add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it.

This commit is contained in:
erwincoumans
2015-04-16 09:55:32 -07:00
parent d9feaf2d2a
commit a1bf9c5556
425 changed files with 255913 additions and 0 deletions

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_BASE_H
#define GWEN_CONTROLS_BASE_H
#include "Gwen/Exports.h"
#include "Gwen/Structures.h"
#include "Gwen/BaseRender.h"
#include "Gwen/Events.h"
#include <list>
#include <map>
#define GWEN_DECLARE_CAST(T)\
virtual class T* DynamicCast##T() { return 0;}\
virtual const class T* DynamicCast##T() const { return 0;}\
#define GWEN_IMPLEMENT_CAST(T)\
virtual class T* DynamicCast##T() { return (T*)this;}\
virtual const class T* DynamicCast##T() const { return (T*)this;}\
namespace Gwen
{
namespace ControlsInternal
{
class ColorDisplay;
class Resizer;
};
namespace Pos
{
enum
{
None = 0,
Left = (1 << 1),
Right = (1 << 2),
Top = (1 << 3),
Bottom = (1 << 4),
CenterV = (1 << 5),
CenterH = (1 << 6),
Fill = (1 << 7),
Center = CenterV | CenterH,
};
}
namespace Skin
{
class Base;
}
namespace Controls
{
class Canvas;
namespace Layout
{
class TableRow;
};
class GWEN_EXPORT Base : public Event::Handler
{
public:
GWEN_DECLARE_CAST(TabButton)
GWEN_DECLARE_CAST(DockedTabControl)
virtual class Layout::TableRow* DynamicCastLayoutTableRow() { return 0;}
virtual const class Layout::TableRow* DynamicCastLayoutTableRow() const { return 0;}
GWEN_DECLARE_CAST(TextBoxNumeric)
GWEN_DECLARE_CAST(HorizontalSlider)
GWEN_DECLARE_CAST(DockBase)
GWEN_DECLARE_CAST(MenuItem)
GWEN_DECLARE_CAST(PropertyRow)
GWEN_DECLARE_CAST(WindowControl)
GWEN_DECLARE_CAST(TreeControl)
GWEN_DECLARE_CAST(TreeNode)
GWEN_DECLARE_CAST(HSVColorPicker)
GWEN_DECLARE_CAST(TabControl)
GWEN_DECLARE_CAST(TabControlInner)
GWEN_DECLARE_CAST(GroupBox)
GWEN_DECLARE_CAST(Properties)
GWEN_DECLARE_CAST(RadioButton)
GWEN_DECLARE_CAST(LabeledRadioButton)
virtual class ::Gwen::ControlsInternal::Resizer* DynamicCastResizer() { return 0;}
virtual const class ::Gwen::ControlsInternal::Resizer* DynamicCastResizer() const { return 0;}
virtual class ::Gwen::ControlsInternal::ColorDisplay* DynamicCastColorDisplay() { return 0;}
virtual const class ::Gwen::ControlsInternal::ColorDisplay* DynamicCastColorDisplay() const { return 0;}
typedef std::list<Base*> List;
typedef std::map<Gwen::UnicodeString, Gwen::Event::Caller*> AccelMap;
Base( Base* pParent );
virtual ~Base();
virtual void DelayedDelete();
virtual void SetParent( Controls::Base* pParent );
virtual Controls::Base* GetParent() const { return m_Parent; }
virtual Controls::Canvas* GetCanvas();
virtual Base::List& GetChildren(){ if ( m_InnerPanel ) return m_InnerPanel->GetChildren(); return Children; }
virtual bool IsChild( Controls::Base* pChild );
virtual int NumChildren();
virtual bool SizeToChildren( bool w = true, bool h = true );
virtual Gwen::Point ChildrenSize();
virtual Controls::Base* FindChildByName( const Gwen::String& name, bool bRecursive = false );
virtual void SetName(Gwen::String name) { m_Name = name; }
virtual const Gwen::String& GetName() { return m_Name; }
virtual void Think(){}
virtual void ExpandAll(){}
virtual void SizeToContents(){}
virtual bool IsActive() { return false;}
virtual void AddChild( Controls::Base* pChild );
virtual void RemoveChild( Controls::Base* pParent );
protected:
virtual void OnChildAdded( Controls::Base* pChild );
virtual void OnChildRemoved( Controls::Base* pChild );
public:
virtual void RemoveAllChildren();
virtual void SendToBack( void );
virtual void BringToFront( void );
virtual void BringNextToControl( Controls::Base* pChild, bool bBehind );
virtual Gwen::Point LocalPosToCanvas( const Gwen::Point& in );
virtual Gwen::Point CanvasPosToLocal( const Gwen::Point& in );
virtual void Dock( int iDock );
virtual int GetDock();
virtual void RestrictToParent( bool restrict ) { m_bRestrictToParent = restrict; }
virtual bool ShouldRestrictToParent() { return m_bRestrictToParent; }
virtual int X() const
{
return m_Bounds.x;
}
virtual int Y() const
{
return m_Bounds.y;
}
virtual int Width() const
{
return m_Bounds.w;
}
virtual int Height() const
{
return m_Bounds.h;
}
virtual int Bottom() const
{
return m_Bounds.y + m_Bounds.h + m_Margin.bottom;
}
virtual int Right() const
{
return m_Bounds.x + m_Bounds.w + m_Margin.right;
}
virtual const Margin& GetMargin() const { return m_Margin; }
virtual const Padding& GetPadding() const { return m_Padding; }
virtual void SetPos( int x, int y );
virtual void SetWidth( int w )
{
SetSize( w, Height());
}
virtual void SetHeight( int h )
{
SetSize( Width(), h);
}
virtual bool SetSize( int w, int h );
virtual bool SetBounds( int x, int y, int w, int h );
virtual bool SetBounds( const Gwen::Rect& bounds );
virtual void SetPadding( const Padding& padding );
virtual void SetMargin( const Margin& margin );
// MoveTo is identical to SetPos except it uses ShouldRestrictToParent()
virtual void MoveTo (int x, int y );
virtual void MoveBy (int x, int y );
virtual const Gwen::Rect& GetBounds() const
{
return m_Bounds;
}
virtual Controls::Base* GetControlAt( int x, int y );
protected:
virtual void OnBoundsChanged( Gwen::Rect oldBounds );
virtual void OnChildBoundsChanged( Gwen::Rect oldChildBounds, Base* pChild );
virtual void OnScaleChanged();
public:
// Innerbounds is the area inside the control that
// doesn't have child controls docked to it.
virtual const Gwen::Rect& GetInnerBounds() const { return m_InnerBounds; }
protected:
Gwen::Rect m_InnerBounds;
public:
virtual const Gwen::Rect& GetRenderBounds() const{ return m_RenderBounds; }
protected:
virtual void UpdateRenderBounds();
public:
virtual void DoRender( Gwen::Skin::Base* skin );
virtual void DoCacheRender( Gwen::Skin::Base* skin, Gwen::Controls::Base* pMaster );
protected:
virtual void Render( Gwen::Skin::Base* skin );
virtual void RenderUnder( Gwen::Skin::Base* /*skin*/ ){};
virtual void RenderOver( Gwen::Skin::Base* /*skin*/ ){};
virtual void RenderFocus( Gwen::Skin::Base* /*skin*/ );
public:
virtual void SetHidden( bool hidden )
{
if ( m_bHidden == hidden )
return;
m_bHidden = hidden;
Invalidate();
}
virtual bool Hidden() const; // Returns true only if this control is hidden
virtual bool Visible() const; // Returns false if this control or its parents are hidden
virtual void Hide(){ SetHidden( true ); }
virtual void Show(){ SetHidden( false ); }
//Skin
virtual void SetSkin( Skin::Base* skin, bool doChildren = false );
virtual Gwen::Skin::Base* GetSkin( void );
// Background drawing
virtual bool ShouldDrawBackground(){ return m_bDrawBackground; }
virtual void SetShouldDrawBackground( bool b ){ m_bDrawBackground =b; }
protected:
virtual void OnSkinChanged( Gwen::Skin::Base* newSkin );
public:
virtual void OnMouseMoved( int x, int y, int deltaX, int deltaY );
virtual bool OnMouseWheeled( int iDelta );
virtual void OnMouseClickLeft( int /*x*/, int /*y*/, bool /*bDown*/ ){};
virtual void OnMouseClickRight( int /*x*/, int /*y*/, bool /*bDown*/ ){}
virtual void OnMouseDoubleClickLeft( int x, int y ){ OnMouseClickLeft( x, y, true ); };
virtual void OnMouseDoubleClickRight( int x, int y ){ OnMouseClickRight( x, y, true ); };
virtual void OnLostKeyboardFocus(){}
virtual void OnKeyboardFocus(){}
virtual void SetMouseInputEnabled( bool b ) { m_bMouseInputEnabled = b; }
virtual bool GetMouseInputEnabled() { return m_bMouseInputEnabled; }
virtual void SetKeyboardInputEnabled( bool b ){ m_bKeyboardInputEnabled = b; }
virtual bool GetKeyboardInputEnabled() const { return m_bKeyboardInputEnabled; }
virtual bool NeedsInputChars(){ return false; }
virtual bool OnChar( Gwen::UnicodeChar /*c*/ ){ return false; }
virtual bool OnKeyPress( int iKey, bool bPress = true );
virtual bool OnKeyRelease( int iKey );
virtual void OnPaste(Controls::Base* /*pFrom*/){}
virtual void OnCopy(Controls::Base* /*pFrom*/){}
virtual void OnCut(Controls::Base* /*pFrom*/){}
virtual void OnSelectAll(Controls::Base* /*pFrom*/){}
virtual bool OnKeyTab( bool bDown );
virtual bool OnKeySpace( bool /*bDown*/ ){ return false; }
virtual bool OnKeyReturn( bool /*bDown*/ ){ return false; }
virtual bool OnKeyBackspace( bool /*bDown*/ ){ return false; }
virtual bool OnKeyDelete( bool /*bDown*/ ){ return false; }
virtual bool OnKeyRight( bool /*bDown*/ ){ return false; }
virtual bool OnKeyLeft( bool /*bDown*/ ){ return false; }
virtual bool OnKeyHome( bool /*bDown*/ ){ return false; }
virtual bool OnKeyEnd( bool /*bDown*/ ){ return false; }
virtual bool OnKeyUp( bool /*bDown*/ ){ return false; }
virtual bool OnKeyDown( bool /*bDown*/ ){ return false; }
virtual bool OnKeyEscape( bool /*bDown*/ ) { return false; }
virtual void OnMouseEnter();
virtual void OnMouseLeave();
virtual bool IsHovered();
virtual bool ShouldDrawHover();
virtual void Touch();
