//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GUIFORMCTRL_H_ #define _GUIFORMCTRL_H_ #ifndef _GUICONTROL_H_ #include "gui/guiControl.h" #endif #ifndef _GUICANVAS_H_ #include "gui/guiCanvas.h" #endif #include "graphics/dgl.h" #include "console/console.h" #include "console/consoleTypes.h" class GuiMenuBar; /// Collapsable pane control. /// /// This class wraps a single child control and displays a header with caption /// above it. If you click the header it will collapse or expand. The control /// resizes itself based on its collapsed/expanded size. /// /// In the GUI editor, if you just want the header you can make collapsable /// false. The caption field lets you set the caption. It expects a bitmap /// (from the GuiControlProfile) that contains two images - the first is /// displayed when the control is expanded and the second is displayed when /// it is collapsed. The header is sized based off of the first image. class GuiFormCtrl : public GuiControl { private: typedef GuiControl Parent; Resource mFont; StringTableEntry mCaption; bool mCanMove; bool mUseSmallCaption; StringTableEntry mSmallCaption; StringTableEntry mContentLibrary; StringTableEntry mContent; Point2I mThumbSize; bool mHasMenu; GuiMenuBar* mMenuBar; bool mMouseMovingWin; Point2I mMouseDownPosition; RectI mOrigBounds; RectI mStandardBounds; RectI mCloseButton; RectI mMinimizeButton; RectI mMaximizeButton; bool mMouseOver; bool mDepressed; public: GuiFormCtrl(); virtual ~GuiFormCtrl(); void setCaption(const char* caption); void resize(const Point2I &newPosition, const Point2I &newExtent); void onRender(Point2I offset, const RectI &updateRect); // DAW: Called when the GUI theme changes and a bitmap arrary may need updating // void onThemeChange(); U32 getMenuBarID(); bool onAdd(); bool onWake(); void onSleep(); virtual void addObject(SimObject *newObj ); void onTouchDragged(const GuiEvent &event); void onTouchDown(const GuiEvent &event); void onTouchUp(const GuiEvent &event); void onTouchMove(const GuiEvent &event); void onTouchLeave(const GuiEvent &event); void onTouchEnter(const GuiEvent &event); static void initPersistFields(); DECLARE_CONOBJECT(GuiFormCtrl); }; #endif