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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.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "gui/containers/guiWindowCtrl.h"
- #include "console/consoleTypes.h"
- #include "console/console.h"
- #include "console/engineAPI.h"
- #include "gui/core/guiCanvas.h"
- #include "gui/core/guiDefaultControlRender.h"
- #include "gfx/gfxDevice.h"
- #include "gfx/gfxDrawUtil.h"
- #include "gui/containers/guiRolloutCtrl.h"
- #include "gui/editor/guiMenuBar.h"
- IMPLEMENT_CONOBJECT( GuiWindowCtrl );
- ConsoleDocClass( GuiWindowCtrl,
- "@brief A window with a title bar and an optional set of buttons.\n\n"
- "The GuiWindowCtrl class implements windows that can be freely placed within the render window. Additionally, "
- "the windows can be resized and maximized/minimized.\n\n"
-
- "@tsexample\n"
- "new GuiWindowCtrl( MyWindow )\n"
- "{\n"
- " text = \"My Window\"; // The text that is displayed on the title bar.\n"
- " resizeWidth = true; // Allow horizontal resizing by user via mouse.\n"
- " resizeHeight = true; // Allow vertical resizing by user via mouse.\n"
- " canClose = true; // Display a close button in the title bar.\n"
- " canMinimize = true; // Display a minimize button in the title bar.\n"
- " canMaximize = true; // Display a maximize button in the title bar.\n"
- "};\n"
- "@endtsexample\n\n"
-
- "@ingroup GuiContainers"
- );
- IMPLEMENT_CALLBACK( GuiWindowCtrl, onClose, void, (), (),
- "Called when the close button has been pressed." );
- IMPLEMENT_CALLBACK( GuiWindowCtrl, onMinimize, void, (), (),
- "Called when the window has been minimized." );
- IMPLEMENT_CALLBACK( GuiWindowCtrl, onMaximize, void, (), (),
- "Called when the window has been maximized." );
- IMPLEMENT_CALLBACK( GuiWindowCtrl, onCollapse, void, (), (),
- "Called when the window is collapsed by clicking its title bar." );
- IMPLEMENT_CALLBACK( GuiWindowCtrl, onRestore, void, (), (),
- "Called when the window is restored from minimized, maximized, or collapsed state." );
- IMPLEMENT_CALLBACK(GuiWindowCtrl, onResize, void, (S32 posX, S32 posY, S32 width, S32 height), (0, 0, 0, 0),
- "Called when the window is resized in a regular manner by mouse manipulation.");
- //-----------------------------------------------------------------------------
- GuiWindowCtrl::GuiWindowCtrl()
- : mResizeWidth(true),
- mResizeEdge(edgeNone),
- mResizeHeight(true),
- mCanMove(true),
- mResizeMargin(2.f),
- mCanClose(true),
- mCanMinimize(true),
- mCanMaximize(true),
- mCanCollapse(false),
- mCanDock(false),
- mEdgeSnap(true),
- mCollapseGroup(-1),
- mCollapseGroupNum(-1),
- mIsCollapsed(false),
- mIsMouseResizing(false)
- {
- // mTitleHeight will change in instanciation most likely...
- mTitleHeight = 24;
- mIsContainer = true;
- mCloseCommand = StringTable->EmptyString();
- mMinimized = false;
- mMaximized = false;
- mMouseMovingWin = false;
- mMouseResizeWidth = false;
- mMouseResizeHeight = false;
- mMinimizeIndex = -1;
- mTabIndex = -1;
- mBitmapBounds = NULL;
- setExtent(100, 200);
- RectI closeRect(80, 2, 16, 16);
- mCloseButton = closeRect;
- closeRect.point.x -= 18;
- mMaximizeButton = closeRect;
- closeRect.point.x -= 18;
- mMinimizeButton = closeRect;
- // Other defaults
- mActive = true;
- mCloseButtonPressed = false;
- mMaximizeButtonPressed = false;
- mMinimizeButtonPressed = false;
- mRepositionWindow = false;
- mResizeWindow = false;
- mSnapSignal = false;
- mPreCollapsedYExtent = 200;
- mPreCollapsedYMinExtent = 176;
- mText = "New Window";
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::initPersistFields()
- {
- addGroup( "Window" );
-
- addField( "text", TypeRealString, Offset( mText, GuiWindowCtrl ),
- "Text label to display in titlebar." );
- addField( "resizeWidth", TypeBool, Offset( mResizeWidth, GuiWindowCtrl ),
- "Whether the window can be resized horizontally." );
- addField( "resizeHeight", TypeBool, Offset( mResizeHeight, GuiWindowCtrl ),
- "Whether the window can be resized vertically." );
- addField( "canMove", TypeBool, Offset( mCanMove, GuiWindowCtrl ),
- "Whether the window can be moved by dragging its titlebar." );
- addField( "canClose", TypeBool, Offset( mCanClose, GuiWindowCtrl ),
- "Whether the window has a close button." );
- addField( "canMinimize", TypeBool, Offset( mCanMinimize, GuiWindowCtrl ),
- "Whether the window has a minimize button." );
- addField( "canMaximize", TypeBool, Offset( mCanMaximize, GuiWindowCtrl ),
- "Whether the window has a maximize button." );
- addField( "canCollapse", TypeBool, Offset( mCanCollapse, GuiWindowCtrl ),
- "Whether the window can be collapsed by clicking its title bar." );
- addField( "closeCommand", TypeString, Offset( mCloseCommand, GuiWindowCtrl ),
- "Script code to execute when the window is closed." );
- addField( "edgeSnap", TypeBool, Offset( mEdgeSnap,GuiWindowCtrl ),
- "If true, the window will snap to the edges of other windows when moved close to them." );
-
- endGroup( "Window" );
- Parent::initPersistFields();
- }
- //=============================================================================
- // Collapsing.
- //=============================================================================
- // MARK: ---- Collapsing ----
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::moveFromCollapseGroup()
- {
- GuiControl *parent = getParent();
- if( !parent )
- return;
- S32 groupVec = mCollapseGroup;
- S32 vecPos = mCollapseGroupNum;
- S32 groupVecCount = parent->mCollapseGroupVec[groupVec].size() - 1;
- CollapseGroupNumVec collapseGroupNumVec;
- if( groupVecCount > vecPos )
- {
- if (vecPos == 1)
- {
- CollapseGroupNumVec::iterator iter = parent->mCollapseGroupVec[groupVec].begin();
- for(; iter != parent->mCollapseGroupVec[groupVec].end(); iter++ )
- {
- if((*iter)->mCollapseGroupNum >= vecPos)
- collapseGroupNumVec.push_back((*iter));
- }
- parent->mCollapseGroupVec[groupVec].first()->mCollapseGroup = -1;
- parent->mCollapseGroupVec[groupVec].first()->mCollapseGroupNum = -1;
- parent->mCollapseGroupVec[groupVec].erase(U32(0));
- parent->mCollapseGroupVec[groupVec].setSize(groupVecCount - 1);
- parent->mCollapseGroupVec.erase(groupVec);
- if(groupVec > 0)
- parent->mCollapseGroupVec.setSize(groupVec);
- parent->mCollapseGroupVec.push_back( collapseGroupNumVec );
- }
- else
- {
- // Iterate through the group i was once in, gather myself and the controls below me and store them in an array
- CollapseGroupNumVec::iterator iter = parent->mCollapseGroupVec[groupVec].begin();
- for(; iter != parent->mCollapseGroupVec[groupVec].end(); iter++ )
- {
- if((*iter)->mCollapseGroupNum >= vecPos)
- collapseGroupNumVec.push_back((*iter));
- }
-
- // Iterate through the newly created array; delete my references in the old group, create a new group and organize me accord.
