
break;
case AlignLeft:
Result.extent.x = mTabHeight;
break;
case AlignRight:
Result.point.x = (Result.point.x + Result.extent.x) - mTabHeight;
Result.extent.x = mTabHeight;
break;
}
return Result;
}
RectI GuiTabBookCtrl::getPageRect( const RectI &tabBaseRect, Point2I offset )
{
RectI Result;
switch( mTabPosition )
{
case AlignTop:
Result.point.x = tabBaseRect.point.x;
Result.extent.x = tabBaseRect.extent.x;
Result.point.y = tabBaseRect.point.y + tabBaseRect.extent.y;
Result.extent.y = mBounds.extent.y - mTabHeight;
break;
case AlignBottom:
Result.point.x = tabBaseRect.point.x;
Result.extent.x = tabBaseRect.extent.x;
Result.point.y = offset.y;
Result.extent.y = mBounds.extent.y - mTabHeight;
break;
case AlignLeft:
Result.point.x = offset.x + mTabHeight;
Result.extent.x = mBounds.extent.x - mTabHeight;
Result.point.y = offset.y;
Result.extent.y = mBounds.extent.y;
break;
case AlignRight:
Result.point.x = offset.x;
Result.extent.x = mBounds.extent.x - mTabHeight;
Result.point.y = offset.y;
Result.extent.y = mBounds.extent.y;
break;
}
return Result;
}
RectI GuiTabBookCtrl::getPageRectChild()
{
RectI Result;
switch( mTabPosition )
{
case AlignTop:
Result.point.x = 0;
Result.extent.x = mBounds.extent.x;
Result.point.y = mTabHeight;
Result.extent.y = mBounds.extent.y - mTabHeight;
break;
case AlignBottom:
Result.point.x = 0;
Result.extent.x = mBounds.extent.x;
Result.point.y = 0;
Result.extent.y = mBounds.extent.y - mTabHeight;
break;
case AlignLeft:
Result.point.x = mTabHeight;
Result.extent.x = mBounds.extent.x - mTabHeight;
Result.point.y = 0;
Result.extent.y = mBounds.extent.y;
break;
case AlignRight:
Result.point.x = 0;
Result.extent.x = mBounds.extent.x - mTabHeight;
Result.point.y = 0;
Result.extent.y = mBounds.extent.y;
break;
}
return Result;
}
void GuiTabBookCtrl::onPreRender()
{
// sometimes we need to resize because of a changed persistent field
// that's what this does
solveDirty();
}
void GuiTabBookCtrl::solveDirty()
{
bool dirty = false;
if( mTabPosition != mLastTabPosition )
{
mLastTabPosition = mTabPosition;
dirty = true;
}
if( mTabHeight != mLastTabHeight )
{
mLastTabHeight = mTabHeight;
dirty = true;
}
if( mTabWidth != mLastTabWidth )
{
mLastTabWidth = mTabWidth;
dirty = true;
}
if( dirty )
resize( mBounds.point, mBounds.extent );
}
void GuiTabBookCtrl::onRender(Point2I offset, const RectI &updateRect)
{
RectI tabRect = getTabBaseRect( offset );
RectI pageRect = getPageRect( tabRect, offset );
// We're so nice we'll store the old modulation before we clear it for our rendering! :)
ColorI oldModulation;
dglGetBitmapModulation( &oldModulation );
// Wipe it out
dglClearBitmapModulation();
// Render our tabs
renderTabs( tabRect );
// This is ideal, we know what our active tab is, so we only render it
if( mActivePage != NULL )
{
mActivePage->onRender( pageRect.point, pageRect );
}
else
{
// Render only the active page
if( ! mPages.empty() )
{
GuiTabPageCtrl* tab = reinterpret_cast<GuiTabPageCtrl*>(*mPages.begin());
tab->onRender( pageRect.point, pageRect );
mActivePage = tab;
}
else
{
// if we have no active page, render a filled rect only
dglDrawRectFill( pageRect, mProfile->mFillColor );
}
}
// Restore old modulation
dglSetBitmapModulation( oldModulation );
}
void GuiTabBookCtrl::renderTabs( const RectI &bounds )
{
RectI oldClip = dglGetClipRect();
dglSetClipRect( bounds );
S32 fitTabs = 0; // How many tabs can we fit in the book?
S32 extentY,extentX;
switch( mTabPosition )
{
case AlignTop:
case AlignBottom:
fitTabs = (S32)mCeil( (F32)bounds.extent.x / (F32)mTabWidth );
extentX = mTabWidth;
extentY = mTabHeight;
break;
case AlignLeft:
case AlignRight:
fitTabs = (S32)mCeil( (F32)bounds.extent.y / (F32)mTabWidth );
extentY = mTabWidth;
extentX = mTabHeight;
break;
};
Vector<GuiTabPageCtrl*>::iterator i = mPages.begin();
for( S32 j=0 ; ( i != mPages.end() && j < fitTabs ) ; i++, j++)
{
RectI tabBounds = RectI( bounds.point.x, bounds.point.y, extentX, extentY );
switch( mTabPosition )
{
case AlignTop:
case AlignBottom:
tabBounds.point.x = bounds.point.x + ( j * mTabWidth );
break;
case AlignLeft:
case AlignRight:
tabBounds.point.y = bounds.point.y + ( j * mTabWidth );
break;
};
GuiTabPageCtrl *tab = reinterpret_cast<GuiTabPageCtrl*>(*i);
renderTab( tabBounds, tab );
}
dglSetClipRect( oldClip );
}
void GuiTabBookCtrl::renderTab( RectI tabRect, GuiTabPageCtrl *tab )
{
StringTableEntry text = tab->getText();
ColorI oldColor;
dglGetBitmapModulation( &oldColor );
// Is this a skinned control?
