//-----------------------------------------------------------------------------
// Copyright (c) 2012 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/engineAPI.h"
#include "platform/platform.h"
#include "gui/containers/guiPaneCtrl.h"
#include "gfx/gfxDrawUtil.h"
IMPLEMENT_CONOBJECT(GuiPaneControl);
ConsoleDocClass( GuiPaneControl,
"@brief A collapsable pane control.\n\n"
"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 (if collapsable "
"is enabled). 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 on the first image.\n\n"
"@tsexample\n"
"new GuiPaneControl()\n"
"{\n"
" caption = \"Example Pane\";\n"
" collapsable = \"1\";\n"
" barBehindText = \"1\";\n"
" //Properties not specific to this control have been omitted from this example.\n"
"};\n"
"@endtsexample\n\n"
"@ingroup GuiContainers"
);
//-----------------------------------------------------------------------------
GuiPaneControl::GuiPaneControl()
{
setMinExtent(Point2I(16,16));
mActive = true;
mCollapsable = true;
mCollapsed = false;
mBarBehindText = true;
mMouseOver = false;
mDepressed = false;
mCaption = "A Pane";
mCaptionID = StringTable->EmptyString();
mIsContainer = true;
mOriginalExtents.set(10,10);
}
//-----------------------------------------------------------------------------
void GuiPaneControl::initPersistFields()
{
addGroup( "Pane" );
addField("caption", TypeRealString, Offset(mCaption, GuiPaneControl),
"Text label to display as the pane header." );
addField("captionID", TypeString, Offset(mCaptionID, GuiPaneControl),
"String table text ID to use as caption string (overrides 'caption')." );
addField("collapsable", TypeBool, Offset(mCollapsable, GuiPaneControl),
"Whether the pane can be collapsed by clicking its header." );
addField("barBehindText", TypeBool, Offset(mBarBehindText, GuiPaneControl),
"Whether to draw the bitmapped pane bar behind the header text, too." );
endGroup( "Pane" );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
bool GuiPaneControl::onWake()
{
if ( !Parent::onWake() )
return false;
if( !mProfile->mFont )
{
Con::errorf( "GuiPaneControl::onWake - profile has no valid font" );
return false;
}
if(mCaptionID && *mCaptionID != 0)
setCaptionID(mCaptionID);
mProfile->constructBitmapArray();
if(mProfile->mUseBitmapArray && mProfile->mBitmapArrayRects.size())
{
mThumbSize.set( mProfile->mBitmapArrayRects[0].extent.x, mProfile->mBitmapArrayRects[0].extent.y );
mThumbSize.setMax( mProfile->mBitmapArrayRects[1].extent );
if( mProfile->mFont->getHeight() > mThumbSize.y )
mThumbSize.y = mProfile->mFont->getHeight();
}
else
{
mThumbSize.set(20, 20);
}
return true;
}
//-----------------------------------------------------------------------------
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)
{
mCaption = getGUIString(id);
}
//-----------------------------------------------------------------------------
bool GuiPaneControl::resize(const Point2I &newPosition, const Point2I &newExtent)
{
// CodeReview WTF is going on here that we need to bypass parent sanity?
// Investigate this [7/1/2007 justind]
if( !Parent::resize( newPosition, newExtent ) )
return false;
mOriginalExtents.x = getWidth();
/*
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(operator[](0));
if(gc)
{
Point2I offset(0, mThumbSize.y);
gc->resize(offset, newExtent - offset);
}
}
// For now.
return true;
}
//-----------------------------------------------------------------------------
void GuiPaneControl::onRender(Point2I offset, const RectI &updateRect)
{
// Render our awesome little doogong
if(mProfile->mBitmapArrayRects.size() >= 2 && mCollapsable)
{
S32 idx = mCollapsed ? 0 : 1;
GFX->getDrawUtil()->clearBitmapModulation();
GFX->getDrawUtil()->drawBitmapStretchSR(
mProfile->getBitmapResource(),
RectI(offset, mProfile->mBitmapArrayRects[idx].extent),
mProfile->mBitmapArrayRects[idx]
);
}
S32 textWidth = 0;
if(!mBarBehindText)
{
GFX->getDrawUtil()->setBitmapModulation((mMouseOver ? mProfile->mFontColorHL : mProfile->mFontColor));
textWidth = GFX->getDrawUtil()->drawText(
mProfile->mFont,
Point2I(mThumbSize.x, 0) + offset,
mCaption,
mProfile->mFontColors
);
}
// Draw our little bar, too
if(mProfile->mBitmapArrayRects.size() >= 5)
{
GFX->getDrawUtil()->clearBitmapModulation();
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...
GFX->getDrawUtil()->drawBitmapStretchSR(
mProfile->getBitmapResource(),
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);
GFX->getDrawUtil()->drawBitmapStretchSR(
mProfile->getBitmapResource(),
RectI(barOffset, Point2I(barMiddleSize, mProfile->mBitmapArrayRects[3].extent.y)),
foo
);
}
// And the end
barOffset.x += barMiddleSize;
GFX->getDrawUtil()->drawBitmapStretchSR(
mProfile->getBitmapResource(),
RectI(barOffset, mProfile->mBitmapArrayRects[4].extent),
mProfile->mBitmapArrayRects[4]
);
}
if(mBarBehindText)
{
GFX->getDrawUtil()->setBitmapModulation((mMouseOver ? mProfile->mFontColorHL : mProfile->mFontColor));
GFX->getDrawUtil()->drawText(
mProfile->mFont,
Point2I(mThumbSize.x, 0) + offset,
mCaption,
mProfile->mFontColors
);
}
// Draw child controls if appropriate
if(!mCollapsed)
renderChildControls(offset, updateRect);
}
//-----------------------------------------------------------------------------
void GuiPaneControl::setCollapsed(bool isCollapsed)
{
// Get the child
if(size() == 0 || !mCollapsable) return;
GuiControl *gc = dynamic_cast(operator[](0));
if(mCollapsed && !isCollapsed)
{
resize(getPosition(), mOriginalExtents);
mCollapsed = false;
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);
}
//=============================================================================
// Console Methods.
//=============================================================================
DefineEngineMethod( GuiPaneControl, setCollapsed, void, ( bool collapse ),,
"Collapse or un-collapse the control.\n\n"
"@param collapse True to collapse the control, false to un-collapse it\n" )
{
object->setCollapsed( collapse );
}