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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"
- #include "gui/controls/guiBitmapCtrl.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 OptionEntry
- /// Display text and ID key for each entry in an option row.
- struct OptionEntry
- {
- StringTableEntry mDisplayText; ///< The text that is displayed for the option
- StringTableEntry mKeyString; ///< Key value that is associated with this option
- OptionEntry() : mDisplayText(StringTable->EmptyString()), mKeyString(StringTable->EmptyString()) {}
- virtual ~OptionEntry() {}
- };
- /// \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
- StringTableEntry mTooltip; ///< A descriptive tooltip message for what the row is
- 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)
- enum Mode
- {
- Default = 0,
- OptionList,
- Slider,
- Keybind
- };
- Mode mMode;
- //List options
- Vector<OptionEntry> mOptions; ///< Collection of options available to display
- S32 mSelectedOption; ///< Index into mOptions pointing at the selected option
- bool mWrapOptions; ///< Determines if options should "wrap around" at the ends
- //Slider option
- F32 mValue; ///< When working as a slider, this contains the value
- F32 mStepSize; ///< When working as a slider, this is the increment levels in the range
- Point2F mRange; ///< When working as a slider, this sets our min/max range
- //Keybind option
- StringTableEntry mBitmap;
- GFXTexHandle mBitmapTex;
- Row() : mLabel(StringTable->EmptyString()), mScriptCallback(StringTable->EmptyString()), mTooltip(StringTable->EmptyString()), mIconIndex(-1), mHeightPad(0), mUseHighlightIcon(false), mEnabled(true),
- mSelectedOption(0), mWrapOptions(false), mMode(Mode::Default), mValue(0), mStepSize(1), mRange(Point2F(0, 1)), mBitmap(StringTable->EmptyString()), mBitmapTex(nullptr)
- {
- VECTOR_SET_ASSOCIATION(mOptions);
- }
- 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, S32 mode = 0, const char* tooltip = "");
- /// Adds a row to the control.
- ///
- /// \param label The text to display on the row as a label.
- /// \param optionsList A tab separated list of options for the control.
- /// \param wrapOptions Specify true to allow options to wrap at the ends or
- /// false to prevent wrapping.
- /// \param callback [optional] Name of a script function to use as a callback
- /// when this row is activated. Default NULL means no callback.
- /// \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.
- void addRow(const char* label, const char* optionsList, bool wrapOptions, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip = "", const char* defaultValue = "");
- /// Adds a row to the control.
- ///
- /// \param label The text to display on the row as a label.
- /// \param defaultValue A float indicating the slider's default value
- /// \param increments A float indicating the incremental values the slider snaps along between it's range
- /// \param range A Point2F that indicates the minimum and maximum value range
- /// \param callback [optional] Name of a script function to use as a callback
- /// when this row is activated. Default NULL means no callback.
- /// \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.
- void addRow(const char* label, F32 defaultValue, F32 increments, Point2F range, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip = "");
- void addRow(const char* label, const char* bitmapName, const char* callback, S32 icon, S32 yPad, bool enabled, const char* tooltip);
- //Removes row at the provided index
- void removeRow(const S32& row);
- /// Gets the text for the currently selected option of the given row.
- ///
- /// \param rowIndex Index of the row to get the option from.
- /// \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.
- StringTableEntry getCurrentOption(S32 rowIndex) const;
- /// Gets the key string for the currently selected option of the given row
- ///
- /// \param rowIndex Index of the row to get the option from.
- /// \return The key (or id) that was assigned to the selected option on the
- /// given row. If there is no selected option then the empty string is returned.
- StringTableEntry getCurrentOptionKey(S32 rowIndex) const;
- /// Gets the index into the option list for the currently selected option of the given row.
- ///
- /// \param rowIndex Index of the row to get the option from.
- /// \return The index of the selected option on the given row. If there is no
- /// selected option then -1 is returned.
- S32 getCurrentOptionIndex(S32 rowIndex) const;
- /// Attempts to set the given row to the specified selected option. The option
- /// will only be set if the option exists in the control.
- ///
- /// \param rowIndex Index of the row to set an option on.
- /// \param option The option to be made active.
- /// \return True if the row contained the option and was set, false otherwise.
- bool selectOption(S32 rowIndex, const char* option);
- /// Attempts to set the given row to the option with the specified key. The
- /// option will only be set if the key exists in the control.
- ///
- /// \param rowIndex Index of the row to set an option on.
- /// \param optionKey The key string that was assigned to the option to be made active.
