tge/engine/gui/game/guiMessageVectorCtrl.h
2017-04-17 06:17:10 -06:00

136 lines
3.8 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GUIMESSAGEVECTORCTRL_H_
#define _GUIMESSAGEVECTORCTRL_H_
#ifndef _GUICONTROL_H_
#include "gui/core/guiControl.h"
#endif
#ifndef _MESSAGEVECTOR_H_
#include "gui/utility/messageVector.h"
#endif
/// Render a MessageVector (chat HUD)
///
/// This renders messages from a MessageVector; the important thing
/// here is that the MessageVector holds all the messages we care
/// about, while we can destroy and create these GUI controls as
/// needed. (For instance, Tribes 2 used seperate GuiMessageVectorCtrl
/// controls in the different HUD modes.)
class GuiMessageVectorCtrl : public GuiControl
{
typedef GuiControl Parent;
//-------------------------------------- Public interfaces...
public:
struct SpecialMarkers {
struct Special {
S32 specialType;
S32 start;
S32 end;
};
U32 numSpecials;
Special* specials;
};
GuiMessageVectorCtrl();
~GuiMessageVectorCtrl();
bool isAttached() const;
bool attach(MessageVector*);
void detach();
// Gui control overrides
protected:
bool onAdd();
void onRemove();
bool onWake();
void onSleep();
void onRender(Point2I offset, const RectI &updateRect);
void inspectPostApply();
void parentResized(const Point2I &oldParentExtent, const Point2I &newParentExtent);
void onMouseUp(const GuiEvent &event);
void onMouseDown(const GuiEvent &event);
// void onMouseMove(const GuiEvent &event);
// Overrideables
protected:
virtual void lineInserted(const U32);
virtual void lineDeleted(const U32);
virtual void vectorDeleted();
MessageVector* mMessageVector;
// Font resource
protected:
U32 mMinSensibleWidth;
U32 mLineSpacingPixels;
U32 mLineContinuationIndent;
StringTableEntry mAllowedMatches[16];
ColorI mSpecialColor;
U32 mMaxColorIndex;
bool mMouseDown;
S32 mMouseSpecialLine;
S32 mMouseSpecialRef;
/// Derived classes must keep this set of variables consistent if they
/// use this classes onRender. Note that this has the fairly large
/// disadvantage of requiring lots of ugly, tiny mem allocs. A rewrite
/// to a more memory friendly version might be a good idea...
struct LineWrapping {
struct SEPair {
S32 start;
S32 end;
};
U32 numLines;
SEPair* startEndPairs; /// start[linex] = startEndPairs[linex*2+0]
/// end[linex] = startEndPairs[linex*2+1]
/// if end < start, line is empty...
};
struct TextElement {
TextElement* nextInLine;
TextElement* nextPhysicalLine;
S32 specialReference; /// if (!= -1), indicates a special reference
S32 start;
S32 end;
};
struct LineElement {
U32 physicalLineStart;
TextElement* headLineElements;
};
Vector<LineWrapping> mLineWrappings;
Vector<SpecialMarkers> mSpecialMarkers;
Vector<LineElement> mLineElements;
void createLineWrapping(LineWrapping&, const char*);
void createSpecialMarkers(SpecialMarkers&, const char*);
void createLineElement(LineElement&, LineWrapping&, SpecialMarkers&);
void findSpecialFromCoord(const Point2I&, S32*, S32*);
public:
void callbackRouter(const MessageVector::MessageCode, const U32);
public:
DECLARE_CONOBJECT(GuiMessageVectorCtrl);
static void initPersistFields();
};
#endif // _H_GUIMESSAGEVECTORCTRL_