- S32 assignWindowNumber = 0;
- CollapseGroupNumVec::iterator iter2 = collapseGroupNumVec.begin();
- for(; iter2 != collapseGroupNumVec.end(); iter2++ )
- {
- parent->mCollapseGroupVec[groupVec].pop_back();
- parent->mCollapseGroupVec[groupVec].setSize(groupVecCount);
- (*iter2)->mCollapseGroup = (parent->mCollapseGroupVec.size());
- (*iter2)->mCollapseGroupNum = assignWindowNumber;
-
- assignWindowNumber++;
- groupVecCount--;
- }
- parent->mCollapseGroupVec.push_back( collapseGroupNumVec );
- }
- }
- else
- {
- parent->mCollapseGroupVec[groupVec].erase(mCollapseGroupNum);
- parent->mCollapseGroupVec[groupVec].setSize(groupVecCount);
- mCollapseGroup = -1;
- mCollapseGroupNum = -1;
- if(groupVecCount <= 1)
- {
- parent->mCollapseGroupVec[groupVec].first()->mCollapseGroup = -1;
- parent->mCollapseGroupVec[groupVec].first()->mCollapseGroupNum = -1;
- parent->mCollapseGroupVec[groupVec].erase(U32(0));
- parent->mCollapseGroupVec[groupVec].setSize(groupVecCount - 1);
- parent->mCollapseGroupVec.erase(groupVec);
- }
- }
-
- // Re id collapse groups
- refreshCollapseGroups();
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::moveToCollapseGroup(GuiWindowCtrl* hitWindow, bool orientation )
- {
- // Orientation 0 - window in question is being connected to top of another window
- // Orientation 1 - window in question is being connected to bottom of another window
- GuiControl *parent = getParent();
- if( !parent )
- return;
-
- S32 groupVec = mCollapseGroup;
- S32 attatchedGroupVec = hitWindow->mCollapseGroup;
- S32 vecPos = mCollapseGroupNum;
-
- if(mCollapseGroup == attatchedGroupVec && vecPos != -1)
- return;
- CollapseGroupNumVec collapseGroupNumVec;
- // Window colliding with is not in a collapse group
- if(hitWindow->mCollapseGroup < 0)
- {
- // We(the collider) are in a group of windows
- if(mCollapseGroup >= 0)
- {
- S32 groupVecCount = parent->mCollapseGroupVec[groupVec].size() - 1;
-
- // Copy pointer window data in my array, and store in a temp array
- CollapseGroupNumVec::iterator iter = parent->mCollapseGroupVec[groupVec].begin();
- for(; iter != parent->mCollapseGroupVec[groupVec].end(); iter++ )
- {
- if((*iter)->mCollapseGroupNum >= vecPos)
- {
- collapseGroupNumVec.push_back((*iter));
- groupVecCount--;
- }
- }
- // Kill my old array group and erase its footprints
- if( vecPos <= 1 || groupVecCount == 0 )
- {
- // Isn't covered in the renumbering of groups, so we it here
- parent->mCollapseGroupVec[groupVec].first()->mCollapseGroup = -1;
- parent->mCollapseGroupVec[groupVec].first()->mCollapseGroupNum = -1;
- parent->mCollapseGroupVec[groupVec].clear();
- parent->mCollapseGroupVec[groupVec].setSize(U32(0));
- parent->mCollapseGroupVec.erase(groupVec);
- if(groupVec > 0)
- parent->mCollapseGroupVec.setSize(groupVec);
- }
- // Push the collided window
- if(orientation == 0)
- collapseGroupNumVec.push_back(hitWindow);
- else
- collapseGroupNumVec.push_front(hitWindow);
- // Push the temp array in the guiControl array holder
- parent->mCollapseGroupVec.push_back( collapseGroupNumVec );
- }
- else
- {
- if(orientation == 0)
- {
- collapseGroupNumVec.push_front(hitWindow);
- collapseGroupNumVec.push_front(this);
- }
- else
- {
- collapseGroupNumVec.push_front(this);
- collapseGroupNumVec.push_front(hitWindow);
- }
- parent->mCollapseGroupVec.push_back( collapseGroupNumVec );
- }
- }
- else // Window colliding with *IS* in a collapse group
- {
-
- if(mCollapseGroup >= 0)
- {
- S32 groupVecCount = parent->mCollapseGroupVec[groupVec].size() - 1;
-
- CollapseGroupNumVec::iterator iter = parent->mCollapseGroupVec[groupVec].begin();
- for(; iter != parent->mCollapseGroupVec[groupVec].end(); iter++ )
- {
- if((*iter)->mCollapseGroupNum >= vecPos)
- {
- // Push back the pointer window controls to the collided array
- parent->mCollapseGroupVec[attatchedGroupVec].push_back((*iter));
- groupVecCount--;
- }
- }
- if( vecPos <= 1 || groupVecCount == 0 )
- {
- // Isn't covered in the renumbering of groups, so we it here
- parent->mCollapseGroupVec[groupVec].first()->mCollapseGroup = -1;
- parent->mCollapseGroupVec[groupVec].first()->mCollapseGroupNum = -1;
- parent->mCollapseGroupVec[groupVec].clear();
- parent->mCollapseGroupVec[groupVec].setSize(U32(0));
- parent->mCollapseGroupVec.erase(groupVec);
- if(groupVec > 0)
- parent->mCollapseGroupVec.setSize(groupVec);
- }
-
- // Since we killed my old array group, run in case the guiControl array moved me down a notch
- if(attatchedGroupVec > groupVec )
- attatchedGroupVec--;
- }
- else
- {
- groupVec = hitWindow->mCollapseGroup;
-
- if(orientation == 0)
- parent->mCollapseGroupVec[groupVec].push_front(this);
- else
- parent->mCollapseGroupVec[groupVec].push_back(this);
- }
- }
-
- // Re id collapse groups
- refreshCollapseGroups();
- // Select the current window and its collapse group
- selectWindow();
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::refreshCollapseGroups()
- {
- GuiControl *parent = getParent();
- if( !parent )
- return;
-
- CollapseGroupNumVec collapseGroupNumVec;
- // iterate through the collided array, renumbering the windows pointers
- S32 assignGroupNum = 0;
- CollapseGroupVec::iterator iter = parent->mCollapseGroupVec.begin();
- for(; iter != parent->mCollapseGroupVec.end(); iter++ )
- {
- S32 assignWindowNumber = 0;
- CollapseGroupNumVec::iterator iter2 = parent->mCollapseGroupVec[assignGroupNum].begin();
- for(; iter2 != parent->mCollapseGroupVec[assignGroupNum].end(); iter2++ )
- {
- (*iter2)->mCollapseGroup = assignGroupNum;
- (*iter2)->mCollapseGroupNum = assignWindowNumber;
- assignWindowNumber++;
- }
-
- assignGroupNum++;
- }
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::moveWithCollapseGroup(Point2I windowPosition)
- {
- GuiControl *parent = getParent();
- if( !parent )
- return;
- Point2I newChildPosition(0, 0);
- S32 addedPosition = getExtent().y;
- // Iterate through windows below this. Move them according to my position.