virtual void OnChildTouched( Controls::Base* pChild );
virtual bool IsOnTop();
virtual bool HasFocus();
virtual void Focus();
virtual void Blur();
//Other
virtual void SetDisabled( bool active ) { m_bDisabled = active; }
virtual bool IsDisabled(){ return m_bDisabled; }
virtual void Redraw(){ m_bCacheTextureDirty = true; if ( m_Parent ) m_Parent->Redraw(); }
virtual void SetCacheToTexture() { m_bCacheToTexture = true; }
virtual bool ShouldCacheToTexture() { return m_bCacheToTexture; }
virtual void SetCursor( unsigned char c ){ m_Cursor = c; }
virtual void UpdateCursor();
virtual Gwen::Point GetMinimumSize(){ return Gwen::Point( 1, 1 ); }
virtual Gwen::Point GetMaximumSize(){ return Gwen::Point( 4096, 4096 ); }
virtual void SetToolTip( const String& strText );
virtual void SetToolTip( const UnicodeString& strText );
virtual void SetToolTip( Base* tooltip ) { m_ToolTip = tooltip; if ( m_ToolTip ){ m_ToolTip->SetParent( this ); m_ToolTip->SetHidden( true ); } }
virtual Base* GetToolTip() { return m_ToolTip; }
virtual bool IsMenuComponent();
virtual void CloseMenus();
virtual bool IsTabable() { return m_Tabable; }
virtual void SetTabable( bool isTabable ) { m_Tabable = isTabable; }
//Accelerator functionality
void DefaultAccel( Gwen::Controls::Base* /*pCtrl*/ ) { AcceleratePressed(); }
virtual void AcceleratePressed() {};
virtual bool AccelOnlyFocus() { return false; }
virtual bool HandleAccelerator( Gwen::UnicodeString& accelerator );
template <typename T>
void AddAccelerator( Gwen::UnicodeString accelerator, T func, Gwen::Event::Handler* handler = NULL )
{
if ( handler == NULL )
handler = this;
Gwen::Event::Caller* caller = new Gwen::Event::Caller();
caller->Add( handler, func );
m_Accelerators[ accelerator ] = caller;
}
void AddAccelerator( Gwen::UnicodeString accelerator )
{
AddAccelerator( accelerator, &Base::DefaultAccel, this );
}
AccelMap m_Accelerators;
// Default Events
Gwen::Event::Caller onHoverEnter;
Gwen::Event::Caller onHoverLeave;
// Childrens List
Base::List Children;
protected:
// The logical parent
// It's usually what you expect, the control you've parented it to.
Base* m_Parent;
// If the innerpanel exists our children will automatically
// become children of that instead of us - allowing us to move
// them all around by moving that panel (useful for scrolling etc)
Base* m_InnerPanel;
// This is the panel's actual parent - most likely the logical
// parent's InnerPanel (if it has one). You should rarely need this.
Base* m_ActualParent;
Base* m_ToolTip;
Skin::Base* m_Skin;
Gwen::Rect m_Bounds;
Gwen::Rect m_RenderBounds;
Padding m_Padding;
Margin m_Margin;
Gwen::String m_Name;
bool m_bRestrictToParent;
bool m_bDisabled;
bool m_bHidden;
bool m_bMouseInputEnabled;
bool m_bKeyboardInputEnabled;
bool m_bDrawBackground;
int m_iDock;
unsigned char m_Cursor;
bool m_Tabable;
public:
bool NeedsLayout(){ return m_bNeedsLayout; }
void Invalidate();
void InvalidateParent(){ if ( m_Parent ){ m_Parent->Invalidate(); } }
void InvalidateChildren( bool bRecursive = false );
void Position( int pos, int xpadding = 0, int ypadding = 0 );
protected:
virtual void RecurseLayout( Skin::Base* skin );
virtual void Layout( Skin::Base* skin );
virtual void PostLayout( Skin::Base* /*skin*/ ){};
bool m_bNeedsLayout;
bool m_bCacheTextureDirty;
bool m_bCacheToTexture;
//
// Drag + Drop
public:
// Giver
virtual void DragAndDrop_SetPackage( bool bDraggable, const String& strName = "", void* pUserData = NULL );
virtual bool DragAndDrop_Draggable();
virtual bool DragAndDrop_ShouldStartDrag(){ return true; }
virtual void DragAndDrop_StartDragging( Gwen::DragAndDrop::Package* pPackage, int x, int y );
virtual Gwen::DragAndDrop::Package* DragAndDrop_GetPackage( int x, int y );
virtual void DragAndDrop_EndDragging( bool /*bSuccess*/, int /*x*/, int /*y*/ ){};
protected:
DragAndDrop::Package* m_DragAndDrop_Package;
public:
// Receiver
virtual void DragAndDrop_HoverEnter( Gwen::DragAndDrop::Package* /*pPackage*/, int /*x*/, int /*y*/ ){ }
virtual void DragAndDrop_HoverLeave( Gwen::DragAndDrop::Package* /*pPackage*/ ){ }
virtual void DragAndDrop_Hover( Gwen::DragAndDrop::Package* /*pPackage*/, int /*x*/, int /*y*/ ){};
virtual bool DragAndDrop_HandleDrop( Gwen::DragAndDrop::Package* pPackage, int x, int y );
virtual bool DragAndDrop_CanAcceptPackage( Gwen::DragAndDrop::Package* /*pPackage*/ ){ return false; }
//
// This is to be used by the client implementation
// NOT HOOKS ETC.
//
public:
void* GetUserData(){ return m_pUserData; }
void SetUserData( void* pData ){ m_pUserData = pData; }
private:
void* m_pUserData;
//
// Useful anim shortcuts
//
public:
#ifndef GWEN_NO_ANIMATION
virtual void Anim_WidthIn( float fLength, float fDelay = 0.0f, float fEase = 1.0f );
virtual void Anim_HeightIn( float fLength, float fDelay = 0.0f, float fEase = 1.0f );
virtual void Anim_WidthOut( float fLength, bool bHide = true, float fDelay = 0.0f, float fEase = 1.0f );
virtual void Anim_HeightOut( float fLength, bool bHide = true, float fDelay = 0.0f, float fEase = 1.0f );
#endif
};
}
}
// To be placed in the controls .h definition.
#define GWEN_CONTROL( ThisName, BaseName )\
public:\
typedef BaseName BaseClass;\
typedef ThisName ThisClass;\
GWEN_IMPLEMENT_CAST(ThisName);\
ThisName( Gwen::Controls::Base* pParent )
#define GWEN_CONTROL_INLINE( ThisName, BaseName )\
GWEN_CONTROL( ThisName, BaseName ) : BaseClass( pParent )
#define GWEN_CONTROL_CONSTRUCTOR( ThisName )\
ThisName::ThisName( Gwen::Controls::Base* pParent ) : BaseClass( pParent )
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Controls/ImagePanel.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( Button )
{
m_Image = NULL;
m_bDepressed = false;
m_bCenterImage = false;
SetSize( 100, 20 );
SetMouseInputEnabled( true );
SetIsToggle( false );
SetAlignment( Gwen::Pos::Center );
SetTextPadding( Padding( 3, 0, 3, 0 ) );
m_bToggleStatus = false;
SetKeyboardInputEnabled( false );
SetTabable( false );
}
void Button::Render( Skin::Base* skin )
{
if ( ShouldDrawBackground() )
{
bool bDrawDepressed = IsDepressed() && IsHovered();
if ( IsToggle() ) bDrawDepressed = bDrawDepressed || GetToggleState();
bool bDrawHovered = IsHovered() && ShouldDrawHover();
skin->DrawButton( this, bDrawDepressed, bDrawHovered );
}
}
void Button::OnMouseClickLeft( int /*x*/, int /*y*/, bool bDown )
{
if ( bDown )
{
m_bDepressed = true;
Gwen::MouseFocus = this;
onDown.Call( this );
}
else
{
if ( IsHovered() && m_bDepressed )
{
OnPress();
}
m_bDepressed = false;
Gwen::MouseFocus = NULL;
onUp.Call( this );
}
Redraw();
}
void Button::OnPress()
{
if ( IsToggle() )
{
SetToggleState( !GetToggleState() );
}
onPress.Call( this );
}
void Button::SetImage( const TextObject& strName, bool bCenter )
{
if ( strName.GetUnicode() == L"" )
{
if ( m_Image )
{
delete m_Image;
m_Image= NULL;
}
return;
}
if ( !m_Image )
{
m_Image = new ImagePanel( this );
}
m_Image->SetImage( strName );
m_Image->SizeToContents();
m_Image->SetPos( m_Padding.left, 2 );
m_bCenterImage = bCenter;
int IdealTextPadding = m_Image->Right() + m_Padding.left + 4;
if ( m_rTextPadding.left < IdealTextPadding )
{
m_rTextPadding.left = IdealTextPadding;
}
}
void Button::SetToggleState( bool b )
{
if ( m_bToggleStatus == b ) return;
m_bToggleStatus = b;
onToggle.Call( this );
if ( m_bToggleStatus )
{
onToggleOn.Call( this );
}
else
{
onToggleOff.Call( this );
}
}
void Button::SizeToContents()
{
BaseClass::SizeToContents();
if ( m_Image )
{
int height = m_Image->Height() + 4;
if ( Height() < height )
{
SetHeight( height );
}
}
}
bool Button::OnKeySpace( bool bDown )
{
OnMouseClickLeft( 0, 0, bDown );
return true;
}
void Button::AcceleratePressed()
{
OnPress();
}
void Button::Layout( Skin::Base* pSkin )
{
BaseClass::Layout( pSkin );
if ( m_Image )
{
Gwen::Align::CenterVertically( m_Image );
if ( m_bCenterImage )
Gwen::Align::CenterHorizontally( m_Image );
}
}
void Button::OnMouseDoubleClickLeft( int x, int y )
{
OnMouseClickLeft( x, y, true );
onDoubleClick.Call( this );
};

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_BUTTON_H
#define GWEN_CONTROLS_BUTTON_H
#include "Gwen/TextObject.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Label.h"
namespace Gwen
{
namespace Controls
{
class ImagePanel;
class GWEN_EXPORT Button : public Label
{
public:
GWEN_CONTROL( Button, Label );
virtual void Render( Skin::Base* skin );
virtual void OnMouseClickLeft( int x, int y, bool bDown );
virtual void OnMouseDoubleClickLeft( int x, int y );
virtual bool OnKeySpace( bool bDown );
virtual void OnPress();
virtual void AcceleratePressed();
virtual bool IsDepressed() const { return m_bDepressed; }
//
// Buttons can be toggle type, which means that it is
// toggled on and off. Its toggle status is in IsDepressed.
