guiGameListMenuCtrl.cpp 55 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "guiGameListMenuCtrl.h"
  23. #include "console/consoleTypes.h"
  24. #include "console/engineAPI.h"
  25. #include "gfx/gfxDrawUtil.h"
  26. #include "gui/containers/guiScrollCtrl.h"
  27. #include "sim/actionMap.h"
  28. #include "core/strings/stringUnit.h"
  29. //-----------------------------------------------------------------------------
  30. // GuiGameListMenuCtrl
  31. //-----------------------------------------------------------------------------
  32. GuiGameListMenuCtrl::GuiGameListMenuCtrl()
  33. : mSelected(NO_ROW),
  34. mDebugRender(false),
  35. mHighlighted(NO_ROW),
  36. mCallbackOnInputs(false),
  37. mConsumeKeyInputEvents(false)
  38. {
  39. VECTOR_SET_ASSOCIATION(mRows);
  40. // initialize the control callbacks
  41. mCallbackOnA = StringTable->EmptyString();
  42. mCallbackOnB = mCallbackOnA;
  43. mCallbackOnX = mCallbackOnA;
  44. mCallbackOnY = mCallbackOnA;
  45. }
  46. GuiGameListMenuCtrl::~GuiGameListMenuCtrl()
  47. {
  48. for (S32 i = 0; i < mRows.size(); ++i)
  49. {
  50. delete mRows[i];
  51. }
  52. }
  53. void GuiGameListMenuCtrl::onRender(Point2I offset, const RectI &updateRect)
  54. {
  55. GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
  56. GFXDrawUtil* drawUtil = GFX->getDrawUtil();
  57. F32 xScale = (float) getWidth() / profile->getRowWidth();
  58. bool profileHasIcons = profile->hasArrows();
  59. S32 rowHeight = profile->getRowHeight();
  60. Point2I currentOffset = offset;
  61. Point2I extent = getExtent();
  62. Point2I rowExtent(extent.x, rowHeight);
  63. Point2I textOffset(profile->mTextOffset.x * xScale, profile->mTextOffset.y);
  64. Point2I textExtent(extent.x - textOffset.x, rowHeight);
  65. Point2I iconExtent, iconOffset(0.0f, 0.0f);
  66. if (profileHasIcons)
  67. {
  68. iconExtent = profile->getIconExtent();
  69. // icon is centered vertically plus any specified offset
  70. S32 iconOffsetY = (rowHeight - iconExtent.y) >> 1;
  71. iconOffsetY += profile->mIconOffset.y;
  72. iconOffset = Point2I(profile->mIconOffset.x * xScale, iconOffsetY);
  73. }
  74. for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
  75. {
  76. if (row != mRows.begin())
  77. {
  78. // rows other than the first can have padding above them
  79. currentOffset.y += (*row)->mHeightPad;
  80. currentOffset.y += rowHeight;
  81. }
  82. // select appropriate colors and textures
  83. ColorI fontColor;
  84. U32 buttonTextureIndex;
  85. S32 iconIndex = (*row)->mIconIndex;
  86. bool useHighlightIcon = (*row)->mUseHighlightIcon;
  87. if (!(*row)->mEnabled)
  88. {
  89. buttonTextureIndex = Profile::TEX_DISABLED;
  90. fontColor = profile->mFontColorNA;
  91. }
  92. else if (row == &mRows[mSelected])
  93. {
  94. if (iconIndex != NO_ICON)
  95. {
  96. iconIndex++;
  97. }
  98. buttonTextureIndex = Profile::TEX_SELECTED;
  99. fontColor = profile->mFontColorSEL;
  100. }
  101. else if ((mHighlighted != NO_ROW) && (row == &mRows[mHighlighted]))
  102. {
  103. if (iconIndex != NO_ICON && useHighlightIcon)
  104. {
  105. iconIndex++;
  106. }
  107. buttonTextureIndex = Profile::TEX_HIGHLIGHT;
  108. fontColor = profile->mFontColorHL;
  109. }
  110. else
  111. {
  112. buttonTextureIndex = Profile::TEX_NORMAL;
  113. fontColor = profile->mFontColor;
  114. }
  115. // render the row bitmap
  116. drawUtil->clearBitmapModulation();
  117. drawUtil->drawBitmapStretchSR(profile->mTextureObject, RectI(currentOffset, rowExtent), profile->getBitmapArrayRect(buttonTextureIndex));
  118. // render the row icon if it has one
  119. if ((iconIndex != NO_ICON) && profileHasIcons && (!profile->getBitmapArrayRect((U32)iconIndex).extent.isZero()))
  120. {
  121. iconIndex += Profile::TEX_FIRST_ICON;
  122. drawUtil->clearBitmapModulation();
  123. drawUtil->drawBitmapStretchSR(profile->mTextureObject, RectI(currentOffset + iconOffset, iconExtent), profile->getBitmapArrayRect(iconIndex));
  124. }
  125. // render the row text
  126. drawUtil->setBitmapModulation(fontColor);
  127. renderJustifiedText(currentOffset + textOffset, textExtent, (*row)->mLabel);
  128. if ((*row)->mMode == Row::Mode::OptionList)
  129. {
  130. onRenderListOption((*row), currentOffset);
  131. }
  132. else if ((*row)->mMode == Row::Mode::Slider)
  133. {
  134. onRenderSliderOption((*row), currentOffset);
  135. }
  136. else if ((*row)->mMode == Row::Mode::Keybind)
  137. {
  138. onRenderKeybindOption((*row), currentOffset);
  139. }
  140. }
  141. if (mDebugRender)
  142. {
  143. onDebugRender(offset);
  144. }
  145. renderChildControls(offset, updateRect);
  146. }
  147. void GuiGameListMenuCtrl::onRenderListOption(Row* row, Point2I currentOffset)
  148. {
  149. GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
  150. F32 xScale = (float)getWidth() / profile->getRowWidth();
  151. S32 rowHeight = profile->getRowHeight();
  152. bool profileHasArrows = profile->hasArrows();
  153. Point2I arrowExtent;
  154. S32 arrowOffsetY(0);
  155. if (profileHasArrows)
  156. {
  157. arrowExtent = profile->getArrowExtent();
  158. // icon is centered vertically
  159. arrowOffsetY = (rowHeight - arrowExtent.y) >> 1;
  160. }
  161. GFXDrawUtil* drawer = GFX->getDrawUtil();
  162. Point2I arrowOffset;
  163. S32 columnSplit = profile->mColumnSplit * xScale;
  164. S32 iconIndex;
  165. bool hasOptions = (row->mOptions.size() > 0) && row->mSelectedOption > -1;
  166. if (hasOptions)
  167. {
  168. bool isRowSelected = (getSelected() != NO_ROW) && (row == mRows[getSelected()]);
  169. bool isRowHighlighted = (getHighlighted() != NO_ROW) ? ((row == mRows[getHighlighted()]) && (row->mEnabled)) : false;
  170. if (profileHasArrows)
  171. {
  172. // render the left arrow
  173. bool arrowOnL = (isRowSelected || isRowHighlighted) && (row->mWrapOptions || (row->mSelectedOption > 0));
  174. iconIndex = (arrowOnL) ? Profile::TEX_L_ARROW_ON : Profile::TEX_L_ARROW_OFF;
  175. arrowOffset.x = currentOffset.x + columnSplit;
  176. arrowOffset.y = currentOffset.y + arrowOffsetY;
  177. drawer->clearBitmapModulation();
  178. drawer->drawBitmapStretchSR(profile->mTextureObject, RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
  179. // render the right arrow
  180. bool arrowOnR = (isRowSelected || isRowHighlighted) && (row->mWrapOptions || (row->mSelectedOption < row->mOptions.size() - 1));
  181. iconIndex = (arrowOnR) ? Profile::TEX_R_ARROW_ON : Profile::TEX_R_ARROW_OFF;
  182. arrowOffset.x = currentOffset.x + (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale - arrowExtent.x;
  183. arrowOffset.y = currentOffset.y + arrowOffsetY;
  184. drawer->clearBitmapModulation();
  185. drawer->drawBitmapStretchSR(profile->mTextureObject, RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
  186. }
  187. // get the appropriate font color
  188. ColorI fontColor;
  189. if (!row->mEnabled)
  190. {
  191. fontColor = profile->mFontColorNA;
  192. }
  193. else if (isRowSelected)
  194. {
  195. fontColor = profile->mFontColorSEL;
  196. }
  197. else if (isRowHighlighted)
  198. {
  199. fontColor = profile->mFontColorHL;
  200. }
  201. else
  202. {
  203. fontColor = profile->mFontColor;
  204. }
  205. // calculate text to be at the center between the arrows
  206. GFont* font = profile->mFont;