- CollapseGroupNumVec collapseGroupNumVec;
- CollapseGroupNumVec::iterator iter = parent->mCollapseGroupVec[mCollapseGroup].begin();
- for(; iter != parent->mCollapseGroupVec[mCollapseGroup].end(); iter++ )
- {
- if((*iter)->mCollapseGroupNum > mCollapseGroupNum)
- {
- newChildPosition.x = windowPosition.x;
- newChildPosition.y = windowPosition.y + addedPosition;
- (*iter)->resize(newChildPosition, (*iter)->getExtent());
- addedPosition += (*iter)->getExtent().y;
- }
- }
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::setCollapseGroup(bool state)
- {
- GuiControl *parent = getParent();
- if( !parent )
- return;
- if( mIsCollapsed != state )
- {
- mIsCollapsed = state;
- handleCollapseGroup();
- }
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::toggleCollapseGroup()
- {
- GuiControl *parent = getParent();
- if( !parent )
- return;
- mIsCollapsed = !mIsCollapsed;
- handleCollapseGroup();
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::handleCollapseGroup()
- {
- GuiControl *parent = getParent();
- if( !parent )
- return;
- CollapseGroupNumVec collapseGroupNumVec;
- if( mIsCollapsed ) // minimize window up to its header bar
- {
- //save settings
- mPreCollapsedYExtent = getExtent().y;
- mPreCollapsedYMinExtent = getMinExtent().y;
- //create settings for collapsed window to abide by
- mResizeHeight = false;
- setMinExtent( Point2I( getMinExtent().x, 24 ) );
- iterator i;
- for(i = begin(); i != end(); i++)
- {
- GuiControl *ctrl = static_cast<GuiControl *>(*i);
- ctrl->setVisible(false);
- ctrl->mCanResize = false;
- }
- resize( getPosition(), Point2I( getExtent().x, 24 ) );
- if(mCollapseGroup >= 0)
- {
- S32 moveChildYBy = (mPreCollapsedYExtent - 24);
- CollapseGroupNumVec::iterator iter = parent->mCollapseGroupVec[mCollapseGroup].begin();
- for(; iter != parent->mCollapseGroupVec[mCollapseGroup].end(); iter++ )
- {
- if((*iter)->mCollapseGroupNum > mCollapseGroupNum)
- {
- Point2I newChildPosition = (*iter)->getPosition();
- newChildPosition.y -= moveChildYBy;
- (*iter)->resize(newChildPosition, (*iter)->getExtent());
- }
- }
- }
-
- onCollapse_callback();
- }
- else // maximize the window to its previous position
- {
- //create and load settings
- mResizeHeight = true;
- setMinExtent( Point2I( getMinExtent().x, mPreCollapsedYMinExtent ) );
-
- resize( getPosition(), Point2I( getExtent().x, mPreCollapsedYExtent ) );
-
- iterator i;
- for(i = begin(); i != end(); i++)
- {
- GuiControl *ctrl = static_cast<GuiControl *>(*i);
- ctrl->setVisible(true);
- ctrl->mCanResize = true;
- }
- if(mCollapseGroup >= 0)
- {
- S32 moveChildYBy = (mPreCollapsedYExtent - 24);
- CollapseGroupNumVec::iterator iter = parent->mCollapseGroupVec[mCollapseGroup].begin();
- for(; iter != parent->mCollapseGroupVec[mCollapseGroup].end(); iter++ )
- {
- if((*iter)->mCollapseGroupNum > mCollapseGroupNum)
- {
- Point2I newChildPosition = (*iter)->getPosition();
- newChildPosition.y += moveChildYBy;
- (*iter)->resize(newChildPosition, (*iter)->getExtent());
- }
- }
- }
-
- onRestore_callback();
- }
- }
- //-----------------------------------------------------------------------------
- bool GuiWindowCtrl::resizeCollapseGroup(bool resizeX, bool resizeY, Point2I resizePos, Point2I resizeExtent)
- {
- GuiControl *parent = getParent();
- if( !parent )
- return false;
- CollapseGroupNumVec collapseGroupNumVec;
- bool canResize = true;
- CollapseGroupNumVec::iterator iter = parent->mCollapseGroupVec[mCollapseGroup].begin();
- for(; iter != parent->mCollapseGroupVec[mCollapseGroup].end(); iter++ )
- {
- if((*iter) == this)
- continue;
-
- Point2I newChildPosition = (*iter)->getPosition();
- Point2I newChildExtent = (*iter)->getExtent();
- if( resizeX == true )
- {
- newChildPosition.x -= resizePos.x;
- newChildExtent.x -= resizeExtent.x;
-
- }
- if( resizeY == true )
- {
- if((*iter)->mCollapseGroupNum > mCollapseGroupNum)
- {
- newChildPosition.y -= resizeExtent.y;
- newChildPosition.y -= resizePos.y;
- }
- else if((*iter)->mCollapseGroupNum == mCollapseGroupNum - 1)
- newChildExtent.y -= resizePos.y;
- }
- // check is done for normal extent of windows. if false, check again in case its just giving false
- // due to being a collapsed window. if your truly being forced passed your extent, return false
- if( !(*iter)->mIsCollapsed && newChildExtent.y >= (*iter)->getMinExtent().y )
- (*iter)->resize( newChildPosition, newChildExtent);
- else
- {
- if( (*iter)->mIsCollapsed )
- (*iter)->resize( newChildPosition, newChildExtent);
- else
- canResize = false;
- }
- }
- return canResize;
- }
- //-----------------------------------------------------------------------------
- // Mouse Methods
- //-----------------------------------------------------------------------------
- S32 GuiWindowCtrl::findHitEdges( const Point2I &globalPoint )
- {
- // No Edges
- S32 edgeMask = edgeNone;
- GuiControl *parent = getParent();
- if( !parent )
- return edgeMask;
- RectI bounds( getGlobalBounds() );
- // Create an EdgeRectI structure that has four edges
- // Left/Right/Top/Bottom
- // Each Edge structure has a hit operation that will take
- // another edge and test for a hit on the edge with a margin
- // specified by the .margin scalar
- EdgeRectI edges = EdgeRectI(bounds, mResizeMargin);
- // Get Cursor Edges
- Edge cursorVertEdge = Edge( globalPoint, Point2F( 1.f, 0.f ) );
- Edge cursorHorzEdge = Edge( globalPoint, Point2F( 0.f, 1.f ) );
- if( edges.left.hit( cursorVertEdge ) )
- edgeMask |= edgeLeft;
- else if( edges.right.hit( cursorVertEdge ) )
- edgeMask |= edgeRight;
- if( edges.bottom.hit( cursorHorzEdge ) )
- edgeMask |= edgeBottom;
- else if( edges.top.hit( cursorHorzEdge ) )
- {
- // Only the top window in a collapse group can be extended from the top
- if( mCanCollapse && mCollapseGroup >= 0 )
- {
- if( parent->mCollapseGroupVec[mCollapseGroup].first() != this )
- return edgeMask;
- }
- edgeMask |= edgeTop;
- }
- // Return the resulting mask
- return edgeMask;
- }
- void GuiWindowCtrl::getSnappableWindows( Vector<GuiWindowCtrl*> &windowOutVector, bool canCollapse )
- {
- GuiControl *parent = getParent();
- if( !parent )
- return;
- S32 parentSize = parent->size();
- for( S32 i = 0; i < parentSize; i++ )
- {
- GuiWindowCtrl *childWindow = dynamic_cast<GuiWindowCtrl*>(parent->at(i));
- if( !childWindow || !childWindow->isVisible() || childWindow == this || childWindow->mEdgeSnap == false)
- continue;
-
- if( canCollapse && !childWindow->mCanCollapse )
- continue;
- windowOutVector.push_back(childWindow);
- }
- }
- //=============================================================================
- // Events.
- //=============================================================================
- // MARK: ---- Events ----
- //-----------------------------------------------------------------------------
- bool GuiWindowCtrl::onWake()
- {
- if (! Parent::onWake())
- return false;
- //get the texture for the close, minimize, and maximize buttons
- bool result = mProfile->constructBitmapArray() >= NumBitmaps;
- if( !result )
- {
- Con::errorf( "GuiWindowCtrl::onWake - failed to create bitmap array from profile bitmap." );
- return false;
- }
- mTextureObject = mProfile->getBitmapResource();
- mBitmapBounds = mProfile->mBitmapArrayRects.address();
- S32 buttonHeight = mBitmapBounds[BmpStates * BmpClose].extent.y;
- mTitleHeight = buttonHeight + 4;
- //set the button coords
- positionButtons();
- //set the tab index
- mTabIndex = -1;
- GuiControl *parent = getParent();
- if (parent && mFirstResponder)
- {
- mTabIndex = 0;
- //count the number of windows preceeding this one