//
virtual void SetIsToggle( bool b ){ m_bToggle = b; }
virtual bool IsToggle() const { return m_bToggle; }
virtual bool GetToggleState() const { return m_bToggleStatus; }
virtual void SetToggleState( bool b );
virtual void Toggle(){ SetToggleState( !GetToggleState() ); }
virtual void SetImage( const TextObject& strName, bool bCenter = false );
// You can use this to trigger OnPress directly from other controls using GWEN_CALL_EX
virtual void ReceiveEventPress( Base* /*pControl*/ )
{
OnPress();
}
virtual void SizeToContents();
virtual void Layout( Skin::Base* pSkin );
virtual bool OnKeyReturn(bool bDown)
{
onKeyboardReturn.Call(this);
return true;
}
public:
Gwen::Event::Caller onPress;
Gwen::Event::Caller onDown;
Gwen::Event::Caller onUp;
Gwen::Event::Caller onDoubleClick;
Gwen::Event::Caller onKeyboardReturn;
Gwen::Event::Caller onToggle;
Gwen::Event::Caller onToggleOn;
Gwen::Event::Caller onToggleOff;
protected:
ImagePanel* m_Image;
bool m_bDepressed;
bool m_bToggle;
bool m_bToggleStatus;
bool m_bCenterImage;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Canvas.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/Menu.h"
#include "Gwen/DragAndDrop.h"
#include "Gwen/ToolTip.h"
#ifndef GWEN_NO_ANIMATION
#include "Gwen/Anim.h"
#endif
using namespace Gwen::Controls;
Canvas::Canvas( Gwen::Skin::Base* pSkin ) : BaseClass( NULL ), m_bAnyDelete( false ),m_fScale(-1)
{
SetBounds( 0, 0, 10000, 10000 );
SetSkin( pSkin );
SetScale( 1.0f );
SetBackgroundColor( Color( 255, 255, 255, 255 ) );
SetDrawBackground( false );
}
void Canvas::RenderCanvas()
{
DoThink();
Gwen::Renderer::Base* render = m_Skin->GetRender();
render->Begin();
RecurseLayout( m_Skin );
render->SetClipRegion( GetBounds() );
render->SetRenderOffset( Gwen::Point( 0, 0 ) );
render->SetScale( Scale() );
if ( m_bDrawBackground )
{
render->SetDrawColor( m_BackgroundColor );
render->DrawFilledRect( GetRenderBounds() );
}
DoRender( m_Skin );
DragAndDrop::RenderOverlay( this, m_Skin );
ToolTip::RenderToolTip( m_Skin );
render->EndClip();
render->End();
ProcessDelayedDeletes();
}
void Canvas::Render( Gwen::Skin::Base* /*pRender*/ )
{
m_bNeedsRedraw = false;
}
void Canvas::OnBoundsChanged( Gwen::Rect oldBounds )
{
BaseClass::OnBoundsChanged( oldBounds );
InvalidateChildren( true );
}
void Canvas::DoThink()
{
if ( Hidden() ) return;
#ifndef GWEN_NO_ANIMATION
Gwen::Anim::Think();
#endif
// Reset tabbing
{
NextTab = NULL;
FirstTab = NULL;
}
ProcessDelayedDeletes();
// Check has focus etc..
RecurseLayout( m_Skin );
// If we didn't have a next tab, cycle to the start.
if ( NextTab == NULL )
NextTab = FirstTab;
Gwen::Input::OnCanvasThink( this );
}
void Canvas::SetScale( float f )
{
if ( m_fScale == f ) return;
m_fScale = f;
if ( m_Skin && m_Skin->GetRender() )
m_Skin->GetRender()->SetScale( m_fScale );
OnScaleChanged();
Redraw();
}
void Canvas::AddDelayedDelete( Gwen::Controls::Base* pControl )
{
if ( !m_bAnyDelete || m_DeleteSet.find( pControl ) == m_DeleteSet.end() )
{
m_bAnyDelete = true;
m_DeleteSet.insert( pControl );
m_DeleteList.push_back( pControl );
}
}
void Canvas::PreDelete( Controls::Base * pControl )
{
if ( m_bAnyDelete )
{
std::set< Controls::Base * >::iterator itFind;
if ( ( itFind = m_DeleteSet.find( pControl ) ) != m_DeleteSet.end() )
{
m_DeleteList.remove( pControl );
m_DeleteSet.erase( pControl );
m_bAnyDelete = !m_DeleteSet.empty();
}
}
}
void Canvas::ProcessDelayedDeletes()
{
while( m_bAnyDelete )
{
m_bAnyDelete = false;
Controls::Base::List deleteList = m_DeleteList;
m_DeleteList.clear();
m_DeleteSet.clear();
for ( Gwen::Controls::Base::List::iterator it = deleteList.begin(); it != deleteList.end(); ++it )
{
Gwen::Controls::Base* pControl = *it;
delete pControl;
}
}
}
void Canvas::Release()
{
Base::List::iterator iter = Children.begin();
while ( iter != Children.end() )
{
Base* pChild = *iter;
iter = Children.erase( iter );
delete pChild;
}
delete this;
}
bool Canvas::InputMouseMoved( int x, int y, int deltaX, int deltaY )
{
if ( Hidden() ) return false;
// Todo: Handle scaling here..
//float fScale = 1.0f / Scale();
Gwen::Input::OnMouseMoved( this, x, y, deltaX, deltaY );
if ( !Gwen::HoveredControl ) return false;
if ( Gwen::HoveredControl == this ) return false;
if ( Gwen::HoveredControl->GetCanvas() != this ) return false;
Gwen::HoveredControl->OnMouseMoved( x, y, deltaX, deltaY );
Gwen::HoveredControl->UpdateCursor();
DragAndDrop::OnMouseMoved( Gwen::HoveredControl, x, y );
return true;
}
bool Canvas::InputMouseButton( int iButton, bool bDown )
{
if ( Hidden() ) return false;
return Gwen::Input::OnMouseClicked( this, iButton, bDown );
}
bool Canvas::InputKey( int iKey, bool bDown )
{
if ( Hidden() ) return false;
if ( iKey <= Gwen::Key::Invalid ) return false;
if ( iKey >= Gwen::Key::Count ) return false;
return Gwen::Input::OnKeyEvent( this, iKey, bDown );
}
bool Canvas::InputCharacter( Gwen::UnicodeChar chr )
{
if ( Hidden() ) return false;
if ( !iswprint( chr ) ) return false;
//Handle Accelerators
if ( Gwen::Input::HandleAccelerator( this, chr ) )
return true;
//Handle characters
if ( !Gwen::KeyboardFocus ) return false;
if ( Gwen::KeyboardFocus->GetCanvas() != this ) return false;
if ( !Gwen::KeyboardFocus->Visible() ) return false;
if ( Gwen::Input::IsControlDown() ) return false;
return KeyboardFocus->OnChar( chr );
}
bool Canvas::InputMouseWheel( int val )
{
if ( Hidden() ) return false;
if ( !Gwen::HoveredControl ) return false;
if ( Gwen::HoveredControl == this ) return false;
if ( Gwen::HoveredControl->GetCanvas() != this ) return false;
return Gwen::HoveredControl->OnMouseWheeled( val );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_CANVAS_H
#define GWEN_CONTROLS_CANVAS_H
#include <set>
#include "Gwen/Controls/Base.h"
#include "Gwen/InputHandler.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT Canvas : public Base
{
public:
typedef Controls::Base BaseClass;
Canvas( Skin::Base* pSkin );
//
// For additional initialization
// (which is sometimes not appropriate in the constructor)
//
virtual void Initialize(){};
//
// You should call this to render your canvas.
//
virtual void RenderCanvas();
//
// Call this whenever you want to process input. This
// is usually once a frame..
//
virtual void DoThink();
//
// In most situations you will be rendering the canvas
// every frame. But in some situations you will only want
// to render when there have been changes. You can do this
// by checking NeedsRedraw().