  207. StringTableEntry text = row->mOptions[row->mSelectedOption];
  208. S32 textWidth = font->getStrWidth(text);
  209. S32 columnWidth = profile->mHitAreaLowerRight.x * xScale - profile->mRightPad - columnSplit;
  210. S32 columnCenter = columnSplit + (columnWidth >> 1);
  211. S32 textStartX = columnCenter - (textWidth >> 1);
  212. Point2I textOffset(textStartX, 0);
  213. // render the option text itself
  214. Point2I textExtent(columnWidth, rowHeight);
  215. drawer->setBitmapModulation(fontColor);
  216. renderJustifiedText(currentOffset + textOffset, textExtent, text);
  217. }
  218. }
  219. void GuiGameListMenuCtrl::onRenderSliderOption(Row* row, Point2I currentOffset)
  220. {
  221. GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
  222. F32 xScale = (float)getWidth() / profile->getRowWidth();
  223. S32 rowHeight = profile->getRowHeight();
  224. bool profileHasArrows = profile->hasArrows();
  225. Point2I arrowExtent;
  226. S32 arrowOffsetY(0);
  227. if (profileHasArrows)
  228. {
  229. arrowExtent = profile->getArrowExtent();
  230. // icon is centered vertically
  231. arrowOffsetY = (rowHeight - arrowExtent.y) >> 1;
  232. }
  233. GFXDrawUtil* drawer = GFX->getDrawUtil();
  234. Point2I arrowOffset;
  235. S32 columnSplit = profile->mColumnSplit * xScale;
  236. S32 iconIndex;
  237. bool isRowSelected = (getSelected() != NO_ROW) && (row == mRows[getSelected()]);
  238. bool isRowHighlighted = (getHighlighted() != NO_ROW) ? ((row == mRows[getHighlighted()]) && (row->mEnabled)) : false;
  239. /*if (profileHasArrows)
  240. {
  241. // render the left arrow
  242. bool arrowOnL = (isRowSelected || isRowHighlighted) && (row->mValue > row->mRange.x);
  243. iconIndex = (arrowOnL) ? Profile::TEX_L_ARROW_ON : Profile::TEX_L_ARROW_OFF;
  244. arrowOffset.x = currentOffset.x + columnSplit;
  245. arrowOffset.y = currentOffset.y + arrowOffsetY;
  246. drawer->clearBitmapModulation();
  247. drawer->drawBitmapStretchSR(profile->mTextureObject, RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
  248. // render the right arrow
  249. bool arrowOnR = (isRowSelected || isRowHighlighted) && (row->mValue < row->mRange.y);
  250. iconIndex = (arrowOnR) ? Profile::TEX_R_ARROW_ON : Profile::TEX_R_ARROW_OFF;
  251. arrowOffset.x = currentOffset.x + (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale - arrowExtent.x;
  252. arrowOffset.y = currentOffset.y + arrowOffsetY;
  253. drawer->clearBitmapModulation();
  254. drawer->drawBitmapStretchSR(profile->mTextureObject, RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
  255. }*/
  256. //Draw the slider bar
  257. if (row->mEnabled)
  258. {
  259. RectI sliderRect;
  260. sliderRect.point.x = currentOffset.x + columnSplit + arrowExtent.x;
  261. sliderRect.point.y = currentOffset.y + arrowOffsetY;
  262. sliderRect.extent.x = (currentOffset.x + (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale - arrowExtent.x) - sliderRect.point.x;
  263. sliderRect.extent.y = arrowExtent.y;
  264. //Now adjust the bar to match-to our value
  265. S32 barStart = sliderRect.point.x;
  266. S32 barEnd = sliderRect.point.x + sliderRect.extent.x;
  267. S32 xPosFill = (((row->mValue - row->mRange.x) * (barEnd - barStart)) / (row->mRange.y - row->mRange.x)) + barStart;
  268. RectI fillRect = sliderRect;
  269. fillRect.extent.x = xPosFill - sliderRect.point.x;
  270. ColorI barColor;
  271. ColorI barOutlineColor;
  272. if (isRowSelected)
  273. {
  274. barColor = profile->mFillColor;
  275. barOutlineColor = profile->mFillColorSEL;
  276. }
  277. else
  278. {
  279. barColor = profile->mFillColor;
  280. barOutlineColor = profile->mFillColorHL;
  281. }
  282. drawer->drawRectFill(fillRect, barColor);
  283. drawer->drawRect(sliderRect, barOutlineColor);
  284. }
  285. // get the appropriate font color
  286. ColorI fontColor;
  287. if (!row->mEnabled)
  288. {
  289. fontColor = profile->mFontColorNA;
  290. }
  291. else if (isRowSelected)
  292. {
  293. fontColor = profile->mFontColorSEL;
  294. }
  295. else if (isRowHighlighted)
  296. {
  297. fontColor = profile->mFontColorHL;
  298. }
  299. else
  300. {
  301. fontColor = profile->mFontColor;
  302. }
  303. // calculate text to be at the center between the arrows
  304. GFont* font = profile->mFont;
  305. char stringVal[32];
  306. dSprintf(stringVal, 32, "%f", row->mValue);
  307. S32 textWidth = font->getStrWidth(stringVal);
  308. S32 columnWidth = profile->mHitAreaLowerRight.x * xScale - profile->mRightPad - columnSplit;
  309. S32 columnCenter = columnSplit + (columnWidth >> 1);
  310. S32 textStartX = columnCenter - (textWidth >> 1);
  311. Point2I textOffset(textStartX, 0);
  312. // render the option text itself
  313. Point2I textExtent(columnWidth, rowHeight);
  314. drawer->setBitmapModulation(fontColor);
  315. renderJustifiedText(currentOffset + textOffset, textExtent, stringVal);
  316. }
  317. void GuiGameListMenuCtrl::onRenderKeybindOption(Row* row, Point2I currentOffset)
  318. {
  319. GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
  320. F32 xScale = (float)getWidth() / profile->getRowWidth();
  321. S32 columnSplit = profile->mColumnSplit * xScale;
  322. S32 rowHeight = profile->getRowHeight();
  323. S32 optionWidth = xScale - columnSplit;
  324. GFXDrawUtil* drawer = GFX->getDrawUtil();
  325. //drawer->drawBitmap(row->mBitmap, )
  326. Point2I button;
  327. button.x = currentOffset.x + columnSplit + (columnSplit / 2.5)/* + (optionWidth / 2)*/;
  328. button.y = currentOffset.y + (rowHeight / 4);
  329. Point2I buttonSize;
  330. buttonSize.x = rowHeight / 2;
  331. buttonSize.y = rowHeight / 2;
  332. if (row->mBitmapTex.isValid())
  333. {
  334. GFXTextureObject* texture = row->mBitmapTex;
  335. RectI rect(button, buttonSize);
  336. drawer->clearBitmapModulation();
  337. drawer->drawBitmapStretch(texture, rect, GFXBitmapFlip_None, GFXTextureFilterLinear, false);
  338. }
  339. //drawer->drawRectFill(button, ColorI::BLUE);
  340. }
  341. void GuiGameListMenuCtrl::onDebugRender(Point2I offset)
  342. {
  343. GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
  344. F32 xScale = (float) getWidth() / profile->getRowWidth();
  345. ColorI controlBorderColor(200, 200, 200); // gray
  346. ColorI rowBorderColor(255, 127, 255); // magenta
  347. ColorI hitBorderColor(255, 0, 0); // red
  348. Point2I shrinker(-1, -1);
  349. Point2I extent = getExtent();
  350. // render a border around the entire control
  351. RectI borderRect(offset, extent + shrinker);
  352. GFX->getDrawUtil()->drawRect(borderRect, controlBorderColor);
  353. S32 rowHeight = profile->getRowHeight();
  354. Point2I currentOffset(offset);
  355. Point2I rowExtent(extent.x, rowHeight);
  356. rowExtent += shrinker;
  357. Point2I hitAreaExtent(profile->getHitAreaExtent());
  358. hitAreaExtent.x *= xScale;
  359. hitAreaExtent += shrinker;
  360. Point2I hitAreaOffset = profile->mHitAreaUpperLeft;
  361. hitAreaOffset.x *= xScale;
  362. Point2I upperLeft;
  363. for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
  364. {
  365. // set the top of the current row
  366. if (row != mRows.begin())
  367. {
  368. // rows other than the first can have padding above them
  369. currentOffset.y += (*row)->mHeightPad;
  370. currentOffset.y += rowHeight;
  371. }
  372. // draw the box around the whole row's extent