- iterator i;
- for (i = parent->begin(); i != parent->end(); i++)
- {
- GuiWindowCtrl *ctrl = dynamic_cast<GuiWindowCtrl *>(*i);
- if (ctrl)
- {
- if (ctrl == this) break;
- else if (ctrl->mFirstResponder) mTabIndex++;
- }
- }
- }
- return true;
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::onSleep()
- {
- mTextureObject = NULL;
- mMousePosition = Point2I(0,0);
- Parent::onSleep();
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::onMouseDown(const GuiEvent &event)
- {
- setUpdate();
- mOrigBounds = getBounds();
- mMouseDownPosition = event.mousePoint;
- Point2I localPoint = globalToLocalCoord(event.mousePoint);
- // Select this window - move it to the front, and set the first responder
- selectWindow();
- mMouseMovingWin = false;
- S32 hitEdges = findHitEdges( event.mousePoint );
- mResizeEdge = edgeNone;
- // Set flag by default so we only clear it
- // if we don't match either edge
- mMouseResizeHeight = true;
- // Check Bottom/Top edges (Mutually Exclusive)
- if( mResizeHeight && hitEdges & edgeBottom )
- mResizeEdge |= edgeBottom;
- else if( mResizeHeight && hitEdges & edgeTop )
- mResizeEdge |= edgeTop;
- else
- mMouseResizeHeight = false;
- // Set flag by default so we only clear it
- // if we don't match either edge
- mMouseResizeWidth = true;
- // Check Left/Right edges (Mutually Exclusive)
- if( mResizeWidth && hitEdges & edgeLeft )
- mResizeEdge |= edgeLeft;
- else if( mResizeWidth && hitEdges & edgeRight )
- mResizeEdge |= edgeRight;
- else
- mMouseResizeWidth = false;
- // If we clicked within the title bar
- if ( !(mResizeEdge & ( edgeTop | edgeLeft | edgeRight ) ) && localPoint.y < mTitleHeight)
- {
- if (mCanClose && mCloseButton.pointInRect(localPoint))
- {
- mCloseButtonPressed = mCanClose;
- }
- else if (mCanMaximize && mMaximizeButton.pointInRect(localPoint))
- {
- mMaximizeButtonPressed = mCanMaximize;
- }
- else if (mCanMinimize && mMinimizeButton.pointInRect(localPoint))
- {
- mMinimizeButtonPressed = mCanMinimize;
- }
- else // We clicked anywhere else within the title
- {
- S32 docking = getDocking();
- if( docking == Docking::dockInvalid || docking == Docking::dockNone )
- mMouseMovingWin = mCanMove;
-
- mMouseResizeWidth = false;
- mMouseResizeHeight = false;
- }
- }
- if (mMouseMovingWin || mResizeEdge != edgeNone ||
- mCloseButtonPressed || mMaximizeButtonPressed || mMinimizeButtonPressed)
- {
- mouseLock();
- }
- else
- {
- GuiControl *ctrl = findHitControl(localPoint);
- if (ctrl && ctrl != this)
- ctrl->onMouseDown(event);
- }
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::onMouseDragged(const GuiEvent &event)
- {
- GuiControl *parent = getParent();
- GuiCanvas *root = getRoot();
- if ( !root )
- return;
- mMousePosition = globalToLocalCoord(event.mousePoint);
- Point2I deltaMousePosition = event.mousePoint - mMouseDownPosition;
- Point2I newPosition = getPosition();
- Point2I newExtent = getExtent();
- bool resizeX = false;
- bool resizeY = false;
- mResizeWindow = false;
- mRepositionWindow = false;
- if (mMouseMovingWin && parent)
- {
- if( parent != root )
- {
- newPosition.x = mOrigBounds.point.x + deltaMousePosition.x;
- newPosition.y = getMax(0, mOrigBounds.point.y + deltaMousePosition.y );
- mRepositionWindow = true;
- }
- else
- {
- newPosition.x = getMax(0, getMin(parent->getWidth() - getWidth(), mOrigBounds.point.x + deltaMousePosition.x));
- newPosition.y = getMax(0, getMin(parent->getHeight() - getHeight(), mOrigBounds.point.y + deltaMousePosition.y));
- }
- // Check snapping to other windows
- if( mEdgeSnap )
- {
- RectI bounds = getGlobalBounds();
- bounds.point = mOrigBounds.point + deltaMousePosition;
- EdgeRectI edges = EdgeRectI( bounds, mResizeMargin );
-
- // Create a global-space rectangle that covers the snapping
- // zone of this window. Double the space in which snapping occurs
- // for top and bottom.
- RectI snapZone = bounds;
- snapZone.point.x -= SnapDistance;
- snapZone.point.y -= SnapDistance;
- snapZone.extent.x += SnapDistance + SnapDistance;
- snapZone.extent.y += SnapDistance + SnapDistance;
- //check if we need to offset because of the menubar
- U32 menuBarHeight = 0;
- GuiCanvas* guiCanvas = getRoot();
- if (guiCanvas)
- {
- #ifdef TORQUE_TOOLS
- GuiMenuBar* menuBar = dynamic_cast<GuiMenuBar*>(guiCanvas->getMenuBar());
- if (menuBar)
- {
- menuBarHeight = menuBar->getHeight();
- }
- #endif
- }
-
- // Build valid snap and window vectors to compare against
- Vector< GuiWindowCtrl* > windowList;
- getSnappableWindows( windowList );
- for( S32 i =0; i < windowList.size(); i++ )
- {
- // Make sure the window is both horizontally and vertically
- // within the snap zone for this window.
- RectI windowBounds = windowList[i]->getGlobalBounds();
- //offset position by menubar height
- windowBounds.point.y -= menuBarHeight;
- if( !snapZone.overlaps(windowBounds) )
- continue;
-
- // Build edges for snap detection
- EdgeRectI snapRect(windowBounds, mResizeMargin );
- if( snapRect.right.position.x <= edges.left.position.x + SnapDistance &&
- snapRect.right.position.x >= edges.left.position.x - SnapDistance )
- {
- newPosition.x = snapRect.right.position.x;
- }
- else if( snapRect.left.position.x <= edges.right.position.x + SnapDistance &&
- snapRect.left.position.x >= edges.right.position.x - SnapDistance )
- {
- newPosition.x = snapRect.left.position.x - bounds.extent.x;
- }
- else if( snapRect.top.position.y <= edges.bottom.position.y + SnapDistance + SnapDistance &&
- snapRect.top.position.y >= edges.bottom.position.y - SnapDistance - SnapDistance )
- {
- // Ensure that we're not snapping to the middle of collapse groups
- if( (windowList[i]->mCanCollapse && windowList[i]->mCollapseGroup >= 0) ||
- (mCanCollapse && mCollapseGroup >= 0) )
- continue;
- newPosition.x = snapRect.left.position.x;
- newPosition.y = snapRect.top.position.y - bounds.extent.y;
- }
- else if( snapRect.bottom.position.y <= edges.top.position.y + SnapDistance + SnapDistance &&
- snapRect.bottom.position.y >= edges.top.position.y - SnapDistance - SnapDistance)
- {
- // Ensure that we're not snapping to the middle of collapse groups
- // We are not in a group, or we are not in the same group
- if( mCollapseGroup == -1 || ( mCollapseGroup >= 0 && mCollapseGroup != windowList[i]->mCollapseGroup ) )
- {
- // If the window checked is in a group, if its anything but the last, its n/a
- if( windowList[i]->mCollapseGroup >= 0 &&
- windowList[i] != parent->mCollapseGroupVec[windowList[i]->mCollapseGroup].last() )
- continue;
- }
- else // We are in the same group, we can't obviously be [0]
- {
- // If we are [-1/0] we have a serious problem. Also, we only allow connection to the window directly above us
- if( mCollapseGroupNum <= 0 ||
- windowList[i] != parent->mCollapseGroupVec[mCollapseGroup][mCollapseGroupNum-1] )
- continue;
- }
- newPosition.x = snapRect.left.position.x;
- newPosition.y = snapRect.bottom.position.y;
- }
- }
- }
- }
- else if(mCloseButtonPressed || mMaximizeButtonPressed || mMinimizeButtonPressed)
- {
- setUpdate();
- return;
- }
- else
- {
- if( ( !mMouseResizeHeight && !mMouseResizeWidth ) || !parent )
- return;
- mResizeWindow = true;
- if( mResizeEdge & edgeBottom )
- {
- newExtent.y = getMin(parent->getHeight(), mOrigBounds.extent.y + deltaMousePosition.y);
- resizeY = true;
- }
- else if ( mResizeEdge & edgeTop )
- {
- newExtent.y = getMin(parent->getHeight(), mOrigBounds.extent.y - deltaMousePosition.y);
- if ( newExtent.y >= mMinExtent.y )
- {
- // Standard reposition as we're not travelling into the min extent range
