//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #ifndef _POPUPMENU_H_ #define _POPUPMENU_H_ #include "console/simBase.h" #include "core/util/tVector.h" #include "util/messaging/dispatcher.h" #include "gui/core/guiCanvas.h" class PopupMenu; class GuiMenuBar; class GuiPopupMenuTextListCtrl; class GuiPopupMenuBackgroundCtrl; struct MenuItem // an individual item in a pull-down menu { String mText; // the text of the menu item U32 mID; // a script-assigned identifier char *mAccelerator; // the keyboard accelerator shortcut for the menu item U32 mAcceleratorIndex; // index of this accelerator bool mEnabled; // true if the menu item is selectable bool mVisible; // true if the menu item is visible S32 mBitmapIndex; // index of the bitmap in the bitmap array S32 mCheckGroup; // the group index of the item visa vi check marks - // only one item in the group can be checked. bool mIsSubmenu; // This menu item has a submenu that will be displayed bool mIsChecked; bool mIsSpacer; bool mIsMenubarEntry; PopupMenu* mSubMenuParentMenu; // For a submenu, this is the parent menu PopupMenu* mSubMenu; String mCMD; }; // PopupMenu represents a menu. // You can add menu items to the menu, but there is no torque object associated // with these menu items, they exist only in a platform specific manner. class PopupMenu : public SimObject, public virtual Dispatcher::IMessageListener { typedef SimObject Parent; friend class GuiMenuBar; friend class GuiPopupMenuTextListCtrl; friend class GuiPopupMenuBackgroundCtrl; protected: Vector mMenuItems; GuiMenuBar* mMenuBarCtrl; StringTableEntry mBarTitle; RectI mBounds; bool mVisible; S32 mBitmapIndex; // Index of the bitmap in the bitmap array (-1 = no bitmap) bool mDrawBitmapOnly; // Draw only the bitmap and not the text bool mDrawBorder; // Should a border be drawn around this menu (usually if we only have a bitmap, we don't want a border) bool mIsSubmenu; bool mRadioSelection; ///If true, we treat all the items in the same check group as a radio item, so we uncheck everything else in the group if an item is checked ///If false, then we don't clear other selections //This is the gui control that renders our popup GuiPopupMenuTextListCtrl *mTextList; public: PopupMenu(); virtual ~PopupMenu(); DECLARE_CONOBJECT(PopupMenu); static void initPersistFields(); virtual bool onAdd(); virtual void onRemove(); static PopupMenuEvent smPopupMenuEvent; static bool smSelectionEventHandled; /// Set to true if any menu or submenu handles a selection event /// pass NULL for @p title to insert a separator /// returns the menu item's ID, or -1 on failure. /// implementd on a per-platform basis. /// TODO: factor out common code S32 insertItem(S32 pos, const char *title, const char* accelerator, const char* cmd, S32 bitmapIndex = -1); /// Sets the name title and accelerator for /// an existing item. bool setItem(S32 pos, const char *title, const char* accelerator, const char* cmd); /// pass NULL for @p title to insert a separator /// returns the menu item's ID, or -1 on failure. /// adds the submenu to the mSubmenus vector. /// implemented on a per-platform basis. /// TODO: factor out common code S32 insertSubMenu(S32 pos, const char *title, PopupMenu *submenu); /// remove the menu item at @p itemPos /// if the item has a submenu, it is removed from the mSubmenus list. /// implemented on a per-platform basis. /// TODO: factor out common code void removeItem(S32 itemPos); /// implemented on a per-platform basis. void enableItem(S32 pos, bool enable); /// implemented on a per-platform basis. void checkItem(S32 pos, bool checked); /// All items at positions firstPos through lastPos are unchecked, and the /// item at checkPos is checked. /// implemented on a per-platform basis. void checkRadioItem(S32 firstPos, S32 lastPos, S32 checkPos); bool isItemChecked(S32 pos); /// Returns the number of items in the menu. U32 getItemCount(); ///Clears all items void clearItems(); ///Gets the text of a given item String getItemText(S32 pos); //----------------------------------------------------------------------------- /// Displays this menu as a popup menu and blocks until the user has selected /// an item. /// @param canvas the owner to show this popup associated with /// @param x window local x coordinate at which to display the popup menu /// @param y window local y coordinate at which to display the popup menu /// implemented on a per-platform basis. void showPopup(GuiCanvas *owner, S32 x = -1, S32 y = -1); void hidePopup(); void hidePopupSubmenus(); /// Returns true iff this menu contains an item that matches @p iD. /// implemented on a per-platform basis. /// TODO: factor out common code bool canHandleID(U32 iD); /// A menu item in this menu has been selected by id. /// Submenus are given a chance to respond to the command first. /// If no submenu can handle the command id, this menu handles it. /// The script callback this::onSelectItem( position, text) is called. /// If @p text is null, then the text arg passed to script is the text of /// the selected menu item. /// implemented on a per-platform basis. /// TODO: factor out common code bool handleSelect(U32 command, const char *text = NULL); void onMenuSelect(); /// Helper function to allow menu selections from signal events. /// Wraps canHandleID() and handleSelect() in one function /// without changing their internal functionality, so /// it should work regardless of platform. void handleSelectEvent(U32 popID, U32 command); virtual bool onMessageReceived(StringTableEntry queue, const char* event, const char* data ); virtual bool onMessageObjectReceived(StringTableEntry queue, Message *msg ); bool isVisible() { return mVisible; } void setVisible(bool isVis) { mVisible = isVis; } GuiMenuBar* getMenuBarCtrl(); }; #endif // _POPUPMENU_H_