  373. upperLeft = currentOffset;
  374. borderRect.point = upperLeft;
  375. borderRect.extent = rowExtent;
  376. GFX->getDrawUtil()->drawRect(borderRect, rowBorderColor);
  377. // draw the box around the hit area of the row
  378. upperLeft = currentOffset + hitAreaOffset;
  379. borderRect.point = upperLeft;
  380. borderRect.extent = hitAreaExtent;
  381. GFX->getDrawUtil()->drawRect(borderRect, hitBorderColor);
  382. }
  383. }
  384. void GuiGameListMenuCtrl::addRow(const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled, S32 mode, const char* tooltip)
  385. {
  386. Row * row = new Row();
  387. addRow(row, label, callback, icon, yPad, useHighlightIcon, enabled, mode, tooltip);
  388. }
  389. void GuiGameListMenuCtrl::addRow(Row * row, const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled, S32 mode, const char* tooltip)
  390. {
  391. row->mLabel = StringTable->insert(label, true);
  392. row->mScriptCallback = (dStrlen(callback) > 0) ? StringTable->insert(callback, true) : NULL;
  393. row->mIconIndex = (icon < 0) ? NO_ICON : icon;
  394. row->mHeightPad = yPad;
  395. row->mUseHighlightIcon = useHighlightIcon;
  396. row->mEnabled = enabled;
  397. row->mMode = (Row::Mode)mode;
  398. row->mTooltip = StringTable->insert(tooltip);
  399. mRows.push_back(row);
  400. updateHeight();
  401. if (mSelected == NO_ROW)
  402. {
  403. selectFirstEnabledRow();
  404. }
  405. }
  406. void GuiGameListMenuCtrl::addRow(const char* label, const char* optionsList, bool wrapOptions, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip, const char* defaultValue)
  407. {
  408. static StringTableEntry DELIM = StringTable->insert("\t", true);
  409. Row* row = new Row();
  410. Vector<StringTableEntry> options(__FILE__, __LINE__);
  411. S32 defaultOption = 0;
  412. S32 count = StringUnit::getUnitCount(optionsList, DELIM);
  413. for (S32 i = 0; i < count; ++i)
  414. {
  415. const char* option = StringUnit::getUnit(optionsList, i, DELIM);
  416. options.push_back(StringTable->insert(option, true));
  417. if (String::compare(option, defaultValue) == 0)
  418. defaultOption = options.size() - 1;
  419. }
  420. row->mOptions = options;
  421. bool hasOptions = row->mOptions.size() > 0;
  422. row->mSelectedOption = (hasOptions) ? defaultOption : NO_OPTION;
  423. row->mWrapOptions = wrapOptions;
  424. addRow(row, label, callback, icon, yPad, true, (hasOptions) ? enabled : false, Row::Mode::OptionList, tooltip);
  425. }
  426. void GuiGameListMenuCtrl::addRow(const char* label, F32 defaultValue, F32 increments, Point2F range, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip)
  427. {
  428. static StringTableEntry DELIM = StringTable->insert("\t", true);
  429. Row* row = new Row();
  430. row->mValue = defaultValue;
  431. row->mStepSize = increments;
  432. row->mRange = range;
  433. addRow(row, label, callback, icon, yPad, true, enabled, Row::Mode::Slider, tooltip);
  434. }
  435. void GuiGameListMenuCtrl::addRow(const char* label, const char* bitmapName, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip)
  436. {
  437. static StringTableEntry DELIM = StringTable->insert("\t", true);
  438. Row* row = new Row();
  439. row->mBitmap = StringTable->insert(bitmapName);
  440. if(row->mBitmap != StringTable->EmptyString())
  441. row->mBitmapTex.set(row->mBitmap, &GFXDefaultGUIProfile, avar("%s() - mTextureObject (line %d)", __FUNCTION__, __LINE__));
  442. addRow(row, label, callback, icon, yPad, true, enabled, Row::Mode::Keybind, tooltip);
  443. }
  444. void GuiGameListMenuCtrl::removeRow(const S32& row)
  445. {
  446. if (row == -1 || row >= mRows.size())
  447. return;
  448. mRows.erase(row);
  449. }
  450. Point2I GuiGameListMenuCtrl::getMinExtent() const
  451. {
  452. Point2I parentMin = Parent::getMinExtent();
  453. GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
  454. S32 minHeight = 0;
  455. S32 rowHeight = profile->getRowHeight();
  456. for (Vector<Row *>::const_iterator row = mRows.begin(); row < mRows.end(); ++row)
  457. {
  458. minHeight += rowHeight;
  459. if (row != mRows.begin())
  460. {
  461. minHeight += (*row)->mHeightPad;
  462. }
  463. }
  464. if (minHeight > parentMin.y)
  465. parentMin.y = minHeight;
  466. return parentMin;
  467. }
  468. bool GuiGameListMenuCtrl::onAdd()
  469. {
  470. if( !Parent::onAdd() )
  471. return false;
  472. // If we have a non-GuiGameListMenuProfile profile, try to
  473. // substitute it for DefaultListMenuProfile.
  474. if( !hasValidProfile() )
  475. {
  476. GuiGameListMenuProfile* profile;
  477. if( !Sim::findObject( "DefaultListMenuProfile", profile ) )
  478. {
  479. Con::errorf( "GuiGameListMenuCtrl: %s can't be created with a profile of type %s. Please create it with a profile of type GuiGameListMenuProfile.",
  480. getName(), mProfile->getClassName() );
  481. return false;
  482. }
  483. else
  484. Con::warnf( "GuiGameListMenuCtrl: substituted non-GuiGameListMenuProfile in %s for DefaultListMenuProfile", getName() );
  485. setControlProfile( profile );
  486. }
  487. return true;
  488. }
  489. bool GuiGameListMenuCtrl::onWake()
  490. {
  491. if( !Parent::onWake() )
  492. return false;
  493. if( !hasValidProfile() )
  494. return false;
  495. /*if( mRows.empty() )
  496. {
  497. Con::errorf( "GuiGameListMenuCtrl: %s can't be woken up without any rows. Please use \"addRow\" to add at least one row to the control before pushing it to the canvas.",
  498. getName() );
  499. return false;
  500. }*/
  501. enforceConstraints();
  502. selectFirstEnabledRow();
  503. setFirstResponder();
  504. mHighlighted = NO_ROW;
  505. return true;
  506. }
  507. bool GuiGameListMenuCtrl::hasValidProfile() const
  508. {
  509. GuiGameListMenuProfile * profile = dynamic_cast<GuiGameListMenuProfile *>(mProfile);
  510. return profile;
  511. }
  512. void GuiGameListMenuCtrl::enforceConstraints()
  513. {
  514. if( hasValidProfile() )
  515. {
  516. ((GuiGameListMenuProfile *)mProfile)->enforceConstraints();
  517. }
  518. updateHeight();
  519. }
  520. void GuiGameListMenuCtrl::updateHeight()
  521. {
  522. S32 minHeight = getMinExtent().y;
  523. if (getHeight() < minHeight)
  524. {
  525. setHeight(minHeight);
  526. }
  527. }
  528. void GuiGameListMenuCtrl::onMouseDown(const GuiEvent &event)
  529. {
  530. S32 hitRow = getRow(event.mousePoint);
  531. if (hitRow != NO_ROW)
  532. {
  533. S32 delta = (mSelected != NO_ROW) ? (hitRow - mSelected) : (mSelected + 1);
  534. changeRow(delta);
  535. }
  536. }
  537. void GuiGameListMenuCtrl::onMouseLeave(const GuiEvent &event)
  538. {
  539. mHighlighted = NO_ROW;
  540. }
  541. void GuiGameListMenuCtrl::onMouseMove(const GuiEvent &event)
  542. {
  543. S32 hitRow = getRow(event.mousePoint);
  544. // allow mHighligetd to be set to NO_ROW so rows can be unhighlighted
  545. mHighlighted = hitRow;
  546. }
  547. void GuiGameListMenuCtrl::onMouseUp(const GuiEvent &event)
  548. {
  549. S32 hitRow = getRow(event.mousePoint);
  550. if ((hitRow != NO_ROW) && isRowEnabled(hitRow) && (hitRow == getSelected()))
  551. {
  552. if (mRows[hitRow]->mMode == Row::Mode::Default)
  553. {
  554. activateRow();
  555. }
  556. else if (mRows[hitRow]->mMode == Row::Mode::OptionList)
  557. {
  558. S32 xPos = globalToLocalCoord(event.mousePoint).x;
