tge/engine/gui/containers/guiPaneCtrl.cc
2017-04-17 06:17:10 -06:00

310 lines
7.6 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "gui/containers/guiPaneCtrl.h"
IMPLEMENT_CONOBJECT(GuiPaneControl);
GuiPaneControl::GuiPaneControl()
{
mMinExtent.set(10, 10);
mActive = true;
mCollapsable = true;
mCollapsed = false;
mBarBehindText = true;
mMouseOver = false;
mDepressed = false;
mOriginalExtents.set(10,10);
mCaption = StringTable->insert("A Pane");
mCaptionID = StringTable->insert("");
}
void GuiPaneControl::initPersistFields()
{
Parent::initPersistFields();
addField("caption", TypeString, Offset(mCaption, GuiPaneControl));
addField("captionID", TypeString, Offset(mCaptionID, GuiPaneControl));
addField("collapsable", TypeBool, Offset(mCollapsable, GuiPaneControl));
addField("barBehindText", TypeBool, Offset(mBarBehindText, GuiPaneControl));
}
bool GuiPaneControl::onWake()
{
if ( !Parent::onWake() )
return false;
mFont = mProfile->mFont;
AssertFatal(mFont, "GuiPaneControl::onWake: invalid font in profile" );
if(mCaptionID && *mCaptionID != 0)
{
setCaptionID(mCaptionID);
}
mProfile->constructBitmapArray();
if(mProfile->mBitmapArrayRects.size())
{
mThumbSize.set( mProfile->mBitmapArrayRects[0].extent.x, mProfile->mBitmapArrayRects[0].extent.y );
mThumbSize.setMax( mProfile->mBitmapArrayRects[1].extent );
if(mFont->getHeight() > mThumbSize.y)
mThumbSize.y = mFont->getHeight();
}
else
{
mThumbSize.set(20, 20);
}
return true;
}
void GuiPaneControl::onSleep()
{
Parent::onSleep();
mFont = NULL;
}
void GuiPaneControl::setCaptionID(const char *id)
{
S32 n = Con::getIntVariable(id, -1);
if(n != -1)
{
mCaptionID = StringTable->insert(id);
setCaptionID(n);
}
}
void GuiPaneControl::setCaptionID(S32 id)
{
const UTF8 *str = getGUIString(id);
if(str)
mCaption = StringTable->insert((const char*)str);
}
void GuiPaneControl::resize(const Point2I &newPosition, const Point2I &newExtent)
{
//call set update both before and after
setUpdate();
Point2I actualNewExtent = Point2I(getMax(mMinExtent.x, newExtent.x),
getMax(mMinExtent.y, newExtent.y));
mBounds.set(newPosition, actualNewExtent);
mOriginalExtents.x = actualNewExtent.x;
GuiControl *parent = getParent();
if (parent)
parent->childResized(this);
setUpdate();
// Resize the child control if we're not collapsed
if(size() && !mCollapsed)
{
GuiControl *gc = dynamic_cast<GuiControl*>(operator[](0));
if(gc)
{
Point2I offset(0, mThumbSize.y);
gc->resize(offset, newExtent - offset);
}
}
}
void GuiPaneControl::onRender(Point2I offset, const RectI &updateRect)
{
// Render our awesome little doogong
if(mProfile->mBitmapArrayRects.size() >= 2 && mCollapsable)
{
S32 idx = mCollapsed ? 0 : 1;
dglClearBitmapModulation();
dglDrawBitmapStretchSR(
mProfile->mTextureHandle,
RectI(offset, mProfile->mBitmapArrayRects[idx].extent),
mProfile->mBitmapArrayRects[idx]
);
}
S32 textWidth = 0;
if(!mBarBehindText)
{
dglSetBitmapModulation((mMouseOver ? mProfile->mFontColorHL : mProfile->mFontColor));
textWidth = dglDrawText(
mFont,
Point2I(mThumbSize.x, 0) + offset,
mCaption,
mProfile->mFontColors
);
}
// Draw our little bar, too
if(mProfile->mBitmapArrayRects.size() >= 5)
{
dglClearBitmapModulation();
S32 barStart = mThumbSize.x + offset.x + textWidth;
S32 barTop = mThumbSize.y/2 + offset.y - mProfile->mBitmapArrayRects[3].extent.y /2;
Point2I barOffset(barStart, barTop);
// Draw the start of the bar...