- /// \return True if the row contained the key and the option and was set, false otherwise.
- bool selectOptionByKey(S32 rowIndex, const char* optionKey);
- /// Attempts to set the given row to the option at the specified index. The option
- /// will only be set if the index is valid.
- ///
- /// \param rowIndex Index of the row to set an option on.
- /// \param optionIndex The index of the option to be made active.
- /// \return True if the index was valid and the option and was set, false otherwise.
- bool selectOptionByIndex(S32 rowIndex, S32 optionIndex);
- /// Sets the list of options on the given row.
- ///
- /// \param rowIndex Index of the row to set options on.
- /// \param optionsList A tab separated list of options for the control.
- void setOptions(S32 rowIndex, const char* optionsList);
- /// Adds an option to the list of options on the given row.
- ///
- /// \param rowIndex Index of the row to set options on.
- /// \param displayText The text to display for this option.
- /// \param keyText The id string to associate with this value. If NULL the
- /// id will be the same as the display text.
- void addOption(S32 rowIndex, const char* displayText, const char* keyText);
- /// 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(); }
- /// Gets the value of a row
- ///
- /// \param rowIndex Index of the row to get the value of.
- F32 getValue(S32 rowIndex);
- /// Sets the value of a row
- ///
- /// \param rowIndex Index of the row to set the value of.
- /// \param value The new value to be set.
- void setValue(S32 rowIndex, F32 value);
- /// Gets the tooltip of a row
- ///
- /// \param rowIndex Index of the row to get the tooltip of.
- const char* getTooltip(S32 rowIndex);
- GuiGameListMenuCtrl();
- ~GuiGameListMenuCtrl();
- void onRender(Point2I offset, const RectI &updateRect);
- void onRenderListOption(Row* row, Point2I currentOffset);
- void onRenderSliderOption(Row* row, Point2I currentOffset);
- void onRenderKeybindOption(Row* row, Point2I currentOffset);
- /// 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);
- virtual bool onInputEvent(const InputEventInfo& 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);
- /// Callback when the gamepad axis is activated.
- ///
- /// \param event A reference to the event that triggered the callback.
- virtual bool onGamepadAxisLeft(const GuiEvent& event);
- /// Callback when the gamepad axis is activated.
- ///
- /// \param event A reference to the event that triggered the callback.
- virtual bool onGamepadAxisRight(const GuiEvent& event);
- void clearRows();
- void refresh();
- RectI getRowBounds(S32 rowIndex);
- 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
- static const S32 NO_OPTION = -1; ///< Indicates there is no option
- 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, S32 mode = 0, const char* tooltip = "");
- /// 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, () );
- DECLARE_CALLBACK(void, onInputEvent, (const char* device, const char* action, bool state));
- DECLARE_CALLBACK(void, onAxisEvent, (const char* device, const char* action, F32 axisValue));
- /// @}
- /// 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:
- /// Performs a click on the current option row. The x position is used to
- /// determine if the left or right arrow were clicked. If one was clicked, the
- /// option will be changed. If neither was clicked, the option is unaffected.
- /// This method should only be called when there is an actively selected row.
- ///
- /// \param row The row to perform the click on.
- /// \param xPos The x position of the the click, relative to the control.
- void clickOption(Row* row, S32 xPos);
- /// Changes the option on the currently selected row. If there is no row
- /// selected, this method does nothing.
- ///
- /// \param delta The amount to change the option selection by. Typically this
- /// will be 1 or -1.
- void changeOption(S32 delta);
- /// Changes the option on the given row.
- ///
- /// \param row The row to change the option on.
- /// \param delta The amount to change the option selection by. Typically this
- /// will be 1 or -1.
- void changeOption(Row* row, S32 delta);
- /// Performs a click on the current slider row. The x position is used to
- /// determine if the left or right arrow were clicked, or if it landed somewhere on the sliderbar.
- /// If one was clicked, the option will be changed. If neither was clicked, the option is unaffected.
- /// This method should only be called when there is an actively selected row.
- ///
- /// \param row The row to perform the click on.
- /// \param xPos The x position of the the click, relative to the control.
- void clickSlider(Row* row, S32 xPos);
- void clickKeybind(Row* row, S32 xPos);
- 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
- bool mCallbackOnInputs;
- bool mConsumeKeyInputEvents;
- };
- /// \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
- S32 mColumnSplit; ///< Absolute position of the split between columns
- S32 mRightPad; ///< Extra padding between the right arrow and the hit area
- 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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