//
virtual bool NeedsRedraw(){ return m_bNeedsRedraw; }
virtual void Redraw(){ m_bNeedsRedraw = true; }
// Internal. Do not call directly.
virtual void Render( Skin::Base* pRender );
// Childpanels call parent->GetCanvas() until they get to
// this top level function.
virtual Controls::Canvas* GetCanvas(){ return this; }
virtual void SetScale( float f );
virtual float Scale() const { return m_fScale; }
virtual void OnBoundsChanged( Gwen::Rect oldBounds );
//
// Call this to delete the canvas, and its children
// in the right order.
//
virtual void Release();
// Delayed deletes
virtual void AddDelayedDelete( Controls::Base* pControl );
virtual void ProcessDelayedDeletes();
Controls::Base* FirstTab;
Controls::Base* NextTab;
// Input
virtual bool InputMouseMoved( int x, int y, int deltaX, int deltaY );
virtual bool InputMouseButton( int iButton, bool bDown );
virtual bool InputKey( int iKey, bool bDown );
virtual bool InputCharacter( Gwen::UnicodeChar chr );
virtual bool InputMouseWheel( int val );
// Background
virtual void SetBackgroundColor( const Gwen::Color& color ){ m_BackgroundColor = color; }
virtual void SetDrawBackground( bool bShouldDraw ){ m_bDrawBackground = bShouldDraw; }
private:
bool m_bNeedsRedraw;
bool m_bAnyDelete;
float m_fScale;
Controls::Base::List m_DeleteList;
std::set< Controls::Base* > m_DeleteSet;
friend class Controls::Base;
void PreDelete( Controls::Base * );
bool m_bDrawBackground;
Gwen::Color m_BackgroundColor;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/CheckBox.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( CheckBox )
{
SetSize( 13, 13 );
m_bChecked = true;
Toggle();
}
void CheckBox::Render( Skin::Base* skin )
{
skin->DrawCheckBox( this, m_bChecked, IsDepressed() );
}
void CheckBox::OnPress()
{
if ( IsChecked() && !AllowUncheck() )
return;
Toggle();
}
void CheckBox::OnCheckStatusChanged()
{
if ( IsChecked() )
{
onChecked.Call( this );
}
else
{
onUnChecked.Call( this );
}
onCheckChanged.Call( this );
}
void CheckBox::SetChecked( bool bChecked )
{
if ( m_bChecked == bChecked ) return;
m_bChecked = bChecked;
OnCheckStatusChanged();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_CHECKBOX_H
#define GWEN_CONTROLS_CHECKBOX_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/Symbol.h"
#include "Gwen/Controls/LabelClickable.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT CheckBox : public Button
{
public:
GWEN_CONTROL( CheckBox, Button );
virtual void Render( Skin::Base* skin );
virtual void OnPress();
virtual void SetChecked( bool Checked );
virtual void Toggle() { SetChecked( !IsChecked() ); }
virtual bool IsChecked() { return m_bChecked; }
Gwen::Event::Caller onChecked;
Gwen::Event::Caller onUnChecked;
Gwen::Event::Caller onCheckChanged;
private:
// For derived controls
virtual bool AllowUncheck(){ return true; }
void OnCheckStatusChanged();
bool m_bChecked;
};
class GWEN_EXPORT CheckBoxWithLabel : public Base
{
public:
GWEN_CONTROL_INLINE( CheckBoxWithLabel, Base )
{
SetSize( 200, 19 );
m_Checkbox = new CheckBox( this );
m_Checkbox->Dock( Pos::Left );
m_Checkbox->SetMargin( Margin( 0, 3, 3, 3 ) );
m_Checkbox->SetTabable( false );
m_Label = new LabelClickable( this );
m_Label->Dock( Pos::Fill );
m_Label->onPress.Add( m_Checkbox, &CheckBox::ReceiveEventPress );
m_Label->SetTabable( false );
SetTabable( false );
}
virtual CheckBox* Checkbox() { return m_Checkbox; }
virtual LabelClickable* Label() { return m_Label; }
virtual bool OnKeySpace( bool bDown ) { if ( bDown ) m_Checkbox->SetChecked( !m_Checkbox->IsChecked() ); return true; }
private:
CheckBox* m_Checkbox;
LabelClickable* m_Label;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Utility.h"
#include "Gwen/Controls/ColorControls.h"
using namespace Gwen;
using namespace Gwen::Controls;
//Find a place to put these...
Color HSVToColor( float h, float s, float v )
{
if (h < 0.0f) h += 360.0f;
if (h > 360.0f) h -= 360.0f;
s *= 255.0f;
v *= 255.0f;
float r, g, b;
if (!h && !s)
{
r = g = b = v;
}
double min,max,delta,hue;
max = v;
delta = (max * s)/255.0;
min = max - delta;
hue = h;
if (h > 300 || h <= 60)
{
r = (int)max;
if (h > 300)
{
g = (int)min;
hue = (hue - 360.0)/60.0;
b = (int)((hue * delta - min) * -1);
}
else
{
b = (int)min;
hue = hue / 60.0;
g = (int)(hue * delta + min);
}
}
else if (h > 60 && h < 180)
{
g = (int)max;
if (h < 120)
{
b = (int)min;
hue = (hue/60.0 - 2.0 ) * delta;
r = (int)(min - hue);
}
else
{
r = (int)min;
hue = (hue/60 - 2.0) * delta;
b = (int)(min + hue);
}
}
else
{
b = (int)max;
if (h < 240)
{
r = (int)min;
hue = (hue/60.0 - 4.0 ) * delta;
g = (int)(min - hue);
}
else
{
g = (int)min;
hue = (hue/60 - 4.0) * delta;
r = (int)(min + hue);
}
}
return Color( r, g, b, 255);
}
HSV RGBtoHSV( int r, int g, int b )
{
double min,max,delta,temp;
min = GwenUtil_Min(r,GwenUtil_Min(g,b));
max = GwenUtil_Max(r,GwenUtil_Max(g,b));
delta = max - min;
HSV hsv;
hsv.v = (int)max;
if (!delta)
{
hsv.h = hsv.s = 0;
}
else
{
temp = delta/max;
hsv.s = (int)(temp*255);
if (r == (int)max)
{
temp = (double)(g-b)/delta;
}
else
if (g == (int)max)
{
temp = 2.0 + ((double)(b-r)/delta);
}
else
{
temp = 4.0 + ((double)(r-g)/delta);
}
temp *= 60;
if (temp < 0)
{
temp+=360;
}
if (temp == 360)
{
temp = 0;
}
hsv.h = (int)temp;
}
hsv.s /= 255.0f;
hsv.v /= 255.0f;
return hsv;
}
GWEN_CONTROL_CONSTRUCTOR( ColorLerpBox )
{
SetColor( Gwen::Color(255, 128, 0, 255) );
SetSize( 128, 128 );
SetMouseInputEnabled( true );
m_bDepressed = false;
}
//Find a place to put this? color member?
Gwen::Color LerpColor( Gwen::Color &toColor, Gwen::Color &fromColor, float amount )
{
Gwen::Color colorDelta = toColor - fromColor;
colorDelta.r *= amount;
colorDelta.g *= amount;
colorDelta.b *= amount;
Gwen::Color newColor = fromColor + colorDelta;
return newColor;
}
Gwen::Color ColorLerpBox::GetSelectedColor()
{
return GetColorAtPos( cursorPos.x, cursorPos.y );
}
void ColorLerpBox::SetColor( Gwen::Color color, bool onlyHue )
{
HSV hsv = RGBtoHSV(color.r, color.g, color.b);
m_Hue = hsv.h;
if ( !onlyHue )
{
cursorPos.x = hsv.s * Width();
cursorPos.y = (1 - hsv.v) * Height();
}
onSelectionChanged.Call( this );
}
void ColorLerpBox::OnMouseMoved( int x, int y, int /*deltaX*/, int /*deltaY*/ )
{
if ( m_bDepressed )
{
cursorPos = CanvasPosToLocal( Gwen::Point( x, y ) );
//Do we have clamp?
