/******************************************************************************/ enum MENU_FLAG // Menu Element Flags { MENU_TOGGLABLE =1<<0, // if togglable MENU_NOT_SELECTABLE=1<<1, // if can't be selected MENU_HIDDEN =1<<2, // if hidden MENU_NO_CLOSE =1<<3, // if selecting will not close menu }; enum MENU_COLUMN // List columns available when creating 'Menu' from 'Node' { MENU_COLUMN_CHECK, // enabled/checked state MENU_COLUMN_NAME , // display name MENU_COLUMN_KBSC , // keyboard shortcut MENU_COLUMN_KBSC2, // keyboard shortcut #2 MENU_COLUMN_SUB , // sub-elements (children) MENU_COLUMN_NUM , // number of menu list columns }; /******************************************************************************/ struct MenuElm // Menu Element { Str name , // name (used for code commands) display_name; // display name Bool on , // if on (checked ), default=false disabled ; // if disabled (greyed out), default=false MenuElm& del ( ); // delete MenuElm& create(C Str &name, void (*func)( )=null , Bool immediate=false); // create MenuElm& create(C Str &name, void (*func)(Ptr user), Ptr user=null, Bool immediate=false); // create T1(TYPE) MenuElm& create(C Str &name, void (*func)(TYPE *user), TYPE *user , Bool immediate=false) {return create(name, (void (*)(Ptr))func, user, immediate);} // create T1(TYPE) MenuElm& create(C Str &name, void (*func)(TYPE &user), TYPE &user , Bool immediate=false) {return create(name, (void (*)(Ptr))func, &user, immediate);} // create #if EE_PRIVATE MenuElm& create(C MenuElm &src, Menu *parent); // create from 'src' #endif MenuElm& flag ( Byte flag ); Byte flag ()C {return _flag ;} // set/get MENU_FLAG MenuElm& kbsc (C KbSc &kbsc ); KbSc kbsc ()C {return _kbsc ;} // set/get keyboard shortcut MenuElm& kbsc2 (C KbSc &kbsc ); KbSc kbsc2()C {return _kbsc2;} // set/get keyboard shortcut (alternative) MenuElm& desc (C Str &desc ); C Str& desc ()C {return _desc ;} // set/get description MenuElm& setOn ( Bool on=true); // set if on MenuElm& display(C Str &name ); // set display name, this method makes effect only if 'name' is not empty Menu* menu ()C {return _menu ;} // get child menu MenuElm& func(void (*func)( ), Bool immediate=false); // set function called when 'MenuElm' is selected, with 'user' as its parameter, 'immediate'=if call the function immediately when a change occurs (this will happen inside object update function where you cannot delete any objects) if set to false then the function will get called after all objects finished updating (there you can delete objects) MenuElm& func(void (*func)(Ptr user), Ptr user=null, Bool immediate=false); // set function called when 'MenuElm' is selected, with 'user' as its parameter, 'immediate'=if call the function immediately when a change occurs (this will happen inside object update function where you cannot delete any objects) if set to false then the function will get called after all objects finished updating (there you can delete objects) T1(TYPE) MenuElm& func(void (*func)(TYPE *user), TYPE *user , Bool immediate=false) {return T.func((void(*)(Ptr))func, user, immediate);} // set function called when 'MenuElm' is selected, with 'user' as its parameter, 'immediate'=if call the function immediately when a change occurs (this will happen inside object update function where you cannot delete any objects) if set to false then the function will get called after all objects finished updating (there you can delete objects) T1(TYPE) MenuElm& func(void (*func)(TYPE &user), TYPE &user , Bool immediate=false) {return T.func((void(*)(Ptr))func, &user, immediate);} // set function called when 'MenuElm' is selected, with 'user' as its parameter, 'immediate'=if call the function immediately when a change occurs (this will happen inside object update function where you cannot delete any objects) if set to false then the function will get called after all objects finished updating (there you can delete objects) #if EE_PRIVATE Bool pushable(); void push (); void zero (); void call (); #endif ~MenuElm() {del();} MenuElm(); #if !EE_PRIVATE private: #endif Bool _func_immediate; Byte _flag; Ptr _func_user; void (*_func )( ); void (*_func2)(Ptr user); Str _desc; KbSc _kbsc, _kbsc2; Menu *_menu; NO_COPY_CONSTRUCTOR(MenuElm); }; /******************************************************************************/ const_mem_addr STRUCT(Menu , GuiObj) // Gui Menu !! must be stored in constant memory address !! //{ _List list; // list // manage Menu& del ( ); // delete Menu& create( ); // create empty Menu& create(C Node &node) {return create().setData(node);} // create from node of MenuElm's Menu& create(C Menu &src ); // create from 'src' // get / set void operator()(C Str &command, Bool on, SET_MODE mode=SET_DEFAULT) ; // set 'command' 'on' state (checked), sample usage: ("View/Wireframe", true) Bool operator()(C Str &command )C; // if 'command' is on (checked), sample usage: ("View/Wireframe") Bool exists (C Str &command )C; // if 'command' exists in menu , sample usage: exists("File/Exit") Menu& func(void (*func)(C Str &path, Ptr user), Ptr user=null); // set function called when any sub-element is pushed, with 'user' as its parameter T1(TYPE) Menu& func(void (*func)(C Str &path, TYPE *user), TYPE *user ) {return T.func((void(*)(C Str&, Ptr))func, user);} // set function called when any sub-element is pushed, with 'user' as its parameter T1(TYPE) Menu& func(void (*func)(C Str &path, TYPE &user), TYPE &user ) {return T.func((void(*)(C