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- //-----------------------------------------------------------------------------
- // 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 _GuiGameListMenuCtrl_H_
- #define _GuiGameListMenuCtrl_H_
- #include "gui/core/guiControl.h"
- class GuiGameListMenuProfile;
- /// \class GuiGameListMenuCtrl
- /// A base class for cross platform menu controls that are gamepad friendly.
- class GuiGameListMenuCtrl : public GuiControl
- {
- public:
- typedef GuiControl Parent;
- typedef GuiGameListMenuProfile Profile;
- protected:
- /// \struct Row
- /// Internal data representation of a single row in the control.
- struct Row
- {
- StringTableEntry mLabel; ///< Text to display in the row as a label
- StringTableEntry mScriptCallback; ///< Script callback when row is activated
- S32 mIconIndex; ///< Index of the icon to display on the row (-1 = no icon)
- S32 mHeightPad; ///< Extra amount to pad above this row
- bool mUseHighlightIcon; ///< Toggle the use of the highlight icon
- bool mEnabled; ///< If this row is enabled or not (grayed out)
- virtual ~Row() {}
- };
- public:
- /// \return The index of the highlighted row or NO_ROW if none of the rows
- /// are currently highlighted.
- virtual S32 getHighlighted() const { return mHighlighted; }
- /// \return The index of the selected row or NO_ROW if none of the rows are
- /// currently selected.
- virtual S32 getSelected() const { return mSelected; }
- /// Sets the selected row. Only rows that are enabled can be selected. Input is
- /// clamped to [0, mRows.size())
- ///
- /// \param index The index to set as selected.
- virtual void setSelected(S32 index);
- /// Determines if the specified row is enabled or disabled.
- ///
- /// \param index Index of the row to check.
- /// \return True if the specified row is enabled. False if the row is not
- /// enabled or the given index was not valid.
- virtual bool isRowEnabled(S32 index) const;
- /// Sets a row's enabled status according to the given parameters.
- ///
- /// \param index The row to set the enabled status of.
- /// \param enabled Indicate true to enable the row or false to disable it.
- virtual void setRowEnabled(S32 index, bool enabled);
- /// Gets the label displayed on the specified row.
- ///
- /// \param rowIndex Index of the row to get the label of.
- /// \return The label for the row.
- virtual StringTableEntry getRowLabel(S32 rowIndex) const;
- /// Sets the label on the given row.
- ///
- /// \param rowIndex Index of the row to set the label on.
- /// \param label Text to set as the label of the row.
- virtual void setRowLabel(S32 rowIndex, const char * label);
- /// Adds a row to the control.
- ///
- /// \param label The text to display on the row as a label.
- /// \param callback Name of a script function to use as a callback when this
- /// row is activated.
- /// \param icon [optional] Index of the icon to use as a marker. Default -1
- /// means no icon will be shown on this row.
- /// \param yPad [optional] An extra amount of height padding before the row.
- /// \param enabled [optional] If this row is initially enabled. Default true.
- virtual void addRow(const char* label, const char* callback, S32 icon = -1, S32 yPad = 0, bool useHighlightIcon = true, bool enabled = true);
- /// Activates the current row. The script callback of the current row will
- /// be called (if it has one).
- virtual void activateRow();
- /// Gets the number of rows in the control.
- ///
- /// \return The number of rows in this control.
- virtual S32 getRowCount() const { return mRows.size(); }
- GuiGameListMenuCtrl();
- ~GuiGameListMenuCtrl();
- void onRender(Point2I offset, const RectI &updateRect);
- /// Callback when the object is registered with the sim.
- ///
- /// \return True if the profile was successfully added, false otherwise.
- bool onAdd();
- /// Callback when the control wakes up.
- bool onWake();
- /// Callback when a key is pressed.
- ///
- /// \param event The event that triggered this callback.
- bool onKeyDown(const GuiEvent &event);
- /// Callback when a key is repeating.
- ///
- /// \param event The event that triggered this callback.
- bool onKeyRepeat(const GuiEvent &event){ return onKeyDown(event); }
- /// Callback when the mouse button is clicked on the control.
- ///
- /// \param event A reference to the event that triggered the callback.