if ( cursorPos.x < 0)
cursorPos.x = 0;
if (cursorPos.x > Width())
cursorPos.x = Width();
if (cursorPos.y < 0)
cursorPos.y = 0;
if (cursorPos.y > Height())
cursorPos.y = Height();
onSelectionChanged.Call( this );
}
}
void ColorLerpBox::OnMouseClickLeft( int x, int y, bool bDown )
{
m_bDepressed = bDown;
if ( bDown )
Gwen::MouseFocus = this;
else
Gwen::MouseFocus = NULL;
OnMouseMoved( x, y, 0, 0);
}
Gwen::Color ColorLerpBox::GetColorAtPos( int x, int y )
{
float xPercent = ( (float)x / (float)Width() );
float yPercent = 1 - ( (float)y / (float)Height() );
Gwen::Color result = HSVToColor( m_Hue, xPercent, yPercent );
result.a = 255;
return result;
}
void ColorLerpBox::Render( Gwen::Skin::Base* skin )
{
//Is there any way to move this into skin? Not for now, no idea how we'll "actually" render these
BaseClass::Render( skin );
for ( int x = 0; x<Width(); x++)
{
for ( int y = 0; y<Height(); y++)
{
skin->GetRender()->SetDrawColor( GetColorAtPos( x, y ) );
skin->GetRender()->DrawPixel( x, y );
}
}
skin->GetRender()->SetDrawColor( Gwen::Color( 0, 0, 0, 255 ) );
skin->GetRender()->DrawLinedRect( GetRenderBounds() );
Gwen::Color selected = GetSelectedColor();
if ( (selected.r + selected.g + selected.b) / 3 < 170 )
skin->GetRender()->SetDrawColor( Gwen::Color( 255, 255, 255, 255 ) );
else
skin->GetRender()->SetDrawColor( Gwen::Color( 0, 0, 0, 255 ) );
Gwen::Rect testRect = Gwen::Rect( cursorPos.x -3, cursorPos.y -3, 6, 6);
skin->GetRender()->DrawShavedCornerRect( testRect );
}
GWEN_CONTROL_CONSTRUCTOR( ColorSlider )
{
SetSize( 32, 128 );
SetMouseInputEnabled( true );
m_bDepressed = false;
}
void ColorSlider::Render( Gwen::Skin::Base* skin )
{
//Is there any way to move this into skin? Not for now, no idea how we'll "actually" render these
int y = 0;
for ( y = 0; y < Height(); y++)
{
float yPercent = (float)y / (float)Height();
skin->GetRender()->SetDrawColor( HSVToColor( yPercent * 360, 1, 1 ) );
skin->GetRender()->DrawFilledRect( Gwen::Rect( 5, y, Width() - 10, 1 ) );
}
int drawHeight = m_iSelectedDist - 3;
//Draw our selectors
skin->GetRender()->SetDrawColor( Gwen::Color( 0, 0, 0, 255 ));
skin->GetRender()->DrawFilledRect( Gwen::Rect( 0, drawHeight + 2, Width(), 1));
skin->GetRender()->DrawFilledRect( Gwen::Rect( 0, drawHeight, 5, 5) );
skin->GetRender()->DrawFilledRect( Gwen::Rect( Width() - 5, drawHeight, 5, 5) );
skin->GetRender()->SetDrawColor( Gwen::Color( 255, 255, 255, 255 ) );
skin->GetRender()->DrawFilledRect( Gwen::Rect( 1, drawHeight + 1, 3, 3 ) );
skin->GetRender()->DrawFilledRect( Gwen::Rect( Width() - 4, drawHeight + 1, 3, 3 ) );
}
void ColorSlider::OnMouseClickLeft( int x, int y, bool bDown )
{
m_bDepressed = bDown;
if ( bDown)
Gwen::MouseFocus = this;
else
Gwen::MouseFocus = NULL;
OnMouseMoved(x, y, 0, 0);
}
Gwen::Color ColorSlider::GetColorAtHeight( int y )
{
float yPercent = (float)y / (float)Height();
return HSVToColor( yPercent * 360, 1, 1);
}
void ColorSlider::OnMouseMoved( int x, int y, int /*deltaX*/, int /*deltaY*/ )
{
if ( m_bDepressed )
{
Gwen::Point cursorPos = CanvasPosToLocal( Gwen::Point( x, y ) );
if (cursorPos.y < 0)
cursorPos.y = 0;
if (cursorPos.y > Height())
cursorPos.y = Height();
m_iSelectedDist = cursorPos.y;
onSelectionChanged.Call( this );
}
}
void ColorSlider::SetColor( Gwen::Color color)
{
HSV hsv = RGBtoHSV( color.r, color.g, color.b );
m_iSelectedDist = hsv.h / 360 * Height();
onSelectionChanged.Call( this );
}
Gwen::Color ColorSlider::GetSelectedColor()
{
return GetColorAtHeight( m_iSelectedDist );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_COLORCONTROLS_H
#define GWEN_CONTROLS_COLORCONTROLS_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT ColorLerpBox : public Controls::Base
{
public:
GWEN_CONTROL( ColorLerpBox, Controls::Base );
virtual void Render( Gwen::Skin::Base* skin );
Gwen::Color GetColorAtPos(int x, int y );
void SetColor( Gwen::Color color, bool onlyHue = true );
virtual void OnMouseMoved( int x, int y, int deltaX, int deltaY );
virtual void OnMouseClickLeft( int x, int y, bool bDown );
Gwen::Color GetSelectedColor();
Event::Caller onSelectionChanged;
protected:
Gwen::Point cursorPos;
bool m_bDepressed;
int m_Hue;
};
class GWEN_EXPORT ColorSlider : public Controls::Base
{
public:
GWEN_CONTROL( ColorSlider, Controls::Base );
virtual void Render( Gwen::Skin::Base* skin );
virtual void OnMouseMoved( int x, int y, int deltaX, int deltaY );
virtual void OnMouseClickLeft( int x, int y, bool bDown );
Gwen::Color GetSelectedColor();
Gwen::Color GetColorAtHeight(int y );
void SetColor( Gwen::Color color );
Event::Caller onSelectionChanged;
protected:
int m_iSelectedDist;
bool m_bDepressed;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ColorPicker.h"
#include "Gwen/Controls/HorizontalSlider.h"
#include "Gwen/Controls/GroupBox.h"
#include "Gwen/Controls/TextBox.h"
#include "Gwen/Utility.h"
using namespace Gwen;
using namespace Gwen::Controls;
using namespace Gwen::ControlsInternal;
GWEN_CONTROL_CONSTRUCTOR( ColorPicker )
{
SetMouseInputEnabled( true );
SetSize( 256, 150 );
CreateControls();
SetColor( Gwen::Color( 50, 60, 70, 255 ) );
}
void ColorPicker::CreateColorControl( Gwen::String name, int y )
{
int colorSize = 12;
GroupBox* colorGroup = new GroupBox( this );
colorGroup->SetPos( 10, y );
colorGroup->SetText( name );
colorGroup->SetSize( 160, 35 );
colorGroup->SetName( name + "groupbox" );
ColorDisplay* disp = new ColorDisplay( colorGroup );
disp->SetName(name);
disp->SetBounds( 0 , 10, colorSize, colorSize );
TextBoxNumeric* numeric = new TextBoxNumeric( colorGroup );
numeric->SetName( name + "Box" );
numeric->SetPos( 105, 7 );
numeric->SetSize( 26, 16 );
numeric->SetSelectAllOnFocus( true );
numeric->onTextChanged.Add( this, &ColorPicker::NumericTyped );
HorizontalSlider* slider = new HorizontalSlider( colorGroup );
slider->SetPos( colorSize + 5 , 10 );
slider->SetRange( 0, 255 );
slider->SetSize( 80, colorSize );
slider->SetName( name + "Slider");
slider->onValueChanged.Add( this, &ColorPicker::SlidersMoved );
}
void ColorPicker::NumericTyped( Gwen::Controls::Base* control )
{
if (!control)
return;
TextBoxNumeric* box = control->DynamicCastTextBoxNumeric();
if (!box)
return;
if ( box->GetText() == L"")
return;
int textValue = atoi( Utility::UnicodeToString( box->GetText()).c_str() );
if ( textValue < 0) textValue = 0;
if ( textValue > 255) textValue = 255;
if ( box->GetName().find("Red") != Gwen::String::npos )
SetRed( textValue );
if ( box->GetName().find("Green") != Gwen::String::npos )
SetGreen( textValue );
if ( box->GetName().find("Blue") != Gwen::String::npos )
SetBlue( textValue );
if ( box->GetName().find("Alpha") != Gwen::String::npos )
SetAlpha( textValue );
UpdateControls();
}
void ColorPicker::SetColor( Gwen::Color color )
{
m_Color = color;
UpdateControls();
}
void ColorPicker::CreateControls()
{
int startY = 5;
int height = 35;
CreateColorControl( "Red", startY );
CreateColorControl( "Green", startY + height );
CreateColorControl( "Blue", startY + height * 2 );
CreateColorControl( "Alpha", startY + height * 3 );
GroupBox* finalGroup = new GroupBox( this );
finalGroup->SetPos( 180, 40 );
finalGroup->SetSize( 60, 60 );
finalGroup->SetText( "Result" );
finalGroup->SetName( "ResultGroupBox" );
ColorDisplay* disp = new ColorDisplay( finalGroup );
disp->SetName( "Result" );
disp->SetBounds( 0 , 10, 32, 32 );
disp->SetDrawCheckers( true );
//UpdateControls();
}
void ColorPicker::UpdateColorControls( Gwen::String name, Gwen::Color col, int sliderVal )
{
Base* el = FindChildByName( name, true );
ColorDisplay* disp = el ? el->DynamicCastColorDisplay() : 0;
disp->SetColor( col );
HorizontalSlider* slider = FindChildByName( name + "Slider", true )->DynamicCastHorizontalSlider();
slider->SetValue( sliderVal );
TextBoxNumeric* box = FindChildByName( name + "Box", true )->DynamicCastTextBoxNumeric();
box->SetText( Gwen::Utility::ToString( sliderVal ) );
}
void ColorPicker::UpdateControls()
{
//This is a little weird, but whatever for now
UpdateColorControls( "Red", Color( GetColor().r, 0, 0, 255 ), GetColor().r );
UpdateColorControls( "Green", Color( 0, GetColor().g, 0, 255 ), GetColor().g );
UpdateColorControls( "Blue", Color( 0, 0, GetColor().b, 255 ), GetColor().b );
UpdateColorControls( "Alpha", Color( 255, 255, 255, GetColor().a ), GetColor().a );
ColorDisplay* disp = FindChildByName( "Result", true )->DynamicCastColorDisplay();