Str&, Ptr))func, &user);} // set function called when any sub-element is pushed, with 'user' as its parameter Menu& setData(CChar8 *data[], Int elms, C MemPtr &visible=null, Bool keep_cur=false); // set columns and data from text array Menu& setData(CChar *data[], Int elms, C MemPtr &visible=null, Bool keep_cur=false); // set columns and data from text array Menu& setData(C Node &node ); // set columns and data from node of menu elements Menu& setColumns(ListColumn *column, Int columns, Bool columns_hidden); // set list columns T1(TYPE) Menu& setData ( TYPE *data , Int elms , C MemPtr &visible=null, Bool keep_cur=false) {list.setData(data, elms, visible, keep_cur); return T;} // set data from continuous memory T1(TYPE) Menu& setData ( Mems &mems , C MemPtr &visible=null, Bool keep_cur=false) {list.setData(mems, visible, keep_cur); return T;} // set data from Mems Menu& setData (_Memc &memc , C MemPtr &visible=null, Bool keep_cur=false) {list.setData(memc, visible, keep_cur); return T;} // set data from Memc Menu& setData (_Memb &memb , C MemPtr &visible=null, Bool keep_cur=false) {list.setData(memb, visible, keep_cur); return T;} // set data from Memb Menu& setData (_Memx &memx , C MemPtr &visible=null, Bool keep_cur=false) {list.setData(memx, visible, keep_cur); return T;} // set data from Memx Menu& setData (_Meml &meml , C MemPtr &visible=null, Bool keep_cur=false) {list.setData(meml, visible, keep_cur); return T;} // set data from Meml Menu& setData (_Map &map , C MemPtr &visible=null, Bool keep_cur=false) {list.setData(map , visible, keep_cur); return T;} // set data from Map Menu& clearElmSelectable( ); // clear per element selectable Menu& setElmSelectable(Bool &selectable); // set per element selectable, from list data elements member, for 'selectable' parameter 'MEMBER' macro usage is required Int elms( )C {return _elms.elms();} // get number of menu elements MenuElm& elm (Int i) {return _elms[i] ;} // get i-th menu element C MenuElm& elm (Int i)C {return _elms[i] ;} // get i-th menu element virtual Menu& rect (C Rect &rect ); C Rect& rect ()C {return super::rect ();} // set/get rectangle virtual Menu& pos (C Vec2 &pos ); Vec2 pos ()C {return super::pos ();} // set/get top left position virtual Menu& posRU (C Vec2 &pos ); Vec2 posRU()C {return super::posRU();} // set/get top right position virtual Menu& posLD (C Vec2 &pos ); Vec2 posLD()C {return super::posLD();} // set/get bottom left position virtual Menu& posL (C Vec2 &pos ); Vec2 posL ()C {return super::posL ();} // set/get left position virtual Menu& posR (C Vec2 &pos ); Vec2 posR ()C {return super::posR ();} // set/get right position virtual Menu& posD (C Vec2 &pos ); Vec2 posD ()C {return super::posD ();} // set/get bottom position virtual Menu& posU (C Vec2 &pos ); Vec2 posU ()C {return super::posU ();} // set/get top position virtual Menu& posC (C Vec2 &pos ); Vec2 posC ()C {return super::posC ();} // set/get center position virtual Menu& move (C Vec2 &delta); // move by delta virtual Menu& moveClamp(C Vec2 &delta); // move by delta and clamp to desktop area virtual Menu& show ( ); // show virtual Menu& posAround(C Rect &rect, Flt align=1); // set menu position around the 'rect' screen rectangle while trying to avoid occluding it, 'align'=horizontal alignment (-1 .. 1) specifying on which side (left or right) the menu should be located Menu& skin(C GuiSkinPtr &skin, Bool sub_objects=true); C GuiSkinPtr& skin()C {return _skin ;} // set/get skin override, default=null (if set to null then current value of 'Gui.skin' is used), 'sub_objects'=if additionally change the skin of the 'list' and sub-menus GuiSkin* getSkin()C {return _skin ? _skin() : Gui.skin();} // get actual skin Menu& setSize(Bool touch=false); // set element height and text size, 'touch'=if set for touch, making size bigger void checkKeyboardShortcuts(); // manually iterate all elements to check for their keyboard shortcuts and process them if pushed // main virtual GuiObj* test (C GuiPC &gpc, C Vec2 &pos, GuiObj* &mouse_wheel); // test if 'pos' screen position intersects with the object, by returning pointer to object or its children upon intersection and null in case no intersection, 'mouse_wheel' may be modified upon intersection either to the object or its children or null virtual void update(C GuiPC &gpc); // update object virtual void draw (C GuiPC &gpc); // draw object #if EE_PRIVATE Flt paddingL ()C {return _crect.min.x- _rect.min.x;} Flt paddingR ()C {return _rect.max.x-_crect.max.x;} Flt paddingT ()C {return _rect.max.y-_crect.max.y;} Flt paddingB ()C {return _crect.min.y- _rect.min.y;} C Rect& clientRect()C {return _crect;} Vec2 clientSize()C {return _crect.size();} void clientSize(C Vec2 &size); void zero (); GuiObj* Owner ()C {return _owner ? _owner : _parent;} ListColumn* listColumn(); void push (C Str &elm); void hideAll (); #endif ~Menu() {del();} Menu(); #if !EE_PRIVATE private: #endif Bool _no_child_draw; Int _selectable_offset; Rect _crect; GuiObj *_kb, *_owner; Mems _elms; GuiSkinPtr _skin; Ptr _func_user; void (*_func)(C Str &path, Ptr user); protected: virtual GuiObj* owner()C; NO_COPY_CONSTRUCTOR(Menu); }; /******************************************************************************/ inline Node& operator+=(Node &node, C Str &name) {Node &child=node.New(); child.create(name); return child;} inline Int Elms(C Menu &menu) {return Elms(menu.list);} /******************************************************************************/