- newPosition.y = mOrigBounds.point.y + deltaMousePosition.y;
- }
- else
- {
- // We're into the min extent, so adjust the position up to the min extent
- // so the window doesn't appear to jump
- newPosition.y = mOrigBounds.point.y + (mOrigBounds.extent.y - mMinExtent.y);
- }
- resizeY = true;
- }
-
- if( mResizeEdge & edgeRight )
- {
- newExtent.x = getMin(parent->getWidth(), mOrigBounds.extent.x + deltaMousePosition.x);
- resizeX = true;
- }
- else if( mResizeEdge & edgeLeft )
- {
- newExtent.x = getMin(parent->getWidth(), mOrigBounds.extent.x - deltaMousePosition.x);
- if ( newExtent.x >= mMinExtent.x )
- {
- // Standard reposition as we're not travelling into the min extent range
- newPosition.x = mOrigBounds.point.x + deltaMousePosition.x;
- }
- else
- {
- // We're into the min extent, so adjust the position up to the min extent
- // so the window doesn't appear to jump
- newPosition.x = mOrigBounds.point.x + (mOrigBounds.extent.x - mMinExtent.x);
- }
- resizeX = true;
- }
- }
- // Resize this
- Point2I pos = parent->localToGlobalCoord(getPosition());
- root->addUpdateRegion(pos, getExtent());
- if(mCanCollapse && mCollapseGroup >= 0 && mRepositionWindow == true)
- moveWithCollapseGroup(newPosition);
- if(mCanCollapse && mCollapseGroup >= 0 && mResizeWindow == true )
- {
- // Resize the window if allowed
- if( newExtent.y >= getMinExtent().y && newExtent.x >= getMinExtent().x)
- {
- mIsMouseResizing = true;
- if( resizeCollapseGroup( resizeX, resizeY, (getPosition() - newPosition), (getExtent() - newExtent) ) )
- resize(newPosition, newExtent);
- }
- }
- else // Normal window sizing functionality
- resize(newPosition, newExtent);
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::onMouseUp(const GuiEvent &event)
- {
- bool closing = mCloseButtonPressed;
- bool maximizing = mMaximizeButtonPressed;
- bool minimizing = mMinimizeButtonPressed;
- mCloseButtonPressed = false;
- mMaximizeButtonPressed = false;
- mMinimizeButtonPressed = false;
- TORQUE_UNUSED(event);
- mouseUnlock();
- mMouseMovingWin = false;
- mMouseResizeWidth = false;
- mMouseResizeHeight = false;
- GuiControl *parent = getParent();
- if (! parent)
- return;
- if( mIsMouseResizing )
- {
- mIsMouseResizing = false;
- return;
- }
- Point2I localPoint = globalToLocalCoord(event.mousePoint);
- if (closing && mCloseButton.pointInRect(localPoint))
- {
- // Here is where were going to put our other if statement
- // if the window closes, and there were only 2 windows in the array, then just delete the array and default there params
- // if not, delete the window from the array, default its params, and renumber the windows
-
- if( engineAPI::gUseConsoleInterop )
- evaluate( mCloseCommand );
- onClose_callback();
- }
- else if (maximizing && mMaximizeButton.pointInRect(localPoint))
- {
- if (mMaximized)
- {
- // Resize to the previous position and extent, bounded by the parent
- resize(Point2I(getMax(0, getMin(parent->getWidth() - mStandardBounds.extent.x, mStandardBounds.point.x)),
- getMax(0, getMin(parent->getHeight() - mStandardBounds.extent.y, mStandardBounds.point.y))),
- mStandardBounds.extent);
- // Set the flag
- mMaximized = false;
-
- onRestore_callback();
- }
- else
- {
- // Only save the position if we're not minimized
- if (! mMinimized)
- mStandardBounds = getBounds();
- else
- mMinimized = false;
- // Resize to fit the parent
- resize(Point2I(0, 0), parent->getExtent());
- // Set the flag
- mMaximized = true;
-
- onMaximize_callback();
- }
- }
- else if (minimizing && mMinimizeButton.pointInRect(localPoint))
- {
- if (mMinimized)
- {
- // Resize to the previous position and extent, bounded by the parent
- resize(Point2I(getMax(0, getMin(parent->getWidth() - mStandardBounds.extent.x, mStandardBounds.point.x)),
- getMax(0, getMin(parent->getHeight() - mStandardBounds.extent.y, mStandardBounds.point.y))),
- mStandardBounds.extent);
- // Set the flag
- mMinimized = false;
-
- onRestore_callback();
- }
- else
- {
- if (parent->getWidth() < 100 || parent->getHeight() < mTitleHeight + 3)
- return;
- // Only save the position if we're not maximized
- if (! mMaximized)
- {
- mStandardBounds = getBounds();
- }
- else
- {
- mMaximized = false;
- }
- // First find the lowest unused minimized index up to 32 minimized windows
- U32 indexMask = 0;
- iterator i;
- S32 count = 0;
- for (i = parent->begin(); i != parent->end() && count < 32; i++)
- {
- count++;
- S32 index;
- GuiWindowCtrl *ctrl = dynamic_cast<GuiWindowCtrl *>(*i);
- if (ctrl && ctrl->isMinimized(index))
- {
- indexMask |= (1 << index);
- }
- }
- // Now find the first unused bit
- for (count = 0; count < 32; count++)
- {
- if (! (indexMask & (1 << count))) break;
- }
- // If we have more than 32 minimized windows, use the first position
- count = getMax(0, count);
- // This algorithm assumes all window have the same title height, and will minimize to 98 pix
- Point2I newExtent(98, mTitleHeight);
- // First, how many can fit across
- S32 numAcross = getMax(1, (parent->getWidth() / newExtent.x + 2));
- // Find the new "mini position"
- Point2I newPosition;
- newPosition.x = (count % numAcross) * (newExtent.x + 2) + 2;
- newPosition.y = parent->getHeight() - (((count / numAcross) + 1) * (newExtent.y + 2)) - 2;
- // Find the minimized position and extent
- resize(newPosition, newExtent);
- // Set the index so other windows will not try to minimize to the same location
- mMinimizeIndex = count;
- // Set the flag
- mMinimized = true;
-
- onMinimize_callback();
- }
- }
- else if ( !(mResizeEdge & edgeTop) && localPoint.y < mTitleHeight && event.mousePoint == mMouseDownPosition)
- {
- if (mCanClose && mCloseButton.pointInRect(localPoint))
- return;
- else if (mCanMaximize && mMaximizeButton.pointInRect(localPoint))
- return;
- else if (mCanMinimize && mMinimizeButton.pointInRect(localPoint))
- return;
- else if( mCanCollapse ) // If we clicked anywhere else on the title bar
- toggleCollapseGroup();
- }
- else if( mEdgeSnap && mCanCollapse )
- {
- // Create storage pointer
- GuiWindowCtrl* hitWindow = NULL;
- S32 snapType = -1;
- Point2I deltaMousePosition = event.mousePoint - mMouseDownPosition;
- Point2I newExtent = getExtent();
- RectI bounds = getGlobalBounds();
- bounds.point = mOrigBounds.point + deltaMousePosition;
- EdgeRectI edges = EdgeRectI( bounds, mResizeMargin );
-
- RectI snapZone = bounds;
- snapZone.point.x -= SnapDistance;
- snapZone.point.y -= SnapDistance;
- snapZone.extent.x += SnapDistance + SnapDistance;
- snapZone.extent.y += SnapDistance + SnapDistance;
- Vector<EdgeRectI> snapList;
- Vector<GuiWindowCtrl*> windowList;
-
- getSnappableWindows( windowList, true );
-
- for( S32 i =0; i < windowList.size(); i++ )
- {
- if( !snapZone.overlaps( windowList[i]->getGlobalBounds() ) )
- continue;
- // Build edges for snap detection
- EdgeRectI snapRect( windowList[i]->getGlobalBounds(), mResizeMargin );
-
- if( windowList[i]->mCollapseGroupNum == -1 )
- {
- // BECOMES "PARENT"
- if( snapRect.top.position.y <= edges.bottom.position.y + SnapDistance + SnapDistance &&
- snapRect.top.position.y >= edges.bottom.position.y - SnapDistance - SnapDistance )
- {
- hitWindow = windowList[i];
- snapType = 0;
- newExtent.x = snapRect.right.position.x - snapRect.left.position.x;
- break;
- }
- }
-
- if( (windowList[i]->mCollapseGroupNum == -1) || (windowList[i]->mCollapseGroupNum == mCollapseGroupNum - 1) ||
- (!parent->mCollapseGroupVec.empty() && parent->mCollapseGroupVec[windowList[i]->mCollapseGroup].last() == windowList[i]) )
- {
- // BECOMES "CHILD"
- if( snapRect.bottom.position.y <= edges.top.position.y + SnapDistance + SnapDistance &&
