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

302 lines
7.8 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "gui/containers/guiStackCtrl.h"
IMPLEMENT_CONOBJECT(GuiStackControl);
static EnumTable::Enums stackTypeEnum[] =
{
{ GuiStackControl::stackingTypeVert, "Vertical" },
{ GuiStackControl::stackingTypeHoriz,"Horizontal" },
{ GuiStackControl::stackingTypeDyn,"Dynamic" }
};
static EnumTable gStackTypeTable(3, &stackTypeEnum[0]);
static EnumTable::Enums stackHorizEnum[] =
{
{ GuiStackControl::horizStackLeft, "Left to Right" },
{ GuiStackControl::horizStackRight,"Right to Left" }
};
static EnumTable gStackHorizSizingTable(2, &stackHorizEnum[0]);
static EnumTable::Enums stackVertEnum[] =
{
{ GuiStackControl::vertStackTop, "Top to Bottom" },
{ GuiStackControl::vertStackBottom,"Bottom to Top" }
};
static EnumTable gStackVertSizingTable(2, &stackVertEnum[0]);
GuiStackControl::GuiStackControl()
{
mMinExtent.set(24, 24);
mResizing = false;
mStackingType = stackingTypeVert;
mStackVertSizing = vertStackTop;
mStackHorizSizing = horizStackLeft;
mPadding = 0;
}
void GuiStackControl::initPersistFields()
{
addGroup( "Stacking" );
addField( "StackingType", TypeEnum, Offset(mStackingType, GuiStackControl), 1, &gStackTypeTable);
addField( "HorizStacking", TypeEnum, Offset(mStackHorizSizing, GuiStackControl), 1, &gStackHorizSizingTable);
addField( "VertStacking", TypeEnum, Offset(mStackVertSizing, GuiStackControl), 1, &gStackVertSizingTable);
addField( "Padding", TypeS32, Offset(mPadding, GuiStackControl));
endGroup( "Stacking" );
Parent::initPersistFields();
}
ConsoleMethod( GuiStackControl, updateStack, void, 2, 2, "%stackCtrl.updateStack() - Restacks controls it owns")
{
object->updatePanes();
}
bool GuiStackControl::onWake()
{
if ( !Parent::onWake() )
return false;
updatePanes();
return true;
}
void GuiStackControl::onSleep()
{
Parent::onSleep();
}
void GuiStackControl::updatePanes()
{
// Prevent recursion
if(mResizing)
return;
// Set Resizing.
mResizing = true;
Point2I extent = getExtent();
// Do we need to stack horizontally?
if( ( extent.x > extent.y && mStackingType == stackingTypeDyn ) || mStackingType == stackingTypeHoriz )
{
switch( mStackHorizSizing )
{
case horizStackLeft:
stackFromLeft();
break;
case horizStackRight:
stackFromRight();
break;
}
}
// Or, vertically?
else if( ( extent.y > extent.x && mStackingType == stackingTypeDyn ) || mStackingType == stackingTypeVert)
{
switch( mStackVertSizing )
{
case vertStackTop:
stackFromTop();
break;
case vertStackBottom:
stackFromBottom();
break;
}
}
// Clear Sizing Flag.
mResizing = false;
}
void GuiStackControl::stackFromBottom()
{
// Store the sum of the heights of our controls.
S32 totalHeight=0;
Point2I curPos;
// If we go from the bottom, things are basically the same...
// except we have to assign positions in an arse backwards way
// (literally :P)
// Figure out how high everything is going to be...
// Place each child...
for( S32 i = 0; i < size(); i++ )
{
// Place control
GuiControl * gc = dynamic_cast<GuiControl*>(operator [](i));
if(gc && gc->isVisible() )
{
Point2I childExtent = gc->getExtent();
totalHeight += childExtent.y;
}
}
// Figure out where we're starting...
curPos = getPosition();
curPos.y += totalHeight;
// Offset so the bottom control goes in the right place...
GuiControl * gc = dynamic_cast<GuiControl*>(operator [](size()-1));
if(gc)
curPos.y -= gc->getExtent().y;
// Now work up from there!
for(S32 i=size()-1; i>=0; i--)
{
// Place control
GuiControl * gc = dynamic_cast<GuiControl*>(operator [](i));
if(gc)
{
// We must place the child...
// Make it have our width but keep its height
Point2I childExtent = gc->getExtent();
// Update our state...
curPos.y -= childExtent.y - mPadding;
// And resize...
gc->resize(curPos - getPosition(), Point2I(getExtent().x, childExtent.y));
}
}
}
void GuiStackControl::stackFromTop()
{
// Store the sum of the heights of our controls.
S32 totalHeight=0;
Point2I curPos;
// Position and resize everything...
curPos = getPosition();
// Place each child...
for(S32 i=0; i<size(); i++)
{
// Place control
GuiControl * gc = dynamic_cast<GuiControl*>(operator [](i));
if(gc && gc->isVisible() )
{
// We must place the child...
// Make it have our width but keep its height
Point2I childExtent = gc->getExtent();
gc->resize(curPos - getPosition(), Point2I(getExtent().x, childExtent.y));
// Update our state...
curPos.y += childExtent.y + mPadding;
totalHeight += childExtent.y + mPadding;
}
}
// Conform our size to the sum of the child sizes.
if( totalHeight > getExtent().y )
{
curPos.x = getExtent().x;
curPos.y = totalHeight;
resize(getPosition(), curPos);
}
else if( totalHeight < getExtent().y )
{
curPos.x = getExtent().x;
curPos.y = getMax( totalHeight , mMinExtent.y );
resize(getPosition(), curPos);
}
}
void GuiStackControl::stackFromLeft()
{
// Store the sum of the heights of our controls.
S32 totalWidth=0;
Point2I curPos;
// Position and resize everything...
curPos = getPosition();
// Place each child...
for(S32 i=0; i<size(); i++)
{
// Place control
GuiControl * gc = dynamic_cast<GuiControl*>(operator [](i));
if(gc && gc->isVisible() )
{
// We must place the child...
// Make it have our width but keep its height
Point2I childExtent = gc->getExtent();
gc->resize(curPos - getPosition(), Point2I( childExtent.x,getExtent().y));
// Update our state...
curPos.x += childExtent.x + mPadding;
totalWidth += childExtent.x + mPadding;
}
}
// Conform our size to the sum of the child sizes.
if( totalWidth > getExtent().x )
{
curPos.x = totalWidth;
curPos.y = getExtent().y;
resize(getPosition(), curPos);
}
}
void GuiStackControl::stackFromRight()
{
}
void GuiStackControl::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);
GuiControl *parent = getParent();
if (parent)
parent->childResized(this);
setUpdate();
updatePanes();
}
void GuiStackControl::addObject(SimObject *obj)
{
Parent::addObject(obj);
updatePanes();
}
void GuiStackControl::removeObject(SimObject *obj)
{
Parent::removeObject(obj);
updatePanes();
}
bool GuiStackControl::reOrder(SimObject* obj, SimObject* target)
{
bool ret = Parent::reOrder(obj, target);
if (ret)
updatePanes();
return ret;
}
void GuiStackControl::childResized(GuiControl *child)
{
updatePanes();
}