  559. clickOption((Row*)mRows[getSelected()], xPos);
  560. }
  561. else if (mRows[hitRow]->mMode == Row::Mode::Slider)
  562. {
  563. S32 xPos = globalToLocalCoord(event.mousePoint).x;
  564. clickSlider((Row*)mRows[getSelected()], xPos);
  565. }
  566. else if (mRows[hitRow]->mMode == Row::Mode::Keybind)
  567. {
  568. S32 xPos = globalToLocalCoord(event.mousePoint).x;
  569. clickKeybind((Row*)mRows[getSelected()], xPos);
  570. }
  571. }
  572. }
  573. void GuiGameListMenuCtrl::activateRow()
  574. {
  575. S32 row = getSelected();
  576. if ((row != NO_ROW) && isRowEnabled(row) && (mRows[row]->mScriptCallback != NULL))
  577. {
  578. setThisControl();
  579. if (Con::isFunction(mRows[row]->mScriptCallback))
  580. {
  581. Con::executef(mRows[row]->mScriptCallback);
  582. }
  583. }
  584. }
  585. S32 GuiGameListMenuCtrl::getRow(Point2I globalPoint)
  586. {
  587. Point2I localPoint = globalToLocalCoord(globalPoint);
  588. GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;
  589. F32 xScale = (float) getWidth() / profile->getRowWidth();
  590. S32 rowHeight = profile->getRowHeight();
  591. Point2I currentOffset(0, 0);
  592. Point2I hitAreaUpperLeft = profile->mHitAreaUpperLeft;
  593. hitAreaUpperLeft.x *= xScale;
  594. Point2I hitAreaLowerRight = profile->mHitAreaLowerRight;
  595. hitAreaLowerRight.x *= xScale;
  596. Point2I upperLeft, lowerRight;
  597. for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
  598. {
  599. if (row != mRows.begin())
  600. {
  601. // rows other than the first can have padding above them
  602. currentOffset.y += (*row)->mHeightPad;
  603. }
  604. upperLeft = currentOffset + hitAreaUpperLeft;
  605. lowerRight = currentOffset + hitAreaLowerRight;
  606. if ((upperLeft.x <= localPoint.x) && (localPoint.x < lowerRight.x) &&
  607. (upperLeft.y <= localPoint.y) && (localPoint.y < lowerRight.y))
  608. {
  609. return row - mRows.begin();
  610. }
  611. currentOffset.y += rowHeight;
  612. }
  613. return NO_ROW;
  614. }
  615. void GuiGameListMenuCtrl::setSelected(S32 index)
  616. {
  617. if (index == NO_ROW)
  618. {
  619. // deselection
  620. mSelected = NO_ROW;
  621. return;
  622. }
  623. if (! isValidRowIndex(index))
  624. {
  625. return;
  626. }
  627. if (! isRowEnabled(index))
  628. {
  629. // row is disabled, it can't be selected
  630. return;
  631. }
  632. mSelected = mClamp(index, 0, mRows.size() - 1);
  633. //If we're childed to a scroll container, make sure us changing rows has our new position visible
  634. GuiScrollCtrl* scroll = dynamic_cast<GuiScrollCtrl*>(getParent());
  635. if (scroll)
  636. {
  637. scroll->scrollRectVisible(getRowBounds(mSelected));
  638. }
  639. }
  640. bool GuiGameListMenuCtrl::isRowEnabled(S32 index) const
  641. {
  642. if (! isValidRowIndex(index))
  643. {
  644. return false;
  645. }
  646. return mRows[index]->mEnabled;
  647. }
  648. void GuiGameListMenuCtrl::setRowEnabled(S32 index, bool enabled)
  649. {
  650. if (! isValidRowIndex(index))
  651. {
  652. return;
  653. }
  654. mRows[index]->mEnabled = enabled;
  655. if (getSelected() == index)
  656. {
  657. selectFirstEnabledRow();
  658. }
  659. }
  660. bool GuiGameListMenuCtrl::isValidRowIndex(S32 index) const
  661. {
  662. return ((0 <= index) && (index < mRows.size()));
  663. }
  664. void GuiGameListMenuCtrl::selectFirstEnabledRow()
  665. {
  666. setSelected(NO_ROW);
  667. for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
  668. {
  669. if ((*row)->mEnabled)
  670. {
  671. setSelected(row - mRows.begin());
  672. return;
  673. }
  674. }
  675. }
  676. bool GuiGameListMenuCtrl::onInputEvent(const InputEventInfo& event)
  677. {
  678. if (mCallbackOnInputs)
  679. {
  680. char deviceStr[32];
  681. if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceStr))
  682. return false;
  683. String deviceString = deviceStr;
  684. if (event.action == SI_MAKE || event.action == SI_BREAK)
  685. {
  686. bool isModifier = false;
  687. bool state = event.action == SI_MAKE;
  688. switch (event.objInst)
  689. {
  690. case KEY_LCONTROL:
  691. case KEY_RCONTROL:
  692. case KEY_LALT:
  693. case KEY_RALT:
  694. case KEY_LSHIFT:
  695. case KEY_RSHIFT:
  696. case KEY_MAC_LOPT:
  697. case KEY_MAC_ROPT:
  698. isModifier = true;
  699. }
  700. if ((event.objType == SI_KEY) && isModifier)
  701. {
  702. char keyString[32];
  703. if (!ActionMap::getKeyString(event.objInst, keyString))
  704. return false;
  705. onInputEvent_callback(deviceString.c_str(), keyString, state);
  706. if (mConsumeKeyInputEvents)
  707. {
  708. if(deviceString.startsWith("keyboard"))
  709. return true;
  710. }
  711. }
  712. else
  713. {
  714. const char* actionString = ActionMap::buildActionString(&event);
  715. onInputEvent_callback(deviceString.c_str(), actionString, state);
  716. if (mConsumeKeyInputEvents)
  717. {
  718. if (deviceString.startsWith("keyboard") || deviceString.startsWith("gamepad"))
  719. return true;
  720. }
  721. }
  722. }
  723. else if (event.objType == SI_AXIS || event.objType == SI_INT || event.objType == SI_FLOAT)
  724. {
  725. F32 fValue = event.fValue;
  726. if (event.objType == SI_INT)
  727. fValue = (F32)event.iValue;
  728. if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceStr))
  729. return false;
  730. const char* actionString = ActionMap::buildActionString(&event);
  731. onAxisEvent_callback(deviceStr, actionString, fValue);
  732. }
  733. }
  734. return false;
  735. }
  736. bool GuiGameListMenuCtrl::onKeyDown(const GuiEvent &event)
  737. {
  738. switch (event.keyCode)
  739. {
  740. case KEY_UP:
  741. changeRow(-1);
  742. return true;
  743. case KEY_DOWN:
  744. changeRow(1);
  745. return true;
  746. case KEY_LEFT:
  747. changeOption(-1);
  748. return true;
  749. case KEY_RIGHT:
  750. changeOption(1);
  751. return true;
  752. case KEY_A:
  753. case KEY_RETURN:
  754. case KEY_NUMPADENTER:
  755. case KEY_SPACE:
  756. case XI_A:
  757. case XI_START:
  758. doScriptCommand(mCallbackOnA);
  759. return true;
  760. case KEY_B:
  761. case KEY_ESCAPE:
  762. case KEY_BACKSPACE:
  763. case KEY_DELETE:
  764. case XI_B:
  765. case XI_BACK:
  766. doScriptCommand(mCallbackOnB);
  767. return true;
  768. case KEY_X:
  769. case XI_X:
  770. doScriptCommand(mCallbackOnX);
  771. return true;
  772. case KEY_Y:
  773. case XI_Y:
  774. doScriptCommand(mCallbackOnY);
  775. return true;
  776. default:
  777. break;
  778. }
  779. return Parent::onKeyDown(event);
  780. }
  781. bool GuiGameListMenuCtrl::onGamepadAxisUp(const GuiEvent &event)
  782. {
  783. changeRow(-1);
  784. return true;
  785. }
  786. bool GuiGameListMenuCtrl::onGamepadAxisDown(const GuiEvent &event)
  787. {
  788. changeRow(1);
  789. return true;
  790. }
  791. bool GuiGameListMenuCtrl::onGamepadAxisLeft(const GuiEvent& event)
  792. {
  793. changeOption(-1);
  794. return true;
  795. }
  796. bool GuiGameListMenuCtrl::onGamepadAxisRight(const GuiEvent& event)
  797. {
  798. changeOption(1);
  799. return true;
  800. }
  801. void GuiGameListMenuCtrl::doScriptCommand(StringTableEntry command)
  802. {
  803. if (command && command[0])
  804. {
  805. setThisControl();
  806. Con::evaluate(command, false, __FILE__);
  807. }
  808. }
  809. void GuiGameListMenuCtrl::changeRow(S32 delta)
  810. {