dglDrawBitmapStretchSR(
mProfile->mTextureHandle,
RectI(barOffset, mProfile->mBitmapArrayRects[2].extent),
mProfile->mBitmapArrayRects[2]
);
// Now draw the middle...
barOffset.x += mProfile->mBitmapArrayRects[2].extent.x;
S32 barMiddleSize = (getExtent().x - (barOffset.x - offset.x)) - mProfile->mBitmapArrayRects[4].extent.x;
if(barMiddleSize>0)
{
// We have to do this inset to prevent nasty stretching artifacts
RectI foo = mProfile->mBitmapArrayRects[3];
foo.inset(1,0);
dglDrawBitmapStretchSR(
mProfile->mTextureHandle,
RectI(barOffset, Point2I(barMiddleSize, mProfile->mBitmapArrayRects[3].extent.y)),
foo
);
}
// And the end
barOffset.x += barMiddleSize;
dglDrawBitmapStretchSR(
mProfile->mTextureHandle,
RectI(barOffset, mProfile->mBitmapArrayRects[4].extent),
mProfile->mBitmapArrayRects[4]
);
}
if(mBarBehindText)
{
dglSetBitmapModulation((mMouseOver ? mProfile->mFontColorHL : mProfile->mFontColor));
dglDrawText(
mFont,
Point2I(mThumbSize.x, 0) + offset,
mCaption,
mProfile->mFontColors
);
}
// Draw child controls if appropriate
if(!mCollapsed)
renderChildControls(offset, updateRect);
}
ConsoleMethod(GuiPaneControl, setCollapsed, void, 3, 3, "(bool)")
{
object->setCollapsed(dAtob(argv[2]));
}
void GuiPaneControl::setCollapsed(bool isCollapsed)
{
// Get the child
if(size() == 0 || !mCollapsable) return;
GuiControl *gc = dynamic_cast<GuiControl*>(operator[](0));
if(mCollapsed && !isCollapsed)
{
mCollapsed = false;
resize(getPosition(), mOriginalExtents);
if(gc)
gc->setVisible(true);
}
else if(!mCollapsed && isCollapsed)
{
mCollapsed = true;
mOriginalExtents = getExtent();
resize(getPosition(), Point2I(getExtent().x, mThumbSize.y));
if(gc)
gc->setVisible(false);
}
}
void GuiPaneControl::onMouseMove(const GuiEvent &event)
{
Point2I localMove = globalToLocalCoord(event.mousePoint);
// If we're clicking in the header then resize
mMouseOver = (localMove.y < mThumbSize.y);
if(isMouseLocked())
mDepressed = mMouseOver;
}
void GuiPaneControl::onMouseEnter(const GuiEvent &event)
{
setUpdate();
if(isMouseLocked())
{
mDepressed = true;
mMouseOver = true;
}
else
{
mMouseOver = true;
}
}
void GuiPaneControl::onMouseLeave(const GuiEvent &event)
{
setUpdate();
if(isMouseLocked())
mDepressed = false;
mMouseOver = false;
}
void GuiPaneControl::onMouseDown(const GuiEvent &event)
{
if(!mCollapsable)
return;
Point2I localClick = globalToLocalCoord(event.mousePoint);
// If we're clicking in the header then resize
if(localClick.y < mThumbSize.y)
{
mouseLock();
mDepressed = true;
//update
setUpdate();
}
}
void GuiPaneControl::onMouseUp(const GuiEvent &event)
{
// Make sure we only get events we ought to be getting...
if (! mActive)
return;
if(!mCollapsable)
return;
mouseUnlock();
setUpdate();
Point2I localClick = globalToLocalCoord(event.mousePoint);
// If we're clicking in the header then resize
if(localClick.y < mThumbSize.y && mDepressed)
setCollapsed(!mCollapsed);
}