- snapRect.bottom.position.y >= edges.top.position.y - SnapDistance - SnapDistance)
- {
- hitWindow = windowList[i];
- snapType = 1;
- newExtent.x = snapRect.right.position.x - snapRect.left.position.x;
- break;
- }
- }
- }
-
- // We're either moving out of a collapse group or moving to another one
- // Not valid for windows not previously in a group
- if( mCollapseGroup >= 0 &&
- (snapType == -1 || (hitWindow && snapType >= 0 && mCollapseGroup != hitWindow->mCollapseGroup)))
- moveFromCollapseGroup();
-
- // No window to connect to
- if( !hitWindow )
- return;
- moveToCollapseGroup( hitWindow, snapType );
- resize( getPosition(), newExtent );
- }
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::onMouseMove(const GuiEvent &event)
- {
- mMousePosition = globalToLocalCoord(event.mousePoint);
- }
- bool GuiWindowCtrl::onKeyDown(const GuiEvent &event)
- {
- // If this control is a dead end, kill the event
- if ((! mVisible) || (! mActive) || (! mAwake)) return true;
- if ((event.keyCode == KEY_TAB) && (event.modifier & SI_PRIMARY_CTRL))
- {
- // Find the next sibling window, and select it
- GuiControl *parent = getParent();
- if (parent)
- {
- GuiWindowCtrl *firstWindow = NULL;
- iterator i;
- for (i = parent->begin(); i != parent->end(); i++)
- {
- GuiWindowCtrl *ctrl = dynamic_cast<GuiWindowCtrl *>(*i);
- if (ctrl && ctrl->getTabIndex() == mTabIndex + 1)
- {
- ctrl->selectWindow();
- return true;
- }
- else if (ctrl && ctrl->getTabIndex() == 0)
- {
- firstWindow = ctrl;
- }
- }
- // Recycle from the beginning
- if (firstWindow != this)
- {
- firstWindow->selectWindow();
- return true;
- }
- }
- }
- return Parent::onKeyDown(event);
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::onRender(Point2I offset, const RectI &updateRect)
- {
- if( !mProfile || mProfile->mFont == NULL || mProfile->mBitmapArrayRects.size() < NumBitmaps )
- return Parent::onRender( offset, updateRect );
- // Draw the outline
- RectI winRect;
- winRect.point = offset;
- winRect.extent = getExtent();
- GuiCanvas *root = getRoot();
- GuiControl *firstResponder = root ? root->getFirstResponder() : NULL;
- bool isKey = (!firstResponder || controlIsChild(firstResponder));
- U32 topBase = isKey ? BorderTopLeftKey : BorderTopLeftNoKey;
- winRect.point.x += mBitmapBounds[BorderLeft].extent.x;
- winRect.point.y += mBitmapBounds[topBase + 2].extent.y;
- winRect.extent.x -= mBitmapBounds[BorderLeft].extent.x + mBitmapBounds[BorderRight].extent.x;
- winRect.extent.y -= mBitmapBounds[topBase + 2].extent.y + mBitmapBounds[BorderBottom].extent.y;
-
- winRect.extent.x += 1;
- GFXDrawUtil* drawUtil = GFX->getDrawUtil();
- drawUtil->drawRectFill(winRect, mProfile->mFillColor);
- drawUtil->clearBitmapModulation();
- drawUtil->drawBitmapSR(mTextureObject, offset, mBitmapBounds[topBase]);
- drawUtil->drawBitmapSR(mTextureObject, Point2I(offset.x + getWidth() - mBitmapBounds[topBase+1].extent.x, offset.y),
- mBitmapBounds[topBase + 1]);
- RectI destRect;
- destRect.point.x = offset.x + mBitmapBounds[topBase].extent.x;
- destRect.point.y = offset.y;
- destRect.extent.x = getWidth() - mBitmapBounds[topBase].extent.x - mBitmapBounds[topBase + 1].extent.x;
- destRect.extent.y = mBitmapBounds[topBase + 2].extent.y;
- RectI stretchRect = mBitmapBounds[topBase + 2];
- stretchRect.inset(1,0);
- drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
- destRect.point.x = offset.x;
- destRect.point.y = offset.y + mBitmapBounds[topBase].extent.y;
- destRect.extent.x = mBitmapBounds[BorderLeft].extent.x;
- destRect.extent.y = getHeight() - mBitmapBounds[topBase].extent.y - mBitmapBounds[BorderBottomLeft].extent.y;
- stretchRect = mBitmapBounds[BorderLeft];
- stretchRect.inset(0,1);
- drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
- destRect.point.x = offset.x + getWidth() - mBitmapBounds[BorderRight].extent.x;
- destRect.extent.x = mBitmapBounds[BorderRight].extent.x;
- destRect.point.y = offset.y + mBitmapBounds[topBase + 1].extent.y;
- destRect.extent.y = getHeight() - mBitmapBounds[topBase + 1].extent.y - mBitmapBounds[BorderBottomRight].extent.y;
- stretchRect = mBitmapBounds[BorderRight];
- stretchRect.inset(0,1);
- drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
- drawUtil->drawBitmapSR(mTextureObject, offset + Point2I(0, getHeight() - mBitmapBounds[BorderBottomLeft].extent.y), mBitmapBounds[BorderBottomLeft]);
- drawUtil->drawBitmapSR(mTextureObject, offset + getExtent() - mBitmapBounds[BorderBottomRight].extent, mBitmapBounds[BorderBottomRight]);
- destRect.point.x = offset.x + mBitmapBounds[BorderBottomLeft].extent.x;
- destRect.extent.x = getWidth() - mBitmapBounds[BorderBottomLeft].extent.x - mBitmapBounds[BorderBottomRight].extent.x;
- destRect.point.y = offset.y + getHeight() - mBitmapBounds[BorderBottom].extent.y;
- destRect.extent.y = mBitmapBounds[BorderBottom].extent.y;
- stretchRect = mBitmapBounds[BorderBottom];
- stretchRect.inset(1,0);
- drawUtil->drawBitmapStretchSR(mTextureObject, destRect, stretchRect);
- // Draw the title
- // dhc addition: copied/modded from renderJustifiedText, since we enforce a
- // different color usage here. NOTE: it currently CAN overdraw the controls
- // if mis-positioned or 'scrunched' in a small width.
- drawUtil->setBitmapModulation(mProfile->mFontColor);
- S32 textWidth = mProfile->mFont->getStrWidth((const UTF8 *)mText);
- Point2I start(0,0);
- // Align the horizontal
- if ( mProfile->mAlignment == GuiControlProfile::RightJustify )
- start.set( winRect.extent.x - textWidth, 0 );
- else if ( mProfile->mAlignment == GuiControlProfile::CenterJustify )
- start.set( ( winRect.extent.x - textWidth) / 2, 0 );
- else // GuiControlProfile::LeftJustify or garbage... ;)
- start.set( 0, 0 );
- // If the text is longer then the box size, (it'll get clipped) so force Left Justify
- if( textWidth > winRect.extent.x ) start.set( 0, 0 );
- // center the vertical
- // start.y = ( winRect.extent.y - ( font->getHeight() - 2 ) ) / 2;
- drawUtil->drawText( mProfile->mFont, start + offset + mProfile->mTextOffset, mText );
- // Deal with rendering the titlebar controls
- AssertFatal(root, "Unable to get the root GuiCanvas.");
- // Draw the close button
- Point2I tempUL;
- Point2I tempLR;
- S32 bmp = BmpStates * BmpClose;
- if( mCanClose ) {
- if( mCloseButton.pointInRect( mMousePosition ) )
- {
- if( mCloseButtonPressed )
- bmp += BmpDown;
- else
- bmp += BmpHilite;
- }
- drawUtil->clearBitmapModulation();
- drawUtil->drawBitmapSR(mTextureObject, offset + mCloseButton.point, mBitmapBounds[bmp]);
- }
- // Draw the maximize button
- if( mMaximized )
- bmp = BmpStates * BmpNormal;
- else
- bmp = BmpStates * BmpMaximize;
- if( mCanMaximize ) {
- if( mMaximizeButton.pointInRect( mMousePosition ) )
- {
- if( mMaximizeButtonPressed )
- bmp += BmpDown;
- else
- bmp += BmpHilite;
- }
- drawUtil->clearBitmapModulation();
- drawUtil->drawBitmapSR( mTextureObject, offset + mMaximizeButton.point, mBitmapBounds[bmp] );
- }
- // Draw the minimize button
- if( mMinimized )
- bmp = BmpStates * BmpNormal;
- else
- bmp = BmpStates * BmpMinimize;
- if( mCanMinimize ) {
- if( mMinimizeButton.pointInRect( mMousePosition ) )
- {
- if( mMinimizeButtonPressed )
- bmp += BmpDown;
- else
- bmp += BmpHilite;
- }
- drawUtil->clearBitmapModulation();
- drawUtil->drawBitmapSR( mTextureObject, offset + mMinimizeButton.point, mBitmapBounds[bmp] );
- }
- if( !mMinimized )
- {
- // Render the children
- renderChildControls( offset, updateRect );
- }
- }
- //=============================================================================
- // Misc.
