//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "console/consoleTypes.h" #include "console/console.h" #include "graphics/dgl.h" #include "gui/guiCanvas.h" #include "gui/containers/guiTabPageCtrl.h" #include "gui/guiDefaultControlRender.h" #include "gui/editor/guiEditCtrl.h" IMPLEMENT_CONOBJECT(GuiTabPageCtrl); GuiTabPageCtrl::GuiTabPageCtrl(void) { mBounds.extent.set(100, 200); mActive = true; mIsContainer = true; } bool GuiTabPageCtrl::onMouseDownEditor(const GuiEvent &event, Point2I offset ) { // This shouldn't be called if it's not design time, but check just incase if ( GuiControl::smDesignTime ) { GuiEditCtrl* edit = GuiControl::smEditorHandle; if( edit ) edit->select( this ); } return Parent::onMouseDownEditor( event, offset ); } GuiControl *GuiTabPageCtrl::findNextTabable(GuiControl *curResponder, bool firstCall) { //set the global if this is the first call (directly from the canvas) if (firstCall) { GuiControl::smCurResponder = NULL; } //if the window does not already contain the first responder, return false //ie. Can't tab into or out of a window if (! ControlIsChild(curResponder)) { return NULL; } //loop through, checking each child to see if it is the one that follows the firstResponder GuiControl *tabCtrl = NULL; iterator i; for (i = begin(); i != end(); i++) { GuiControl *ctrl = static_cast(*i); tabCtrl = ctrl->findNextTabable(curResponder, false); if (tabCtrl) break; } //to ensure the tab cycles within the current window... if (! tabCtrl) { tabCtrl = findFirstTabable(); } mFirstResponder = tabCtrl; return tabCtrl; } GuiControl *GuiTabPageCtrl::findPrevTabable(GuiControl *curResponder, bool firstCall) { if (firstCall) { GuiControl::smPrevResponder = NULL; } //if the window does not already contain the first responder, return false //ie. Can't tab into or out of a window if (! ControlIsChild(curResponder)) { return NULL; } //loop through, checking each child to see if it is the one that follows the firstResponder GuiControl *tabCtrl = NULL; iterator i; for (i = begin(); i != end(); i++) { GuiControl *ctrl = static_cast(*i); tabCtrl = ctrl->findPrevTabable(curResponder, false); if (tabCtrl) break; } //to ensure the tab cycles within the current window... if (! tabCtrl) { tabCtrl = findLastTabable(); } mFirstResponder = tabCtrl; return tabCtrl; } void GuiTabPageCtrl::setText(const char *txt) { Parent::setText( txt ); GuiControl *parent = getParent(); if( parent ) parent->setUpdate(); }; void GuiTabPageCtrl::selectWindow(void) { //first make sure this window is the front most of its siblings GuiControl *parent = getParent(); if (parent) { parent->pushObjectToBack(this); } //also set the first responder to be the one within this window setFirstResponder(mFirstResponder); } void GuiTabPageCtrl::onRender(Point2I offset, const RectI &updateRect) { RectI ctrlRect = applyMargins(offset, mBounds.extent, NormalState, mProfile); if (!ctrlRect.isValidRect()) { return; } renderUniversalRect(ctrlRect, mProfile, NormalState); //Render Text RectI fillRect = applyBorders(ctrlRect.point, ctrlRect.extent, NormalState, mProfile); RectI contentRect = applyPadding(fillRect.point, fillRect.extent, NormalState, mProfile); if (contentRect.isValidRect()) { //Render the childen renderChildControls(offset, contentRect, updateRect); } }