  811. S32 oldRowIndex = getSelected();
  812. S32 newRowIndex = oldRowIndex;
  813. do
  814. {
  815. newRowIndex += delta;
  816. if (newRowIndex >= mRows.size())
  817. {
  818. newRowIndex = 0;
  819. }
  820. else if (newRowIndex < 0)
  821. {
  822. newRowIndex = mRows.size() - 1;
  823. }
  824. }
  825. while ((! mRows[newRowIndex]->mEnabled) && (newRowIndex != oldRowIndex));
  826. setSelected(newRowIndex);
  827. // do the callback
  828. onChange_callback();
  829. }
  830. void GuiGameListMenuCtrl::setThisControl()
  831. {
  832. smThisControl = this;
  833. }
  834. StringTableEntry GuiGameListMenuCtrl::getRowLabel(S32 rowIndex) const
  835. {
  836. if (! isValidRowIndex(rowIndex))
  837. {
  838. // not a valid row index, don't do anything
  839. return StringTable->EmptyString();
  840. }
  841. return mRows[rowIndex]->mLabel;
  842. }
  843. void GuiGameListMenuCtrl::setRowLabel(S32 rowIndex, const char * label)
  844. {
  845. if (! isValidRowIndex(rowIndex))
  846. {
  847. // not a valid row index, don't do anything
  848. return;
  849. }
  850. mRows[rowIndex]->mLabel = StringTable->insert(label, true);
  851. }
  852. void GuiGameListMenuCtrl::clearRows()
  853. {
  854. for (U32 i = 0; i < mRows.size(); i++)
  855. {
  856. if (mRows[i]->mBitmap != StringTable->EmptyString())
  857. mRows[i]->mBitmapTex = nullptr;
  858. }
  859. mRows.clear();
  860. setSelected(-1);
  861. setHeight(mMinExtent.y);
  862. }
  863. void GuiGameListMenuCtrl::refresh()
  864. {
  865. enforceConstraints();
  866. }
  867. RectI GuiGameListMenuCtrl::getRowBounds(S32 rowIndex)
  868. {
  869. GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
  870. F32 xScale = (float)getWidth() / profile->getRowWidth();
  871. S32 rowHeight = profile->getRowHeight();
  872. Point2I currentOffset = Point2I::Zero;
  873. Point2I extent = getExtent();
  874. Point2I rowExtent(extent.x, rowHeight);
  875. for (U32 i = 1; i <= rowIndex; i++)
  876. {
  877. //the top row can't pad, so we'll ignore it
  878. GuiGameListMenuCtrl::Row* row = mRows[i];
  879. // rows other than the first can have padding above them
  880. currentOffset.y += row->mHeightPad;
  881. currentOffset.y += rowHeight;
  882. }
  883. return RectI(currentOffset, rowExtent);
  884. }
  885. //-----------------------------------------------------------------------------
  886. // Console stuff (GuiGameListMenuCtrl)
  887. //-----------------------------------------------------------------------------
  888. StringTableEntry GuiGameListMenuCtrl::getCurrentOption(S32 rowIndex) const
  889. {
  890. if (isValidRowIndex(rowIndex))
  891. {
  892. Row* row = (Row*)mRows[rowIndex];
  893. if (row->mSelectedOption != NO_OPTION)
  894. {
  895. return row->mOptions[row->mSelectedOption];
  896. }
  897. }
  898. return StringTable->insert("", false);
  899. }
  900. bool GuiGameListMenuCtrl::selectOption(S32 rowIndex, const char* theOption)
  901. {
  902. if (!isValidRowIndex(rowIndex))
  903. {
  904. return false;
  905. }
  906. Row* row = (Row*)mRows[rowIndex];
  907. for (Vector<StringTableEntry>::iterator anOption = row->mOptions.begin(); anOption < row->mOptions.end(); ++anOption)
  908. {
  909. if (String::compare(*anOption, theOption) == 0)
  910. {
  911. S32 newIndex = anOption - row->mOptions.begin();
  912. row->mSelectedOption = newIndex;
  913. return true;
  914. }
  915. }
  916. return false;
  917. }
  918. void GuiGameListMenuCtrl::setOptions(S32 rowIndex, const char* optionsList)
  919. {
  920. static StringTableEntry DELIM = StringTable->insert("\t", true);
  921. if (!isValidRowIndex(rowIndex))
  922. {
  923. return;
  924. }
  925. Row* row = (Row*)mRows[rowIndex];
  926. S32 count = StringUnit::getUnitCount(optionsList, DELIM);
  927. row->mOptions.setSize(count);
  928. for (S32 i = 0; i < count; ++i)
  929. {
  930. const char* option = StringUnit::getUnit(optionsList, i, DELIM);
  931. row->mOptions[i] = StringTable->insert(option, true);
  932. }
  933. if (row->mSelectedOption >= row->mOptions.size())
  934. {
  935. row->mSelectedOption = row->mOptions.size() - 1;
  936. }
  937. }
  938. void GuiGameListMenuCtrl::clickOption(Row* row, S32 xPos)
  939. {
  940. GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
  941. if (!profile->hasArrows())
  942. {
  943. return;
  944. }
  945. F32 xScale = (float)getWidth() / profile->getRowWidth();
  946. S32 bitmapArrowWidth = mProfile->getBitmapArrayRect(Profile::TEX_FIRST_ARROW).extent.x;
  947. S32 leftArrowX1 = profile->mColumnSplit * xScale;
  948. S32 leftArrowX2 = leftArrowX1 + bitmapArrowWidth;
  949. S32 rightArrowX2 = (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale;
  950. S32 rightArrowX1 = rightArrowX2 - bitmapArrowWidth;
  951. if ((leftArrowX1 <= xPos) && (xPos <= leftArrowX2))
  952. {
  953. changeOption(row, -1);
  954. }
  955. else if ((rightArrowX1 <= xPos) && (xPos <= rightArrowX2))
  956. {
  957. changeOption(row, 1);
  958. }
  959. }
  960. void GuiGameListMenuCtrl::changeOption(S32 delta)
  961. {
  962. if (getSelected() != NO_ROW)
  963. {
  964. Row* row = (Row*)mRows[getSelected()];
  965. changeOption(row, delta);
  966. }
  967. }
  968. void GuiGameListMenuCtrl::changeOption(Row* row, S32 delta)
  969. {
  970. S32 optionCount = row->mOptions.size();
  971. S32 newSelection = row->mSelectedOption + delta;
  972. if (optionCount == 0)
  973. {
  974. newSelection = NO_OPTION;
  975. }
  976. else if (!row->mWrapOptions)
  977. {
  978. newSelection = mClamp(newSelection, 0, optionCount - 1);
  979. }
  980. else if (newSelection < 0)
  981. {
  982. newSelection = optionCount - 1;
  983. }
  984. else if (newSelection >= optionCount)
  985. {
  986. newSelection = 0;
  987. }
  988. row->mSelectedOption = newSelection;
  989. if (row->mMode == GuiGameListMenuCtrl::Row::Slider)
  990. {
  991. row->mValue += row->mStepSize * delta;
  992. row->mValue = mRound(row->mValue / row->mStepSize) * row->mStepSize;
  993. if (row->mValue < row->mRange.x)
  994. row->mValue = row->mRange.x;
  995. if (row->mValue > row->mRange.y)
  996. row->mValue = row->mRange.y;
  997. }
  998. static StringTableEntry LEFT = StringTable->insert("LEFT", true);
  999. static StringTableEntry RIGHT = StringTable->insert("RIGHT", true);
  1000. if (row->mScriptCallback != NULL && (row->mSelectedOption != NO_OPTION && row->mMode != GuiGameListMenuCtrl::Row::Slider))
  1001. {
  1002. setThisControl();
  1003. StringTableEntry direction = NULL;
  1004. if (delta < 0)
  1005. {
  1006. direction = LEFT;
  1007. }
  1008. else if (delta > 0)
  1009. {
  1010. direction = RIGHT;
  1011. }
  1012. if ((direction != NULL) && (Con::isFunction(row->mScriptCallback)))
  1013. {
  1014. Con::executef(row->mScriptCallback, direction);
  1015. }
  1016. }
  1017. }
  1018. IMPLEMENT_CONOBJECT(GuiGameListMenuCtrl);
  1019. void GuiGameListMenuCtrl::clickSlider(Row* row, S32 xPos)
  1020. {
  1021. GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
  1022. if (!profile->hasArrows())
  1023. {
  1024. return;
  1025. }
  1026. F32 xScale = (float)getWidth() / profile->getRowWidth();
  1027. S32 bitmapArrowWidth = mProfile->getBitmapArrayRect(Profile::TEX_FIRST_ARROW).extent.x;
  1028. S32 leftArrowX1 = profile->mColumnSplit * xScale;
  1029. S32 leftArrowX2 = leftArrowX1 + bitmapArrowWidth;