- //=============================================================================
- // MARK: ---- Misc ----
- //-----------------------------------------------------------------------------
- const RectI GuiWindowCtrl::getClientRect()
- {
- if( !mProfile || mProfile->mBitmapArrayRects.size() < NumBitmaps )
- return Parent::getClientRect();
-
- if( !mBitmapBounds )
- mBitmapBounds = mProfile->mBitmapArrayRects.address();
- RectI winRect;
- winRect.point.x = mBitmapBounds[BorderLeft].extent.x;
- winRect.point.y = mBitmapBounds[BorderTopKey].extent.y;
- winRect.extent.y = getHeight() - ( winRect.point.y + mBitmapBounds[BorderBottom].extent.y );
- winRect.extent.x = getWidth() - ( winRect.point.x + mBitmapBounds[BorderRight].extent.x );
- // Finally, inset it by padding
- // Inset by padding. margin is specified for all t/b/l/r but
- // uses only pointx pointy uniformly on both ends. This should be fixed. - JDD
- // winRect.inset( mSizingOptions.mPadding.point.x, mSizingOptions.mPadding.point.y );
- return winRect;
- }
- //-----------------------------------------------------------------------------
- bool GuiWindowCtrl::isMinimized(S32 &index)
- {
- index = mMinimizeIndex;
- return mMinimized && mVisible;
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::positionButtons(void)
- {
- if( !mBitmapBounds || !mAwake )
- return;
- S32 buttonWidth = mBitmapBounds[BmpStates * BmpClose].extent.x;
- S32 buttonHeight = mBitmapBounds[BmpStates * BmpClose].extent.y;
- Point2I mainOff = mProfile->mTextOffset;
- // Until a pref, if alignment is LEFT, put buttons RIGHT justified.
- // ELSE, put buttons LEFT justified.
- S32 closeLeft = mainOff.x, closeTop = mainOff.y, closeOff = buttonWidth + 2;
- if ( mProfile->mAlignment == GuiControlProfile::LeftJustify )
- {
- closeOff = -closeOff;
- closeLeft = getWidth() - buttonWidth - mainOff.x;
- }
- RectI closeRect(closeLeft, closeTop, buttonHeight, buttonWidth);
- mCloseButton = closeRect;
- // Always put Minimize on left side of Maximize.
- closeRect.point.x += closeOff;
- if (closeOff>0)
- {
- mMinimizeButton = closeRect;
- closeRect.point.x += closeOff;
- mMaximizeButton = closeRect;
- }
- else
- {
- mMaximizeButton = closeRect;
- closeRect.point.x += closeOff;
- mMinimizeButton = closeRect;
- }
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::setCloseCommand(const char *newCmd)
- {
- if (newCmd)
- mCloseCommand = StringTable->insert(newCmd);
- else
- mCloseCommand = StringTable->EmptyString();
- }
- //-----------------------------------------------------------------------------
- GuiControl* GuiWindowCtrl::findHitControl(const Point2I &pt, S32 initialLayer)
- {
- if (! mMinimized)
- return Parent::findHitControl(pt, initialLayer);
- else
- return this;
- }
- //-----------------------------------------------------------------------------
- bool GuiWindowCtrl::resize(const Point2I &newPosition, const Point2I &newExtent)
- {
- if( !Parent::resize(newPosition, newExtent) )
- return false;
- // Set the button coords
- positionButtons();
- onResize_callback(newPosition.x, newPosition.y, newExtent.x, newExtent.y);
- return true;
- }
- //-----------------------------------------------------------------------------
- GuiControl *GuiWindowCtrl::findNextTabable(GuiControl *curResponder, bool firstCall)
- {
- // Set the global if this is the first call (directly from the canvas)
- if (firstCall)
- {
- GuiControl::smCurResponder = NULL;
- }
- // If the window does not already contain the first responder, return false
- // ie. Can't tab into or out of a window
- if (! controlIsChild(curResponder))
- {
- return NULL;
- }
- // Loop through, checking each child to see if it is the one that follows the firstResponder
- GuiControl *tabCtrl = NULL;
- iterator i;
- for (i = begin(); i != end(); i++)
- {
- GuiControl *ctrl = static_cast<GuiControl *>(*i);
- tabCtrl = ctrl->findNextTabable(curResponder, false);
- if (tabCtrl) break;
- }
- // To ensure the tab cycles within the current window...
- if (! tabCtrl)
- {
- tabCtrl = findFirstTabable();
- }
- mFirstResponder = tabCtrl;
- return tabCtrl;
- }
- //-----------------------------------------------------------------------------
- GuiControl *GuiWindowCtrl::findPrevTabable(GuiControl *curResponder, bool firstCall)
- {
- if (firstCall)
- {
- GuiControl::smPrevResponder = NULL;
- }
- // If the window does not already contain the first responder, return false
- // ie. Can't tab into or out of a window
- if (! controlIsChild(curResponder))
- {
- return NULL;
- }
- // Loop through, checking each child to see if it is the one that follows the firstResponder
- GuiControl *tabCtrl = NULL;
- iterator i;
- for (i = begin(); i != end(); i++)
- {
- GuiControl *ctrl = static_cast<GuiControl *>(*i);
- tabCtrl = ctrl->findPrevTabable(curResponder, false);
- if (tabCtrl) break;
- }
- // To ensure the tab cycles within the current window...
- if (! tabCtrl)
- {
- tabCtrl = findLastTabable();
- }
- mFirstResponder = tabCtrl;
- return tabCtrl;
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::selectWindow(void)
- {
- // First make sure this window is the front most of its siblings
- GuiControl *parent = getParent();
- if (parent && *parent->end() != this )
- {
- // Valid collapse groups have to be selected together
- if( mCanCollapse && mCollapseGroup >= 0 )
- {
- CollapseGroupNumVec::iterator iter = parent->mCollapseGroupVec[mCollapseGroup].begin();
- for(; iter != parent->mCollapseGroupVec[mCollapseGroup].end(); iter++ )
- {
- parent->pushObjectToBack( (*iter) );
- }
- }
- else
- {
- parent->pushObjectToBack( this );
- }
- }
- // Also set the first responder to be the one within this window
- setFirstResponder(mFirstResponder);
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::getCursor(GuiCursor *&cursor, bool &showCursor, const GuiEvent &lastGuiEvent)
- {
- GuiCanvas *pRoot = getRoot();
- if( !pRoot )
- return;
- PlatformWindow *pWindow = static_cast<GuiCanvas*>(getRoot())->getPlatformWindow();
- AssertFatal(pWindow != NULL,"GuiControl without owning platform window! This should not be possible.");
- PlatformCursorController *pController = pWindow->getCursorController();
- AssertFatal(pController != NULL,"PlatformWindow without an owned CursorController!");
- S32 desiredCursor = PlatformCursorController::curArrow;
- S32 hitEdges = findHitEdges( lastGuiEvent.mousePoint );
- if( hitEdges & edgeBottom && hitEdges & edgeLeft && mResizeHeight )
- desiredCursor = PlatformCursorController::curResizeNESW;
- else if( hitEdges & edgeBottom && hitEdges & edgeRight && mResizeHeight )
- desiredCursor = PlatformCursorController::curResizeNWSE;
- else if( hitEdges & edgeBottom && mResizeHeight )
- desiredCursor = PlatformCursorController::curResizeHorz;
- else if( hitEdges & edgeTop && hitEdges & edgeLeft && mResizeHeight )
- desiredCursor = PlatformCursorController::curResizeNWSE;
- else if( hitEdges & edgeTop && hitEdges & edgeRight && mResizeHeight )
- desiredCursor = PlatformCursorController::curResizeNESW;
- else if( hitEdges & edgeTop && mResizeHeight )
- desiredCursor = PlatformCursorController::curResizeHorz;
- else if ( hitEdges & edgeLeft && mResizeWidth )
- desiredCursor = PlatformCursorController::curResizeVert;
- else if( hitEdges & edgeRight && mResizeWidth )
- desiredCursor = PlatformCursorController::curResizeVert;
- else
- desiredCursor = PlatformCursorController::curArrow;
- // Bail if we're already at the desired cursor
- if(pRoot->mCursorChanged == desiredCursor )
- return;
- // Now change the cursor shape
- pController->popCursor();
- pController->pushCursor(desiredCursor);
- pRoot->mCursorChanged = desiredCursor;