disp->SetColor( Color( GetColor().r, GetColor().g, GetColor().b, GetColor().a ) );
onColorChanged.Call( this );
}
void ColorPicker::SlidersMoved( Gwen::Controls::Base* control )
{
HorizontalSlider* slider = control->DynamicCastHorizontalSlider();
if (slider)
SetColorByName( GetColorFromName( slider->GetName() ), slider->GetValue() );
UpdateControls();
//SetColor( Gwen::Color( redSlider->GetValue(), greenSlider->GetValue(), blueSlider->GetValue(), alphaSlider->GetValue() ) );
}
void ColorPicker::Layout( Skin::Base* skin )
{
BaseClass::Layout( skin );
SizeToChildren( false, true );
SetSize( Width(), Height() + 5 );
GroupBox* groupBox = FindChildByName( "ResultGroupBox", true )->DynamicCastGroupBox();
if ( groupBox )
groupBox->SetPos( groupBox->X(), Height() * 0.5f - groupBox->Height() * 0.5f );
UpdateControls();
}
void ColorPicker::Render( Skin::Base* skin )
{
skin->DrawBackground( this );
}
int ColorPicker::GetColorByName( Gwen::String colorName )
{
if ( colorName == "Red")
return GetColor().r;
else if ( colorName == "Green")
return GetColor().g;
else if ( colorName == "Blue")
return GetColor().b;
else if ( colorName == "Alpha")
return GetColor().a;
else
return 0;
}
Gwen::String ColorPicker::GetColorFromName( Gwen::String name )
{
if ( name.find("Red") != Gwen::String::npos )
return "Red";
if ( name.find("Green") != Gwen::String::npos )
return "Green";
if ( name.find("Blue") != Gwen::String::npos )
return "Blue";
if ( name.find("Alpha") != Gwen::String::npos )
return "Alpha";
else
return "";
}
void ColorPicker::SetColorByName( Gwen::String colorName, int colorValue )
{
if ( colorName == "Red")
SetRed( colorValue );
else if ( colorName == "Green")
SetGreen( colorValue );
else if ( colorName == "Blue")
SetBlue( colorValue );
else if ( colorName == "Alpha")
SetAlpha( colorValue );
}
void ColorPicker::SetAlphaVisible( bool visible )
{
GroupBox* groupBox = FindChildByName( "Alphagroupbox", true )->DynamicCastGroupBox();
groupBox->SetHidden( !visible );
Invalidate();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_COLORPICKER_H
#define GWEN_CONTROLS_COLORPICKER_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace ControlsInternal
{
class GWEN_EXPORT ColorDisplay : public Controls::Base
{
public:
GWEN_CONTROL_INLINE( ColorDisplay, Controls::Base )
{
SetSize( 32, 32 );
m_Color = Color( 255, 0, 0, 255 );
m_DrawCheckers = true;
}
virtual void Render( Gwen::Skin::Base* skin )
{
skin->DrawColorDisplay( this, m_Color );
}
virtual void SetColor( Gwen::Color color ) { m_Color = color; }
virtual Gwen::Color GetColor() { return m_Color; }
virtual void SetRed( int red ) { m_Color.r = red; }
virtual void SetGreen( int green ) { m_Color.g = green;}
virtual void SetBlue( int blue ) { m_Color.b = blue; }
virtual void SetAlpha( int alpha ) { m_Color.a = alpha;}
virtual void SetDrawCheckers( bool should ) { m_DrawCheckers = should; }
protected:
Gwen::Color m_Color;
bool m_DrawCheckers;
};
}
namespace Controls
{
class GWEN_EXPORT ColorPicker : public Base
{
public:
GWEN_CONTROL( ColorPicker, Base );
virtual void Render( Skin::Base* skin );
virtual void Layout( Skin::Base* skin );
virtual void CreateControls();
virtual void SlidersMoved( Gwen::Controls::Base* control );
virtual void NumericTyped( Gwen::Controls::Base* control );
virtual void UpdateControls();
virtual void UpdateColorControls( Gwen::String name, Gwen::Color col, int sliderVal );
virtual void CreateColorControl( Gwen::String name, int y );
virtual void SetColor( Gwen::Color color );
virtual Gwen::Color GetColor() { return m_Color; }
int GetColorByName( Gwen::String colorName );
void SetColorByName( Gwen::String colorName, int colorValue );
Gwen::String GetColorFromName( Gwen::String name );
virtual void SetAlphaVisible( bool visible );
virtual void SetRed( int red ) { m_Color.r = red; }
virtual void SetGreen( int green ) { m_Color.g = green;}
virtual void SetBlue( int blue ) { m_Color.b = blue; }
virtual void SetAlpha( int alpha ) { m_Color.a = alpha;}
Event::Caller onColorChanged;
protected:
Gwen::Color m_Color;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ComboBox.h"
#include "Gwen/Controls/Menu.h"
using namespace Gwen;
using namespace Gwen::Controls;
using namespace Gwen::ControlsInternal;
class GWEN_EXPORT DownArrow : public Controls::Base
{
public:
GWEN_CONTROL_INLINE( DownArrow, Controls::Base )
{
SetMouseInputEnabled( true );
SetSize( 15, 15 );
}
void Render( Skin::Base* skin )
{
skin->DrawArrowDown(this->m_Bounds);
}
void SetComboBox( ComboBox* p ){ m_ComboBox = p; }
protected:
ComboBox* m_ComboBox;
};
GWEN_CONTROL_CONSTRUCTOR( ComboBox )
{
SetSize( 100, 20 );
SetMouseInputEnabled( true );
m_Menu = new Menu( this );
m_Menu->SetHidden( true );
m_Menu->SetDisableIconMargin( true );
m_Menu->SetTabable( false );
ComboBoxButton* m_OpenButton = new ComboBoxButton( this );
m_OpenButton->onDown.Add( this, &ComboBox::OpenButtonPressed );
m_OpenButton->Dock( Pos::Right );
m_OpenButton->SetMargin( Margin( 2, 2, 2, 2 ) );
m_OpenButton->SetWidth( 16 );
m_OpenButton->SetTabable( false );
m_SelectedItem = NULL;
SetAlignment( Gwen::Pos::Left | Gwen::Pos::CenterV );
SetText( L"" );
SetMargin( Margin( 3, 0, 0, 0 ) );
SetTabable( true );
}
MenuItem* ComboBox::AddItem( const UnicodeString& strLabel, const String& strName, Gwen::Event::Handler* pHandler, Gwen::Event::Handler::Function fn )
{
MenuItem* pItem = m_Menu->AddItem( strLabel, L"", pHandler, fn );
pItem->SetName( strName );
pItem->onMenuItemSelected.Add( this, &ComboBox::OnItemSelected );
//Default
if ( m_SelectedItem == NULL )
OnItemSelected( pItem );
return pItem;
}
void ComboBox::Render( Skin::Base* skin )
{
skin->DrawComboBox( this );
}
void ComboBox::OpenButtonPressed( Controls::Base* /*pControl*/ )
{
OnPress();
}
void ComboBox::OnPress()
{
bool bWasMenuHidden = m_Menu->Hidden();
GetCanvas()->CloseMenus();
if ( bWasMenuHidden )
{
OpenList();
}
else
{
m_Menu->SetHidden( true );
}
}
void ComboBox::ClearItems()
{
if ( m_Menu )
{
m_Menu->ClearItems();
}
}
void ComboBox::OnItemSelected( Controls::Base* pControl )
{
//Convert selected to a menu item
MenuItem* pItem = pControl->DynamicCastMenuItem();
if ( !pItem ) return;
m_SelectedItem = pItem;
SetText( m_SelectedItem->GetText() );
m_Menu->SetHidden( true );
onSelection.Call( this );
Focus();
Invalidate();
}
void ComboBox::OnLostKeyboardFocus()
{
SetTextColor( Color( 0, 0, 0, 255 ) );
}
void ComboBox::OnKeyboardFocus()
{
//Until we add the blue highlighting again
SetTextColor( Color( 0, 0, 0, 255 ) );
//m_SelectedText->SetTextColor( Color( 255, 255, 255, 255 ) );
}
Gwen::Controls::Label* ComboBox::GetSelectedItem()
{
return m_SelectedItem;
}
bool ComboBox::IsMenuOpen()
{
return m_Menu && !m_Menu->Hidden();
}
void ComboBox::OpenList()
{
if ( !m_Menu ) return;
m_Menu->SetParent( GetCanvas() );
m_Menu->SetHidden( false );
m_Menu->BringToFront();
Gwen::Point p = LocalPosToCanvas( Gwen::Point( 0, 0 ) );
m_Menu->SetBounds( Gwen::Rect ( p.x, p.y + Height(), Width(), m_Menu->Height()) );
}
void ComboBox::CloseList()
{
}
bool ComboBox::OnKeyUp( bool bDown )
{
if ( bDown )
{
Base::List & children = m_Menu->GetChildren();
Base::List::reverse_iterator it = std::find( children.rbegin(), children.rend(), m_SelectedItem );
if ( it != children.rend() && ( ++it != children.rend() ) )
{
Base* pUpElement = *it;
OnItemSelected( pUpElement );
}
}
return true;
}
bool ComboBox::OnKeyDown( bool bDown )
{
if ( bDown )
{
Base::List & children = m_Menu->GetChildren();
Base::List::iterator it = std::find( children.begin(), children.end(), m_SelectedItem );
if ( it != children.end() && ( ++it != children.end() ) )
{
Base* pDownElement = *it;
OnItemSelected( pDownElement );
}
}
return true;
}
void ComboBox::RenderFocus( Gwen::Skin::Base* /*skin*/ )
{
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_COMBOBOX_H
#define GWEN_CONTROLS_COMBOBOX_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/TextBox.h"
#include "Gwen/Controls/Menu.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT ComboBoxButton : public Button
{
GWEN_CONTROL_INLINE( ComboBoxButton, Button ){}
virtual void Render( Skin::Base* skin )
{
skin->DrawComboBoxButton( this, m_bDepressed );
}
};
class GWEN_EXPORT ComboBox : public Button
{
public:
GWEN_CONTROL( ComboBox, Button );
virtual void Render( Skin::Base* skin );