  1030. S32 rightArrowX2 = (profile->mHitAreaLowerRight.x - profile->mRightPad) * xScale;
  1031. S32 rightArrowX1 = rightArrowX2 - bitmapArrowWidth;
  1032. if ((leftArrowX1 <= xPos) && (xPos <= leftArrowX2))
  1033. {
  1034. row->mValue -= row->mStepSize;
  1035. row->mValue = mRound(row->mValue / row->mStepSize) * row->mStepSize;
  1036. if (row->mValue < row->mRange.x)
  1037. row->mValue = row->mRange.x;
  1038. }
  1039. else if ((rightArrowX1 <= xPos) && (xPos <= rightArrowX2))
  1040. {
  1041. //F32 snap = row->mValue % row->mStepSize;
  1042. //row->mValue.y -= snap;
  1043. row->mValue += row->mStepSize;
  1044. row->mValue = mRound(row->mValue / row->mStepSize) * row->mStepSize;
  1045. if (row->mValue > row->mRange.y)
  1046. row->mValue = row->mRange.y;
  1047. }
  1048. else
  1049. {
  1050. //see if we clicked on the sliderbar itself
  1051. S32 barStart = leftArrowX2;
  1052. S32 barEnd = rightArrowX1;
  1053. if (xPos >= barStart && xPos <= barEnd)
  1054. {
  1055. //find the position
  1056. F32 newValue = (((xPos - barStart) * (row->mRange.y - row->mRange.x)) / (barEnd - barStart)) + row->mRange.x;
  1057. newValue = mRound(newValue / row->mStepSize) * row->mStepSize;
  1058. row->mValue = newValue;
  1059. }
  1060. }
  1061. }
  1062. void GuiGameListMenuCtrl::clickKeybind(Row* row, S32 xPos)
  1063. {
  1064. GuiGameListMenuProfile* profile = (GuiGameListMenuProfile*)mProfile;
  1065. F32 xScale = (float)getWidth() / profile->getRowWidth();
  1066. S32 columnSplit = profile->mColumnSplit * xScale;
  1067. S32 rowHeight = profile->getRowHeight();
  1068. S32 optionWidth = xScale - columnSplit;
  1069. GFXDrawUtil* drawer = GFX->getDrawUtil();
  1070. //drawer->drawBitmap(row->mBitmap, )
  1071. Point2I button;
  1072. button.x = columnSplit + (columnSplit / 2)/* + (optionWidth / 2)*/;
  1073. button.y = rowHeight / 4;
  1074. Point2I buttonSize;
  1075. buttonSize.x = rowHeight / 2;
  1076. buttonSize.y = rowHeight / 2;
  1077. GFXTextureObject* texture = row->mBitmapTex;
  1078. RectI rect(button, buttonSize);
  1079. if (rect.pointInRect(Point2I(xPos, rowHeight / 2)))
  1080. {
  1081. if (row->mScriptCallback != StringTable->EmptyString())
  1082. {
  1083. S32 rowId = getSelected();
  1084. Con::executef(row->mScriptCallback, rowId);
  1085. }
  1086. }
  1087. }
  1088. F32 GuiGameListMenuCtrl::getValue(S32 rowIndex)
  1089. {
  1090. if (!isValidRowIndex(rowIndex))
  1091. {
  1092. return 0;
  1093. }
  1094. Row* row = (Row*)mRows[rowIndex];
  1095. return row->mValue;
  1096. }
  1097. void GuiGameListMenuCtrl::setValue(S32 rowIndex, F32 value)
  1098. {
  1099. if (!isValidRowIndex(rowIndex))
  1100. {
  1101. return;
  1102. }
  1103. Row* row = (Row*)mRows[rowIndex];
  1104. row->mValue = value;
  1105. }
  1106. const char* GuiGameListMenuCtrl::getTooltip(S32 rowIndex)
  1107. {
  1108. if (!isValidRowIndex(rowIndex))
  1109. {
  1110. return "";
  1111. }
  1112. Row* row = (Row*)mRows[rowIndex];
  1113. return row->mTooltip;
  1114. }
  1115. ConsoleDocClass( GuiGameListMenuCtrl,
  1116. "@brief A base class for cross platform menu controls that are gamepad friendly.\n\n"
  1117. "This class is used to build row-based menu GUIs that can be easily navigated "
  1118. "using the keyboard, mouse or gamepad. The desired row can be selected using "
  1119. "the mouse, or by navigating using the Up and Down buttons.\n\n"
  1120. "@tsexample\n\n"
  1121. "new GuiGameListMenuCtrl()\n"
  1122. "{\n"
  1123. " debugRender = \"0\";\n"
  1124. " callbackOnA = \"applyOptions();\";\n"
  1125. " callbackOnB = \"Canvas.setContent(MainMenuGui);\";\n"
  1126. " callbackOnX = \"\";\n"
  1127. " callbackOnY = \"revertOptions();\";\n"
  1128. " //Properties not specific to this control have been omitted from this example.\n"
  1129. "};\n"
  1130. "@endtsexample\n\n"
  1131. "@see GuiGameListMenuProfile\n\n"
  1132. "@ingroup GuiGame"
  1133. );
  1134. IMPLEMENT_CALLBACK( GuiGameListMenuCtrl, onChange, void, (), (),
  1135. "Called when the selected row changes." );
  1136. IMPLEMENT_CALLBACK(GuiGameListMenuCtrl, onInputEvent, void, (const char* device, const char* action, bool state),
  1137. (device, action, state),
  1138. "@brief Callback that occurs when an input is triggered on this control\n\n"
  1139. "@param device The device type triggering the input, such as keyboard, mouse, etc\n"
  1140. "@param action The actual event occuring, such as a key or button\n"
  1141. "@param state True if the action is being pressed, false if it is being release\n\n");
  1142. IMPLEMENT_CALLBACK(GuiGameListMenuCtrl, onAxisEvent, void, (const char* device, const char* action, F32 axisValue),
  1143. (device, action, axisValue),
  1144. "@brief Callback that occurs when an axis event is triggered on this control\n\n"
  1145. "@param device The device type triggering the input, such as mouse, joystick, gamepad, etc\n"
  1146. "@param action The ActionMap code for the axis\n"
  1147. "@param axisValue The current value of the axis\n\n");
  1148. void GuiGameListMenuCtrl::initPersistFields()
  1149. {
  1150. addField("debugRender", TypeBool, Offset(mDebugRender, GuiGameListMenuCtrl),
  1151. "Enable debug rendering" );
  1152. addField("callbackOnA", TypeString, Offset(mCallbackOnA, GuiGameListMenuCtrl),
  1153. "Script callback when the 'A' button is pressed. 'A' inputs are Keyboard: A, Return, Space; Gamepad: A, Start" );
  1154. addField("callbackOnB", TypeString, Offset(mCallbackOnB, GuiGameListMenuCtrl),
  1155. "Script callback when the 'B' button is pressed. 'B' inputs are Keyboard: B, Esc, Backspace, Delete; Gamepad: B, Back" );
  1156. addField("callbackOnX", TypeString, Offset(mCallbackOnX, GuiGameListMenuCtrl),
  1157. "Script callback when the 'X' button is pressed. 'X' inputs are Keyboard: X; Gamepad: X" );
  1158. addField("callbackOnY", TypeString, Offset(mCallbackOnY, GuiGameListMenuCtrl),
  1159. "Script callback when the 'Y' button is pressed. 'Y' inputs are Keyboard: Y; Gamepad: Y" );
  1160. addField("callbackOnInputs", TypeBool, Offset(mCallbackOnInputs, GuiGameListMenuCtrl),
  1161. "Script callback when any inputs are detected, even if they aren't the regular 4 face buttons. Useful for secondary/speciality handling of menu navigation.");
  1162. addField("consumeKeyInputEvents", TypeBool, Offset(mConsumeKeyInputEvents, GuiGameListMenuCtrl),
  1163. "When callbackOnInputs is active, this indicates if the input event should be consumed, or allowed 'through' to let other things respond to the event as well.");
  1164. Parent::initPersistFields();
  1165. }
  1166. DefineEngineMethod( GuiGameListMenuCtrl, addRow, void,
  1167. ( const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled, int mode ),
  1168. ( -1, 0, true, true, 0 ),
  1169. "Add a row to the list control.\n\n"
  1170. "@param label The text to display on the row as a label.\n"
  1171. "@param callback Name of a script function to use as a callback when this row is activated.\n"
  1172. "@param icon [optional] Index of the icon to use as a marker.\n"
  1173. "@param yPad [optional] An extra amount of height padding before the row. Does nothing on the first row.\n"
  1174. "@param useHighlightIcon [optional] Does this row use the highlight icon?.\n"
  1175. "@param enabled [optional] If this row is initially enabled.\n"