- void onMouseDown(const GuiEvent &event);
- /// Callback when the mouse is dragged on the control.
- ///
- /// \param event A reference to the event that triggered the callback.
- void onMouseDragged(const GuiEvent &event){ onMouseDown(event); }
- /// Callback when the mouse leaves the control.
- ///
- /// \param event A reference to the event that triggered the callback.
- void onMouseLeave(const GuiEvent &event);
- /// Callback when the mouse is moving over this control
- ///
- /// \param event A reference to the event that triggered the callback.
- void onMouseMove(const GuiEvent &event);
- /// Callback when the mouse button is released.
- ///
- /// \param event A reference to the event that triggered the callback.
- void onMouseUp(const GuiEvent &event);
- /// Callback when the gamepad axis is activated.
- ///
- /// \param event A reference to the event that triggered the callback.
- virtual bool onGamepadAxisUp(const GuiEvent & event);
- /// Callback when the gamepad axis is activated.
- ///
- /// \param event A reference to the event that triggered the callback.
- virtual bool onGamepadAxisDown(const GuiEvent & event);
- DECLARE_CONOBJECT(GuiGameListMenuCtrl);
- DECLARE_CATEGORY( "Gui Game" );
- DECLARE_DESCRIPTION( "Base class for cross platform menu controls that are gamepad friendly." );
- /// Initializes fields accessible through the console.
- static void initPersistFields();
- static const S32 NO_ROW = -1; ///< Indicates a query result of no row found.
- static const S32 NO_ICON = -1; ///< Indicates a row has no extra icon available
- protected:
- /// Adds a row to the control.
- ///
- /// \param row A reference to the row object to fill.
- /// \param label The text to display on the row as a label.
- /// \param callback Name of a script function to use as a callback when this
- /// row is activated.
- /// \param icon [optional] Index of the icon to use as a marker. Default -1
- /// means no icon will be shown on this row.
- /// \param yPad [optional] An extra amount of height padding before the row.
- /// \param enabled [optional] If this row is initially enabled. Default true.
- virtual void addRow(Row * row, const char* label, const char* callback, S32 icon, S32 yPad, bool useHighlightIcon, bool enabled);
- /// Determines if the given index is a valid row index. Any index pointing at
- /// an existing row is valid.
- ///
- /// \param index The index to check for validity.
- /// \return True if the index points at a valid row, false otherwise.
- virtual bool isValidRowIndex(S32 index) const;
- /// Sets the script variable $ThisControl to reflect this control.
- virtual void setThisControl();
- /// Called to implement debug rendering which displays colored lines to
- /// provide visual feedback on extents and hit zones.
- virtual void onDebugRender(Point2I offset);
- /// Looks up the row having a hit area at the given global point.
- ///
- /// \param globalPoint The point we want to check for hitting a row.
- /// \return The index of the hit row or NO_ROW if no row was hit.
- virtual S32 getRow(Point2I globalPoint);
- /// Checks to make sure our control has a profile of the correct type.
- ///
- /// \return True if the profile is of type GuiGameListMenuProfile or false if
- /// the profile is of any other type.
- virtual bool hasValidProfile() const;
- /// Enforces the validity of the fields on this control and its profile (if
- /// the profile is valid, see: hasValidProfile).
- virtual void enforceConstraints();
- /// @name Callbacks
- /// @{
- DECLARE_CALLBACK( void, onChange, () );
- /// @}
- /// Evaluates some script. If the command is empty then nothing is evaluated.
- ///
- /// \param command The script to evaluate.
- void doScriptCommand(StringTableEntry command);
- StringTableEntry mCallbackOnA; ///< Script callback when the 'A' button is pressed
- StringTableEntry mCallbackOnB; ///< Script callback when the 'B' button is pressed
- StringTableEntry mCallbackOnX; ///< Script callback when the 'X' button is pressed
- StringTableEntry mCallbackOnY; ///< Script callback when the 'Y' button is pressed
- bool mDebugRender; ///< Determines when to show debug render lines
- Vector<Row *> mRows; ///< Holds data wrappers on all the rows we have
- private:
- /// Recalculates the height of this control based on the stored row height and
- /// and padding on the rows.
- virtual Point2I getMinExtent() const;
- /// Makes sure the height will allow all rows to be displayed without being
- /// truncated.