virtual Gwen::Controls::Label* GetSelectedItem();
virtual void OnPress();
void OpenButtonPressed( Controls::Base* /*pControl*/ );
virtual void OnItemSelected( Controls::Base* pControl );
virtual void OpenList();
virtual void CloseList();
virtual Controls::Base* GetControlAt( int x, int y )
{
if ( x < 0 || y < 0 || x >= Width() || y >= Height() )
return NULL;
return this;
}
virtual bool IsMenuComponent()
{
return true;
}
virtual void ClearItems();
virtual MenuItem* AddItem( const UnicodeString& strLabel, const String& strName = "", Gwen::Event::Handler* pHandler = NULL, Gwen::Event::Handler::Function fn = NULL );
virtual bool OnKeyUp( bool bDown );
virtual bool OnKeyDown( bool bDown );
virtual void RenderFocus( Gwen::Skin::Base* skin );
virtual void OnLostKeyboardFocus();
virtual void OnKeyboardFocus();
virtual bool IsMenuOpen();
Gwen::Event::Caller onSelection;
protected:
Menu* m_Menu;
MenuItem* m_SelectedItem;
Controls::Base* m_Button;
};
}
}
#endif

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#include "Gwen/Gwen.h"
#include "Gwen/Controls/CrossSplitter.h"
#include "Gwen/Controls/Button.h"
using namespace Gwen;
using namespace Controls;
GWEN_CONTROL_CONSTRUCTOR( CrossSplitter )
{
m_VSplitter = new SplitterBar( this );
m_VSplitter->SetPos( 0, 128 );
m_VSplitter->onDragged.Add( this, &CrossSplitter::OnVerticalMoved );
m_VSplitter->SetCursor( Gwen::CursorType::SizeNS );
m_HSplitter = new SplitterBar( this );
m_HSplitter->SetPos( 128, 0 );
m_HSplitter->onDragged.Add( this, &CrossSplitter::OnHorizontalMoved );
m_HSplitter->SetCursor( Gwen::CursorType::SizeWE );
m_CSplitter = new SplitterBar( this );
m_CSplitter->SetPos( 128, 128 );
m_CSplitter->onDragged.Add( this, &CrossSplitter::OnCenterMoved );
m_CSplitter->SetCursor( Gwen::CursorType::SizeAll );
m_fHVal = 0.5f;
m_fVVal = 0.5f;
SetPanel( 0, NULL );
SetPanel( 1, NULL );
SetPanel( 2, NULL );
SetPanel( 3, NULL );
SetSplitterSize( 5 );
SetSplittersVisible( false );
m_iZoomedSection = -1;
}
void CrossSplitter::UpdateVSplitter()
{
m_VSplitter->MoveTo( m_VSplitter->X(), ( Height() - m_VSplitter->Height() ) * ( m_fVVal ));
}
void CrossSplitter::UpdateHSplitter()
{
m_HSplitter->MoveTo( ( Width() - m_HSplitter->Width() ) * ( m_fHVal ), m_HSplitter->Y() );
}
void CrossSplitter::OnCenterMoved( Controls::Base * /*control*/ )
{
//Move the other two bars into position
CalculateValueCenter();
Invalidate();
}
void CrossSplitter::UpdateCSplitter()
{
m_CSplitter->MoveTo( ( Width() - m_CSplitter->Width() ) * ( m_fHVal ), ( Height() - m_CSplitter->Height() ) * ( m_fVVal ));
}
void CrossSplitter::OnHorizontalMoved( Controls::Base * /*control*/ )
{
m_fHVal = CalculateValueHorizontal();
Invalidate();
}
void CrossSplitter::OnVerticalMoved( Controls::Base * /*control*/ )
{
m_fVVal = CalculateValueVertical();
Invalidate();
}
void CrossSplitter::CalculateValueCenter()
{
m_fHVal = (float)m_CSplitter->X() / (float)( Width() - m_CSplitter->Width() );
m_fVVal = (float)m_CSplitter->Y() / (float)( Height() - m_CSplitter->Height() );
}
float CrossSplitter::CalculateValueHorizontal()
{
return (float)m_HSplitter->X() / (float)( Width() - m_HSplitter->Width() );
}
float CrossSplitter::CalculateValueVertical()
{
return (float)m_VSplitter->Y() / (float)( Height() - m_VSplitter->Height() );
}
void CrossSplitter::Layout( Skin::Base* /*skin*/ )
{
m_VSplitter->SetSize( Width(), m_fBarSize );
m_HSplitter->SetSize( m_fBarSize, Height() );
m_CSplitter->SetSize( m_fBarSize, m_fBarSize );
UpdateVSplitter();
UpdateHSplitter();
UpdateCSplitter();
if ( m_iZoomedSection == -1 )
{
if ( m_Sections[0] )
m_Sections[0]->SetBounds( 0, 0, m_HSplitter->X(), m_VSplitter->Y() );
if ( m_Sections[1] )
m_Sections[1]->SetBounds( m_HSplitter->X() + m_fBarSize, 0, Width() - ( m_HSplitter->X() + m_fBarSize ), m_VSplitter->Y() );
if ( m_Sections[2] )
m_Sections[2]->SetBounds( 0, m_VSplitter->Y() + m_fBarSize, m_HSplitter->X(), Height() - ( m_VSplitter->Y() + m_fBarSize ) );
if ( m_Sections[3] )
m_Sections[3]->SetBounds( m_HSplitter->X() + m_fBarSize, m_VSplitter->Y() + m_fBarSize, Width() - ( m_HSplitter->X() + m_fBarSize ), Height() - ( m_VSplitter->Y() + m_fBarSize ) );
}
else
{
//This should probably use Fill docking instead
m_Sections[(int)m_iZoomedSection]->SetBounds( 0, 0, Width(), Height() );
}
}
void CrossSplitter::SetPanel( int index, Controls::Base* pPanel)
{
Debug::AssertCheck( index >= 0 && index <= 3, "CrossSplitter::SetPanel out of range" );
m_Sections[index] = pPanel;
if ( pPanel )
{
pPanel->Dock( Pos::None );
pPanel->SetParent( this );
}
Invalidate();
}
Controls::Base* CrossSplitter::GetPanel( int i )
{
return m_Sections[i];
}
void CrossSplitter::ZoomChanged()
{
onZoomChange.Call( this );
if ( m_iZoomedSection == -1 )
{
onUnZoomed.Call( this );
}
else
{
onZoomed.Call( this );
}
}
void CrossSplitter::Zoom( int section )
{
UnZoom();
if ( m_Sections[section] )
{
for (int i = 0; i < 4; i++)
{
if ( i != section && m_Sections[i] )
m_Sections[i]->SetHidden( true );
}
m_iZoomedSection = section;
Invalidate();
}
ZoomChanged();
}
void CrossSplitter::UnZoom()
{
m_iZoomedSection = -1;
for ( int i = 0; i < 4; i++ )
{
if ( m_Sections[i] )
m_Sections[i]->SetHidden( false );
}
Invalidate();
ZoomChanged();
}

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#pragma once
#ifndef GWEN_CONTROLS_CROSSSPLITTER_H
#define GWEN_CONTROLS_CROSSSPLITTER_H
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/SplitterBar.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT CrossSplitter : public Controls::Base
{
public:
GWEN_CONTROL( CrossSplitter, Controls::Base );
void Layout( Skin::Base* skin );
virtual float CalculateValueVertical();
virtual float CalculateValueHorizontal();
virtual void CalculateValueCenter();
virtual void UpdateHSplitter();
virtual void UpdateVSplitter();
virtual void UpdateCSplitter();
virtual void OnVerticalMoved( Controls::Base * control );
virtual void OnHorizontalMoved( Controls::Base * control );
virtual void OnCenterMoved( Controls::Base * control );
virtual void SetPanel( int i, Controls::Base* pPanel );
virtual Controls::Base* GetPanel( int i );
virtual bool IsZoomed(){ return m_iZoomedSection != -1; }
virtual void Zoom( int section );
virtual void UnZoom();
virtual void ZoomChanged();
virtual void CenterPanels() { m_fHVal = 0.5f; m_fVVal = 0.5f; Invalidate(); }
virtual void SetSplittersVisible( bool b ){ m_VSplitter->SetShouldDrawBackground( b ); m_HSplitter->SetShouldDrawBackground( b ); m_CSplitter->SetShouldDrawBackground( b ); }
virtual void SetSplitterSize( int size ) { m_fBarSize = size; }
private:
SplitterBar* m_VSplitter;
SplitterBar* m_HSplitter;
SplitterBar* m_CSplitter;
Controls::Base* m_Sections[4];
float m_fHVal;
float m_fVVal;
int m_fBarSize;
char m_iZoomedSection;
Gwen::Event::Caller onZoomed;
Gwen::Event::Caller onUnZoomed;
Gwen::Event::Caller onZoomChange;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Platform.h"
#include "Gwen/Controls/Dialogs/FileOpen.h"
using namespace Gwen;
using namespace Gwen::Dialogs;
void Gwen::Dialogs::FileOpenEx( bool bUseSystem, const String& Name, const String& StartPath, const String& Extension, Gwen::Event::Handler* pHandler, Gwen::Event::Handler::FunctionStr fnCallback )
{
if ( bUseSystem && Gwen::Platform::FileOpen( Name, StartPath, Extension, pHandler, fnCallback ) )
{
return;
}
//
// TODO: SHOW GWEN FILE SELECTION DIALOG
//
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Platform.h"
#include "Gwen/Controls/Dialogs/FileSave.h"
using namespace Gwen;
using namespace Gwen::Dialogs;
void Gwen::Dialogs::FileSaveEx( bool bUseSystem, const String& Name, const String& StartPath, const String& Extension, Gwen::Event::Handler* pHandler, Gwen::Event::Handler::FunctionStr fnCallback )
{
if ( bUseSystem && Gwen::Platform::FileSave( Name, StartPath, Extension, pHandler, fnCallback ) )
{
return;
}
//
// TODO: SHOW GWEN FILE SELECTION DIALOG
//
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Dialogs/Query.h"
using namespace Gwen;
using namespace Gwen::Controls;

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#pragma once
#ifndef GWEN_CONTROLS_DIALOGS_FILEOPEN_H
#define GWEN_CONTROLS_DIALOGS_FILEOPEN_H
#include "Gwen/Gwen.h"
namespace Gwen
{
namespace Dialogs
{
// Usage:
//
// Gwen::Dialogs::FileOpen( true, "Open Map", "C:\my\folder\", "My Map Format|*.bmf", this, &MyClass::OpenFilename );
//
//
// The REAL function.