if( mHasTexture && mProfile->mBitmapArrayRects.size() == NumBitmaps)
{
S32 tabTextureIndex = 0;
RectI stretchRect;
if ( mActivePage == tab )
stretchRect = mBitmapBounds[ TabSelected ];
else if( mHoverTab == tab )
stretchRect = mBitmapBounds[ TabHover ];
else
stretchRect = mBitmapBounds[ TabNormal ];
dglDrawBitmapStretchSR(mProfile->mTextureHandle,tabRect,stretchRect, (mTabPosition == AlignBottom) ? /* Render texture upside down */ GFlip_Y : 0 );
}
else
{
// If this isn't a skinned control or the bitmap is simply missing, handle it WELL
if ( mActivePage == tab )
dglDrawRectFill(tabRect, mProfile->mFillColor);
else if( mHoverTab == tab )
dglDrawRectFill(tabRect, mProfile->mFillColorHL);
else
dglDrawRectFill(tabRect, mProfile->mFillColorNA);
}
dglSetBitmapModulation(mProfile->mFontColor);
renderJustifiedText( tabRect.point, tabRect.extent, text );
dglSetBitmapModulation( oldColor);
}
void GuiTabBookCtrl::selectPage( S32 index )
{
if( mPages.size() < index )
return;
// Select the page
selectPage( mPages[ index ] );
}
void GuiTabBookCtrl::selectPage( GuiTabPageCtrl *page )
{
Vector<GuiTabPageCtrl*>::iterator i = mPages.begin();
for( ; i != mPages.end() ; i++ )
{
GuiTabPageCtrl *tab = reinterpret_cast<GuiTabPageCtrl*>(*i);
if( page == tab )
{
mActivePage = tab;
tab->setVisible( true );
// Notify User
char *retBuffer = Con::getReturnBuffer( 512 );
dStrcpy( retBuffer, tab->getText() );
Con::executef( this, 2, "onTabSelected", retBuffer );
}
else
tab->setVisible( false );
}
}
void GuiTabBookCtrl::onMouseDown(const GuiEvent &event)
{
RectI TabBase = getHitRect();
if( TabBase.pointInRect( event.mousePoint ) )
{
GuiTabPageCtrl *tab = findHitTab( event.mousePoint );
if( tab != NULL )
selectPage( tab );
}
}
void GuiTabBookCtrl::onRightMouseDown(const GuiEvent &event)
{
if (! mActive)
{
Parent::onRightMouseDown(event);
return;
}
setFirstResponder();
//search for the control hit in any layer below the edit layer
GuiControl *hitCtrl = findHitControl(globalToLocalCoord(event.mousePoint), mLayer - 1);
if (hitCtrl != this)
{
Con::executef(this, 1, "onClearSelected");
}
}
void GuiTabBookCtrl::onMouseMove(const GuiEvent &event)
{
RectI TabBase = getHitRect();
if( TabBase.pointInRect( event.mousePoint ) )
{
GuiTabPageCtrl *tab = findHitTab( event.mousePoint );
if( tab != NULL && mHoverTab != tab )
mHoverTab = tab;
else if ( !tab )
mHoverTab = NULL;
}
Parent::onMouseMove( event );
}
void GuiTabBookCtrl::onMouseLeave( const GuiEvent &event )
{
mHoverTab = NULL;
}
void GuiTabBookCtrl::onMouseDownEditor(const GuiEvent &event, Point2I offset)
{
RectI TabBase = getHitRect( offset );
if( TabBase.pointInRect( event.mousePoint ) )
{
GuiTabPageCtrl *tab = findHitTab( event.mousePoint + offset );
if( tab != NULL )
selectPage( tab );
}
// This shouldn't be called if it's not design time, but check just incase
if ( GuiControl::smDesignTime )
{
// If we clicked in the editor and our addset is the tab book
// ctrl, select the child ctrl so we can edit it's properties
GuiEditCtrl* edit = GuiControl::smEditorHandle;
if( edit && ( edit->getAddSet() == this ) && mActivePage != NULL )
edit->select( mActivePage );
}
}
void GuiTabBookCtrl::onRightMouseDownEditor(const GuiEvent &event, Point2I offset)
{
//////GuiPopUpTextListCtrl
//GuiPopUpMenuCtrl * menu = new GuiPopUpMenuCtrl();
//menu->setField("profile", "GuiPopUpMenuProfile");
//menu->setField("text", "Duh");
////now add the entries
//menu->addEntry("Test",1);
//menu->onAction();
//menu->registerObject();
}