- void updateHeight();
- /// Sets the first enabled row as selected. If there are no enabled rows then
- /// selected will be set to NO_ROW.
- void selectFirstEnabledRow();
- /// Changes the currently selected row.
- ///
- /// \param delta The amount to change the row selection by. Typically this will
- /// be 1 or -1.
- void changeRow(S32 delta);
- S32 mSelected; ///< index of the currently selected row
- S32 mHighlighted; ///< index of the currently highlighted row
- };
- /// \class GuiGameListMenuProfile
- /// A gui profile with additional fields specific to GuiGameListMenuCtrl.
- class GuiGameListMenuProfile : public GuiControlProfile
- {
- typedef GuiControlProfile Parent;
- public:
- /// Enforces range constraints on all required fields.
- virtual void enforceConstraints();
- /// Get the height of rows in this profile. All rows are considered to be the
- /// same base height. Rows can have an extra amount of y padding defined when
- /// they are added to the control.
- ///
- /// \return The height of rows in this profile.
- S32 getRowHeight() { return (mRowSize.y) ? mRowSize.y : getBitmapArrayRect(TEX_NORMAL).extent.y; }
- /// Get the width of rows in this profile. All rows are considered to be the
- /// same width.
- ///
- /// \return The width of rows in this profile.
- S32 getRowWidth() { return (mRowSize.x) ? mRowSize.x : getBitmapArrayRect(TEX_NORMAL).extent.x; }
- /// Row scale is the ratio between the defined row size and the raw size of
- /// the bitmap.
- ///
- /// \return The row scale.
- const Point2F & getRowScale() const { return mRowScale; }
- /// Gets the extent of icons for this profile. If there are no icons you will
- /// get a point of (0, 0);
- ///
- /// \return The extent of icons or (0, 0) if there aren't any.
- Point2I getIconExtent();
- /// Gets the extent of arrows for this profile. If there are no arrows you
- /// will get a point of (0, 0).
- ///
- /// \return The extent of icons or (0, 0) if there aren't any.
- Point2I getArrowExtent();
- /// Gets the extent of the defined hit area for this profile. If the hit area
- /// is not defined then it defaults to the full size of a row.
- ///
- /// \return The extents of the defined hit area or the full size of the row.
- Point2I getHitAreaExtent();
- /// Determines if this profile has textures for the left and right arrows.
- ///
- /// \return True if the profile's bitmap has textures for the arrows, false
- /// otherwise.
- bool hasArrows(){ return (! getBitmapArrayRect(TEX_FIRST_ARROW).extent.isZero()); }
- /// Callback when the object is registered with the sim.
- ///
- /// \return True if the profile was successfully added, false otherwise.
- bool onAdd();
- Point2I mHitAreaUpperLeft; ///< Offset for the upper left corner of the hit area
- Point2I mHitAreaLowerRight; ///< Offset for the lower right corner of the hit area
- Point2I mIconOffset; ///< Offset for a row's extra icon
- Point2I mRowSize; ///< The base size of a row
- GuiGameListMenuProfile();
- DECLARE_CONOBJECT(GuiGameListMenuProfile);
- /// Initializes fields accessible through the console.
- static void initPersistFields();
-
- enum
- {
- TEX_NORMAL = 0, ///< texture index for a normal, unselected row
- TEX_SELECTED = 1, ///< texture index for a selected row
- TEX_HIGHLIGHT = 2, ///< texture index for a highlighted row (moused over, not selected)
- TEX_DISABLED = 3, ///< texture index for a disabled row
- TEX_L_ARROW_OFF = 4, ///< texture index for the left arrow of an unselected row
- TEX_L_ARROW_ON = 5, ///< texture index for the left arrow of a selected row
- TEX_R_ARROW_OFF = 6, ///< texture index for the right arrow of an unselected row
- TEX_R_ARROW_ON = 7, ///< texture index for the right arrow of a selected row
- TEX_FIRST_ARROW = 4, ///< texture index for the first arrow
- TEX_FIRST_ICON = 8, ///< texture index for the first row marker icon
- };
- private:
- Point2F mRowScale; ///< Ratio of row size to actual bitmap size
- };
- #endif
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