- }
- //-----------------------------------------------------------------------------
- void GuiWindowCtrl::parentResized(const RectI &oldParentRect, const RectI &newParentRect)
- {
- if(!mCanResize)
- return;
- GuiControl *parent = getParent();
- if( !parent )
- return;
- // Bail if were not sized both by windowrelative
- if( mHorizSizing != horizResizeWindowRelative || mHorizSizing != vertResizeWindowRelative )
- return Parent::parentResized( oldParentRect, newParentRect );
- Point2I newPosition = getPosition();
- Point2I newExtent = getExtent();
-
- bool doCollapse = false;
- S32 deltaX = newParentRect.extent.x - oldParentRect.extent.x;
- S32 deltaY = newParentRect.extent.y - oldParentRect.extent.y;// + mProfile->mYPositionOffset;
- if( newPosition.x > ( oldParentRect.extent.x / 2 ) )
- newPosition.x = newPosition.x + deltaX;
- if (oldParentRect.extent.y != 0)
- {
- // Only if were apart of a group
- if ( mCanCollapse && mCollapseGroup >= 0 )
- {
- // Setup parsing mechanisms
- CollapseGroupNumVec collapseGroupNumVec;
-
- // Lets grab the information we need (this should probably be already stored on each individual window object)
- S32 groupNum = mCollapseGroup;
- S32 groupMax = parent->mCollapseGroupVec[ groupNum ].size() - 1;
- // Set up vars that we're going to be using
- S32 groupPos = 0;
- S32 groupExtent = 0;
- S32 tempGroupExtent = 0;
- // Set up the vector/iterator combo we need
- collapseGroupNumVec = parent->mCollapseGroupVec[ groupNum ];
- CollapseGroupNumVec::iterator iter = collapseGroupNumVec.begin();
- // Grab some more information we need later ( this info should also be located on each ind. window object )
- for( ; iter != collapseGroupNumVec.end(); iter++ )
- {
- if((*iter)->getCollapseGroupNum() == 0)
- {
- groupPos = (*iter)->getPosition().y;
- }
- groupExtent += (*iter)->getExtent().y;
- }
-
- // Use the information we just gatherered; only enter this block if we need to
- tempGroupExtent = groupPos + groupExtent;
- if( tempGroupExtent > ( newParentRect.extent.y / 2 ) )
- {
- // Lets size the collapse group
- S32 windowParser = groupMax;
- bool secondLoop = false;
- while( tempGroupExtent >= newParentRect.extent.y )
- {
-
- if( windowParser == -1)
- {
- if( !secondLoop )
- {
- secondLoop = true;
- windowParser = groupMax;
- }
- else
- break;
- }
- GuiWindowCtrl *tempWindow = collapseGroupNumVec[windowParser];
- if(tempWindow->mIsCollapsed)
- {
- windowParser--;
- continue;
- }
-
- // Resizing block for the loop... if we can get away with just resizing the bottom window do it before
- // resizing the whole block. else, go through the group and start setting min extents. if that doesnt work
- // on the second go around, start collpsing the windows.
- if( tempGroupExtent - ( tempWindow->getExtent().y - tempWindow->getMinExtent().y ) <= newParentRect.extent.y )
- {
- if( this == tempWindow )
- newExtent.y = newExtent.y - ( tempGroupExtent - newParentRect.extent.y );
-
- tempGroupExtent = tempGroupExtent - newParentRect.extent.y;
- }
- else
- {
- if( secondLoop )
- {
- tempGroupExtent = tempGroupExtent - (tempWindow->getExtent().y + 32);
- if( this == tempWindow )
- doCollapse = true;
- }
- else
- {
- tempGroupExtent = tempGroupExtent - (tempWindow->getExtent().y - tempWindow->getMinExtent().y);
- if( this == tempWindow )
- newExtent.y = tempWindow->getMinExtent().y;
- }
- }
- windowParser--;
- }
- }
- }
- else if( newPosition.y > ( oldParentRect.extent.y / 2 ) )
- {
- newPosition.y = newPosition.y + deltaY - 1;
- }
- }
- if( newExtent.x >= getMinExtent().x && newExtent.y >= getMinExtent().y )
- {
- // If we are already outside the reach of the main window, lets not place ourselves
- // further out; but if were trying to improve visibility, go for it
- // note: small tolerance (4) added to keep guis that are very slightly outside
- // the main window (like all of the editor windows!) from appearing to 'undock'
- // when the resolution is changed.
- if( (newPosition.x + newExtent.x) > newParentRect.extent.x + 4 )
- {
- if( (newPosition.x + newExtent.x) > (getPosition().x + getExtent().x) )
- {
- newPosition.x = getPosition().x;
- newExtent.x = getExtent().x;
- }
- }
- if( (newPosition.y + newExtent.y) > newParentRect.extent.y + 4)
- {
- if( (newPosition.y + newExtent.y) > (getPosition().y + getExtent().y) )
- {
- newPosition.y = getPosition().y;
- newExtent.y = getExtent().y;
- }
- }
- // Only for collpasing groups, if were not, then do it like normal windows
- if( mCanCollapse && mCollapseGroup >= 0 )
- {
- bool resizeMe = false;
-
- // Only the group window should control positioning
- if( mCollapseGroupNum == 0 )
- {
- resizeMe = resizeCollapseGroup( true, true, (getPosition() - newPosition), (getExtent() - newExtent) );
- if(resizeMe == true)
- resize(newPosition, newExtent);
- }
- else if( getExtent() != newExtent)
- {
- resizeMe = resizeCollapseGroup( false, true, (getPosition() - newPosition), (getExtent() - newExtent) );
- if(resizeMe == true)
- resize(getPosition(), newExtent);
- }
- }
- else
- {
- resize(newPosition, newExtent);
- }
- }
- if( mCanCollapse && !mIsCollapsed && doCollapse )
- toggleCollapseGroup();
- // If docking is invalid on this control, then bail out here
- if( getDocking() & Docking::dockInvalid || getDocking() & Docking::dockNone)
- return;
- // Update Self
- RectI oldThisRect = getBounds();
- anchorControl( this, Point2I( deltaX, deltaY ) );
- RectI newThisRect = getBounds();
- // Update Deltas to pass on to children
- deltaX = newThisRect.extent.x - oldThisRect.extent.x;
- deltaY = newThisRect.extent.y - oldThisRect.extent.y;
- // Iterate over all children and update their anchors
- iterator nI = begin();
- for( ; nI != end(); nI++ )
- {
- // Sanity
- GuiControl *control = dynamic_cast<GuiControl*>( (*nI) );
- if( control )
- control->parentResized( oldThisRect, newThisRect );
- }
- }
- //=============================================================================
- // Console Methods.
- //=============================================================================
- // MARK: ---- Console Methods ----
- //-----------------------------------------------------------------------------
- DefineEngineMethod( GuiWindowCtrl, selectWindow, void, (),,
- "Bring the window to the front." )
- {
- object->selectWindow();
- }
- //-----------------------------------------------------------------------------
- DefineEngineMethod( GuiWindowCtrl, setCollapseGroup, void, ( bool state ),,
- "Set the window's collapsing state." )
- {
- object->setCollapseGroup(state);
- }
- //-----------------------------------------------------------------------------
- DefineEngineMethod( GuiWindowCtrl, toggleCollapseGroup, void, (),,
- "Toggle the window collapsing." )
- {
- object->toggleCollapseGroup();
- }
- //-----------------------------------------------------------------------------
- DefineEngineMethod( GuiWindowCtrl, attachTo, void, ( GuiWindowCtrl* window ),,
- "" )
- {
- object->moveToCollapseGroup( window, 1 );
- }
- //-----------------------------------------------------------------------------
- DefineEngineStaticMethod( GuiWindowCtrl, attach, void, ( GuiWindowCtrl* bottomWindow, GuiWindowCtrl* topWindow ),,
- "Attach @a bottomWindow to @topWindow so that @a bottomWindow moves along with @a topWindow when it is dragged.\n\n"
- "@param bottomWindow \n"
- "@param topWindow " )
- {
- if(bottomWindow == NULL || topWindow == NULL)
- {
- Con::warnf("Warning: AttachWindows - could not find windows");
- return;
- }
- bottomWindow->moveToCollapseGroup( topWindow, 1 );
- }
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