  1176. "@param mode [optional] What option mode the row is in. 0 = Default, 1 = OptionList, 2 == Keybind")
  1177. {
  1178. object->addRow( label, callback, icon, yPad, useHighlightIcon, enabled, mode);
  1179. }
  1180. DefineEngineMethod( GuiGameListMenuCtrl, isRowEnabled, bool, ( S32 row ),,
  1181. "Determines if the specified row is enabled or disabled.\n\n"
  1182. "@param row The row to set the enabled status of.\n"
  1183. "@return True if the specified row is enabled. False if the row is not enabled or the given index was not valid." )
  1184. {
  1185. return object->isRowEnabled( row );
  1186. }
  1187. DefineEngineMethod( GuiGameListMenuCtrl, setRowEnabled, void, ( S32 row, bool enabled ),,
  1188. "Sets a row's enabled status according to the given parameters.\n\n"
  1189. "@param row The index to check for validity.\n"
  1190. "@param enabled Indicate true to enable the row or false to disable it." )
  1191. {
  1192. object->setRowEnabled( row, enabled );
  1193. }
  1194. DefineEngineMethod( GuiGameListMenuCtrl, activateRow, void, (),,
  1195. "Activates the current row. The script callback of the current row will be called (if it has one)." )
  1196. {
  1197. object->activateRow();
  1198. }
  1199. DefineEngineMethod( GuiGameListMenuCtrl, getRowCount, S32, (),,
  1200. "Gets the number of rows on the control.\n\n"
  1201. "@return (int) The number of rows on the control." )
  1202. {
  1203. return object->getRowCount();
  1204. }
  1205. DefineEngineMethod( GuiGameListMenuCtrl, getRowLabel, const char *, ( S32 row ),,
  1206. "Gets the label displayed on the specified row.\n\n"
  1207. "@param row Index of the row to get the label of.\n"
  1208. "@return The label for the row." )
  1209. {
  1210. return object->getRowLabel( row );
  1211. }
  1212. DefineEngineMethod( GuiGameListMenuCtrl, setRowLabel, void, ( S32 row, const char* label ),,
  1213. "Sets the label on the given row.\n\n"
  1214. "@param row Index of the row to set the label on.\n"
  1215. "@param label Text to set as the label of the row.\n" )
  1216. {
  1217. object->setRowLabel( row, label );
  1218. }
  1219. DefineEngineMethod( GuiGameListMenuCtrl, setSelected, void, ( S32 row ),,
  1220. "Sets the selected row. Only rows that are enabled can be selected.\n\n"
  1221. "@param row Index of the row to set as selected." )
  1222. {
  1223. object->setSelected( row );
  1224. }
  1225. DefineEngineMethod( GuiGameListMenuCtrl, getSelectedRow, S32, (),,
  1226. "Gets the index of the currently selected row.\n\n"
  1227. "@return Index of the selected row." )
  1228. {
  1229. return object->getSelected();
  1230. }
  1231. DefineEngineMethod(GuiGameListMenuCtrl, clearRows, void, (), ,
  1232. "Gets the index of the currently selected row.\n\n"
  1233. "@return Index of the selected row.")
  1234. {
  1235. return object->clearRows();
  1236. }
  1237. DefineEngineMethod(GuiGameListMenuCtrl, refresh, void, (), ,
  1238. "Gets the index of the currently selected row.\n\n"
  1239. "@return Index of the selected row.")
  1240. {
  1241. return object->refresh();
  1242. }
  1243. DefineEngineMethod(GuiGameListMenuCtrl, addOptionRow, void,
  1244. (const char* label, const char* options, bool wrapOptions, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip, const char* defaultValue),
  1245. (-1, 0, true, "", ""),
  1246. "Add a row to the list control.\n\n"
  1247. "@param label The text to display on the row as a label.\n"
  1248. "@param options A tab separated list of options.\n"
  1249. "@param wrapOptions Specify true to allow options to wrap at each end or false to prevent wrapping.\n"
  1250. "@param callback Name of a script function to use as a callback when this row is activated.\n"
  1251. "@param icon [optional] Index of the icon to use as a marker.\n"
  1252. "@param yPad [optional] An extra amount of height padding before the row. Does nothing on the first row.\n"
  1253. "@param enabled [optional] If this row is initially enabled.")
  1254. {
  1255. object->addRow(label, options, wrapOptions, callback, icon, yPad, enabled, tooltip, defaultValue);
  1256. }
  1257. DefineEngineMethod(GuiGameListMenuCtrl, addSliderRow, void,
  1258. (const char* label, F32 defaultValue, F32 increment, Point2F range, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip),
  1259. (-1, 0, true, ""),
  1260. "Add a row to the list control.\n\n"
  1261. "@param label The text to display on the row as a label.\n"
  1262. "@param options A tab separated list of options.\n"
  1263. "@param wrapOptions Specify true to allow options to wrap at each end or false to prevent wrapping.\n"
  1264. "@param callback Name of a script function to use as a callback when this row is activated.\n"
  1265. "@param icon [optional] Index of the icon to use as a marker.\n"
  1266. "@param yPad [optional] An extra amount of height padding before the row. Does nothing on the first row.\n"
  1267. "@param enabled [optional] If this row is initially enabled.")
  1268. {
  1269. object->addRow(label, defaultValue, increment, range, callback, icon, yPad, enabled, tooltip);
  1270. }
  1271. DefineEngineMethod(GuiGameListMenuCtrl, addKeybindRow, void,
  1272. (const char* label, const char* bitmapName, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip),
  1273. (-1, 0, true, ""),
  1274. "Add a row to the list control.\n\n"
  1275. "@param label The text to display on the row as a label.\n"
  1276. "@param options A tab separated list of options.\n"
  1277. "@param wrapOptions Specify true to allow options to wrap at each end or false to prevent wrapping.\n"
  1278. "@param callback Name of a script function to use as a callback when this row is activated.\n"
  1279. "@param icon [optional] Index of the icon to use as a marker.\n"
  1280. "@param yPad [optional] An extra amount of height padding before the row. Does nothing on the first row.\n"
  1281. "@param enabled [optional] If this row is initially enabled.")
  1282. {
  1283. object->addRow(label, bitmapName, callback, icon, yPad, enabled, tooltip);
  1284. }
  1285. DefineEngineMethod(GuiGameListMenuCtrl, removeRow, void, (S32 row),,
  1286. "Removes the row at the provided index")
  1287. {
  1288. object->removeRow(row);
  1289. }
  1290. DefineEngineMethod(GuiGameListMenuCtrl, getCurrentOption, const char*, (S32 row), ,
  1291. "Gets the text for the currently selected option of the given row.\n\n"
  1292. "@param row Index of the row to get the option from.\n"
  1293. "@return A string representing the text currently displayed as the selected option on the given row. If there is no such displayed text then the empty string is returned.")
  1294. {
  1295. return object->getCurrentOption(row);
  1296. }
  1297. DefineEngineMethod(GuiGameListMenuCtrl, selectOption, bool, (S32 row, const char* option), ,
  1298. "Set the row's current option to the one specified\n\n"
  1299. "@param row Index of the row to set an option on.\n"
  1300. "@param option The option to be made active.\n"
  1301. "@return True if the row contained the option and was set, false otherwise.")
  1302. {
  1303. return object->selectOption(row, option);
  1304. }
  1305. DefineEngineMethod(GuiGameListMenuCtrl, setOptions, void, (S32 row, const char* optionsList), ,
  1306. "Sets the list of options on the given row.\n\n"
  1307. "@param row Index of the row to set options on."
