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

199 lines
7.4 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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, ///< Unsupported currently
AlignRight ///< Unsupported currently
};
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<GuiTabPageCtrl*> 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
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
enum
{
TabSelected = 0, ///< Index of selected tab texture
TabNormal, ///< Index of normal tab texture
TabHover, ///< Index of hover tab texture
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 bounds The rectanlge to render the tabs in
void renderTabs( const RectI &bounds );
/// 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 );
/// @}
/// @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 );
/// @}
/// @name Internal Utility Functions
/// @{
/// Checks to see if a tab option has changed and we need to reize children, resizes if necesary
void solveDirty();
RectI getHitRect( Point2I offset = Point2I(0,0) );
/// Get the rectangle of the tab base
RectI getTabBaseRect( Point2I offset );
/// Get the rectangle of the page portion of the control
RectI getPageRect( const RectI &tabBaseRect, Point2I offset );
/// Get a page rect for a child control, with the offset point starting at (0,0)
RectI getPageRectChild();
/// 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);
/// @}
/// @name Mouse Events
/// @{
void onMouseDown(const GuiEvent &event);
void onMouseMove(const GuiEvent &event);
void onMouseLeave(const GuiEvent &event);
void onRightMouseDown(const GuiEvent &event);
void onMouseDownEditor(const GuiEvent &event, Point2I offset);
void onRightMouseDownEditor(const GuiEvent &event, Point2I offset);
/// @}
};
#endif //_GUI_TABBOOKCTRL_H_