  1308. "@param optionsList A tab separated list of options for the control.")
  1309. {
  1310. object->setOptions(row, optionsList);
  1311. }
  1312. DefineEngineMethod(GuiGameListMenuCtrl, getValue, F32, (S32 row), ,
  1313. "Sets the list of options on the given row.\n\n"
  1314. "@param row Index of the row to set options on."
  1315. "@param optionsList A tab separated list of options for the control.")
  1316. {
  1317. return object->getValue(row);
  1318. }
  1319. DefineEngineMethod(GuiGameListMenuCtrl, setValue, void, (S32 row, F32 value), ,
  1320. "Sets the list of options on the given row.\n\n"
  1321. "@param row Index of the row to set options on."
  1322. "@param optionsList A tab separated list of options for the control.")
  1323. {
  1324. object->setValue(row, value);
  1325. }
  1326. DefineEngineMethod(GuiGameListMenuCtrl, getTooltip, const char*, (S32 row), ,
  1327. "Sets the list of options on the given row.\n\n"
  1328. "@param row Index of the row to set options on."
  1329. "@param optionsList A tab separated list of options for the control.")
  1330. {
  1331. return object->getTooltip(row);
  1332. }
  1333. //-----------------------------------------------------------------------------
  1334. // GuiGameListMenuProfile
  1335. //-----------------------------------------------------------------------------
  1336. GuiGameListMenuProfile::GuiGameListMenuProfile()
  1337. : mHitAreaUpperLeft(0, 0),
  1338. mHitAreaLowerRight(0, 0),
  1339. mIconOffset(0, 0),
  1340. mRowSize(0, 0),
  1341. mRowScale(1.0f, 1.0f),
  1342. mColumnSplit(0),
  1343. mRightPad(0)
  1344. {
  1345. }
  1346. bool GuiGameListMenuProfile::onAdd()
  1347. {
  1348. if (! Parent::onAdd())
  1349. {
  1350. return false;
  1351. }
  1352. // We can't call enforceConstraints() here because incRefCount initializes
  1353. // some of the things to enforce. Do a basic sanity check here instead.
  1354. if( !mBitmapName || !dStrlen(mBitmapName) )
  1355. {
  1356. Con::errorf( "GuiGameListMenuProfile: %s can't be created without a bitmap. Please add a 'Bitmap' property to the object definition.", getName() );
  1357. return false;
  1358. }
  1359. if( mRowSize.x < 0 )
  1360. {
  1361. Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row width. Please change the row width to be non-negative.", getName() );
  1362. return false;
  1363. }
  1364. if( mRowSize.y < 0 )
  1365. {
  1366. Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row height. Please change the row height to be non-negative.", getName() );
  1367. return false;
  1368. }
  1369. return true;
  1370. }
  1371. void GuiGameListMenuProfile::enforceConstraints()
  1372. {
  1373. if( getBitmapArrayRect(0).extent.isZero() )
  1374. Con::errorf( "GuiGameListMenuCtrl: %s can't be created without a bitmap. Please add a bitmap to the profile's definition.", getName() );
  1375. if( mRowSize.x < 0 )
  1376. Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row width. Please change the row width to be non-negative.", getName() );
  1377. mRowSize.x = getMax(mRowSize.x, 0);
  1378. if( mRowSize.y < 0 )
  1379. Con::errorf( "GuiGameListMenuProfile: %s can't have a negative row height. Please change the row height to be non-negative.", getName() );
  1380. mRowSize.y = getMax(mRowSize.y, 0);
  1381. Point2I rowTexExtent = getBitmapArrayRect(TEX_NORMAL).extent;
  1382. mRowScale.x = (float) getRowWidth() / rowTexExtent.x;
  1383. mRowScale.y = (float) getRowHeight() / rowTexExtent.y;
  1384. if (mHitAreaUpperLeft.x > mColumnSplit || mColumnSplit > mHitAreaLowerRight.x)
  1385. Con::errorf("GuiGameListOptionsProfile: You can't create %s with a ColumnSplit outside the hit area. You set the split to %d. Please change the ColumnSplit to be in the range [%d, %d].",
  1386. getName(), mColumnSplit, mHitAreaUpperLeft.x, mHitAreaLowerRight.x);
  1387. mColumnSplit = mClamp(mColumnSplit, mHitAreaUpperLeft.x, mHitAreaLowerRight.x);
  1388. }
  1389. Point2I GuiGameListMenuProfile::getIconExtent()
  1390. {
  1391. Point2I iconExtent = getBitmapArrayRect(TEX_FIRST_ICON).extent;
  1392. // scale both by y to keep the aspect ratio
  1393. iconExtent.x *= mRowScale.y;
  1394. iconExtent.y *= mRowScale.y;
  1395. return iconExtent;
  1396. }
  1397. Point2I GuiGameListMenuProfile::getArrowExtent()
  1398. {
  1399. Point2I arrowExtent = getBitmapArrayRect(TEX_FIRST_ARROW).extent;
  1400. // scale both by y to keep the aspect ratio
  1401. arrowExtent.x *= mRowScale.y;
  1402. arrowExtent.y *= mRowScale.y;
  1403. return arrowExtent;
  1404. }
  1405. Point2I GuiGameListMenuProfile::getHitAreaExtent()
  1406. {
  1407. if (mHitAreaLowerRight == mHitAreaUpperLeft)
  1408. {
  1409. return mRowSize;
  1410. }
  1411. else
  1412. {
  1413. return mHitAreaLowerRight - mHitAreaUpperLeft;
  1414. }
  1415. }
  1416. //-----------------------------------------------------------------------------
  1417. // Console stuff (GuiGameListMenuProfile)
  1418. //-----------------------------------------------------------------------------
  1419. IMPLEMENT_CONOBJECT(GuiGameListMenuProfile);
  1420. ConsoleDocClass( GuiGameListMenuProfile,
  1421. "@brief A GuiControlProfile with additional fields specific to GuiGameListMenuCtrl.\n\n"
  1422. "@tsexample\n"
  1423. "new GuiGameListMenuProfile()\n"
  1424. "{\n"
  1425. " hitAreaUpperLeft = \"10 2\";\n"
  1426. " hitAreaLowerRight = \"190 18\";\n"
  1427. " iconOffset = \"10 2\";\n"
  1428. " rowSize = \"200 20\";\n"
  1429. " columnSplit = \"100\";\n"
  1430. " rightPad = \"4\";\n"
  1431. " //Properties not specific to this control have been omitted from this example.\n"
  1432. "};\n"
  1433. "@endtsexample\n\n"
  1434. "@ingroup GuiGame"
  1435. );
  1436. void GuiGameListMenuProfile::initPersistFields()
  1437. {
  1438. addField( "hitAreaUpperLeft", TypePoint2I, Offset(mHitAreaUpperLeft, GuiGameListMenuProfile),
  1439. "Position of the upper left corner of the row hit area (relative to row's top left corner)" );
  1440. addField( "hitAreaLowerRight", TypePoint2I, Offset(mHitAreaLowerRight, GuiGameListMenuProfile),
  1441. "Position of the lower right corner of the row hit area (relative to row's top left corner)" );
  1442. addField( "iconOffset", TypePoint2I, Offset(mIconOffset, GuiGameListMenuProfile),
  1443. "Offset from the row's top left corner at which to render the row icon" );
  1444. addField( "rowSize", TypePoint2I, Offset(mRowSize, GuiGameListMenuProfile),
  1445. "The base size (\"width height\") of a row" );
  1446. addField("columnSplit", TypeS32, Offset(mColumnSplit, GuiGameListMenuProfile),
  1447. "Padding between the leftmost edge of the control, and the row's left arrow.");
  1448. addField("rightPad", TypeS32, Offset(mRightPad, GuiGameListMenuProfile),
  1449. "Padding between the rightmost edge of the control and the row's right arrow.");
  1450. Parent::initPersistFields();
  1451. removeField("tab");
  1452. removeField("mouseOverSelected");
  1453. removeField("modal");
  1454. removeField("opaque");
  1455. removeField("border");
  1456. removeField("borderThickness");
  1457. removeField("borderColor");
  1458. removeField("borderColorHL");
  1459. removeField("borderColorNA");
  1460. removeField("bevelColorHL");
  1461. removeField("bevelColorLL");
  1462. removeField("fontColorLink");
  1463. removeField("fontColorLinkHL");
  1464. removeField("justify");
  1465. removeField("returnTab");
  1466. removeField("numbersOnly");
  1467. removeField("cursorColor");
  1468. removeField("profileForChildren");
  1469. }