// If bUseSystem is used, it may use the system's modal dialog - which
// will steal focus and pause the rest of GWEN until it's continued.
//
void GWEN_EXPORT FileOpenEx( bool bUseSystem, const String& Name, const String& StartPath, const String& Extension, Gwen::Event::Handler* pHandler = NULL, Gwen::Event::Handler::FunctionStr fnCallback = NULL );
//
// Templated function simply to avoid having to manually cast the callback function.
//
template< typename A>
void FileOpen( bool bUseSystem, const String& Name, const String& StartPath, const String& Extension, Gwen::Event::Handler* pHandler = NULL, A fnCallback = NULL )
{
FileOpenEx( bUseSystem, Name, StartPath, Extension, pHandler, (Gwen::Event::Handler::FunctionStr)fnCallback );
}
}
}
#endif

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#pragma once
#ifndef GWEN_CONTROLS_DIALOGS_FILESAVE_H
#define GWEN_CONTROLS_DIALOGS_FILESAVE_H
#include "Gwen/Gwen.h"
namespace Gwen
{
namespace Dialogs
{
// Usage:
//
// Gwen::Dialogs::FileOpen( true, "Open Map", "C:\my\folder\", "My Map Format|*.bmf", this, &MyClass::OpenFilename );
//
//
// Callback function, for success
//
typedef void (Event::Handler::*FileSaveSuccessCallback)( const String& filename );
//
// The REAL function.
// If bUseSystem is used, it may use the system's modal dialog - which
// will steal focus and pause the rest of GWEN until it's continued.
//
void GWEN_EXPORT FileSaveEx( bool bUseSystem, const String& Name, const String& StartPath, const String& Extension, Gwen::Event::Handler* pHandler = NULL, Gwen::Event::Handler::FunctionStr fnCallback = NULL );
//
// Templated function simply to avoid having to manually cast the callback function.
//
template< typename A>
void FileSave( bool bUseSystem, const String& Name, const String& StartPath, const String& Extension, Gwen::Event::Handler* pHandler = NULL, A fnCallback = NULL )
{
FileSaveEx( bUseSystem, Name, StartPath, Extension, pHandler, (Gwen::Event::Handler::FunctionStr)fnCallback );
}
}
}
#endif

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#pragma once
#ifndef GWEN_CONTROLS_DIALOGS_QUERY_H
#define GWEN_CONTROLS_DIALOGS_QUERY_H
#include "Gwen/Gwen.h"
namespace Gwen
{
namespace Dialogs
{
//TODO. YesNo, Ok etc
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/DockBase.h"
#include "Gwen/Controls/DockedTabControl.h"
#include "Gwen/Controls/Highlight.h"
#include "Gwen/DragAndDrop.h"
#include "Gwen/Controls/Resizer.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( DockBase )
{
SetPadding( Padding( 1, 1, 1, 1 ) );
SetSize( 200, 200 );
m_DockedTabControl = NULL;
m_Left = NULL;
m_Right = NULL;
m_Top = NULL;
m_Bottom = NULL;
m_bDrawHover = false;
}
TabControl* DockBase::GetTabControl()
{
return m_DockedTabControl;
}
void DockBase::SetupChildDock( int iPos )
{
if ( !m_DockedTabControl )
{
m_DockedTabControl = new DockedTabControl( this );
m_DockedTabControl->onLoseTab.Add( this, &DockBase::OnTabRemoved );
m_DockedTabControl->SetTabStripPosition( Pos::Bottom );
m_DockedTabControl->SetShowTitlebar( true );
}
Dock( iPos );
int iSizeDirection = Pos::Left;
if ( iPos == Pos::Left ) iSizeDirection = Pos::Right;
if ( iPos == Pos::Top ) iSizeDirection = Pos::Bottom;
if ( iPos == Pos::Bottom ) iSizeDirection = Pos::Top;
ControlsInternal::Resizer* sizer = new ControlsInternal::Resizer( this );
sizer->Dock( iSizeDirection );
sizer->SetResizeDir( iSizeDirection );
sizer->SetSize( 2, 2 );
sizer->SetTarget( this );
}
void DockBase::Render( Skin::Base* /*skin*/ )
{
//Gwen::Render->SetDrawColor( Colors::Black );
//Gwen::Render->DrawLinedRect( GetRenderBounds() );
}
DockBase** DockBase::GetChildDockPtr( int iPos )
{
if ( iPos == Pos::Left ) return &m_Left;
if ( iPos == Pos::Right ) return &m_Right;
if ( iPos == Pos::Top ) return &m_Top;
if ( iPos == Pos::Bottom ) return &m_Bottom;
return NULL;
}
DockBase* DockBase::GetChildDock( int iPos )
{
DockBase** pDock = GetChildDockPtr( iPos );
if ( !(*pDock) )
{
(*pDock) = new DockBase( this );
(*pDock)->SetupChildDock( iPos );
}
else
{
(*pDock)->SetHidden( false );
}
return *pDock;
}
int DockBase::GetDroppedTabDirection( int x, int y )
{
int w = Width();
int h = Height();
float top = (float)y / (float) h;
float left = (float)x / (float) w;
float right = (float)(w - x) /(float) w;
float bottom = (float)(h - y) / (float) h;
float minimum = GwenUtil_Min( GwenUtil_Min( GwenUtil_Min( top, left ), right ), bottom );
m_bDropFar = ( minimum < 0.2f );
if ( minimum > 0.3 ) return Pos::Fill;
if ( top == minimum && (!m_Top || m_Top->Hidden()) ) return Pos::Top;
if ( left == minimum && (!m_Left || m_Left->Hidden()) ) return Pos::Left;
if ( right == minimum && (!m_Right || m_Right->Hidden()) ) return Pos::Right;
if ( bottom == minimum && (!m_Bottom || m_Bottom->Hidden()) ) return Pos::Bottom;
return Pos::Fill;
}
bool DockBase::DragAndDrop_CanAcceptPackage( Gwen::DragAndDrop::Package* pPackage )
{
// A TAB button dropped
if ( pPackage->name == "TabButtonMove" )
return true;
// a TAB window dropped
if ( pPackage->name == "TabWindowMove" )
return true;
return false;
}
void AddTabToDock( TabButton* pTabButton, DockedTabControl* pControl )
{
pControl->AddPage( pTabButton );
}
bool DockBase::DragAndDrop_HandleDrop( Gwen::DragAndDrop::Package* pPackage, int x, int y )
{
Gwen::Point pPos = CanvasPosToLocal( Gwen::Point( x, y ) );
int dir = GetDroppedTabDirection( pPos.x, pPos.y );
DockedTabControl* pAddTo = m_DockedTabControl;
if ( dir == Pos::Fill && pAddTo == NULL ) return false;
if ( dir != Pos::Fill )
{
DockBase* pDock = GetChildDock( dir );
pAddTo = pDock->m_DockedTabControl;
if ( !m_bDropFar ) pDock->BringToFront();
else pDock->SendToBack();
}
if ( pPackage->name == "TabButtonMove" )
{
TabButton* pTabButton = DragAndDrop::SourceControl->DynamicCastTabButton();
if ( !pTabButton ) return false;
AddTabToDock( pTabButton, pAddTo );
}
if ( pPackage->name == "TabWindowMove" )
{
DockedTabControl* pTabControl = DragAndDrop::SourceControl->DynamicCastDockedTabControl();
if ( !pTabControl ) return false;
if ( pTabControl == pAddTo ) return false;
pTabControl->MoveTabsTo( pAddTo );
}
Invalidate();
return true;
}
bool DockBase::IsEmpty()
{
if ( m_DockedTabControl && m_DockedTabControl->TabCount() > 0 ) return false;
if ( m_Left && !m_Left->IsEmpty() ) return false;
if ( m_Right && !m_Right->IsEmpty() ) return false;
if ( m_Top && !m_Top->IsEmpty() ) return false;
if ( m_Bottom && !m_Bottom->IsEmpty() ) return false;
return true;
}
void DockBase::OnTabRemoved( Gwen::Controls::Base* /*pControl*/ )
{
DoRedundancyCheck();
DoConsolidateCheck();
}
void DockBase::DoRedundancyCheck()
{
if ( !IsEmpty() ) return;
DockBase* pDockParent = GetParent()->DynamicCastDockBase();
if ( !pDockParent ) return;
pDockParent->OnRedundantChildDock( this );
}
void DockBase::DoConsolidateCheck()
{
if ( IsEmpty() ) return;
if ( !m_DockedTabControl ) return;
if ( m_DockedTabControl->TabCount() > 0 ) return;
if ( m_Bottom && !m_Bottom->IsEmpty() )
{
m_Bottom->m_DockedTabControl->MoveTabsTo( m_DockedTabControl );
return;
}
if ( m_Top && !m_Top->IsEmpty() )
{
m_Top->m_DockedTabControl->MoveTabsTo( m_DockedTabControl );
return;
}
if ( m_Left && !m_Left->IsEmpty() )
{
m_Left->m_DockedTabControl->MoveTabsTo( m_DockedTabControl );
return;
}
if ( m_Right && !m_Right->IsEmpty() )
{
m_Right->m_DockedTabControl->MoveTabsTo( m_DockedTabControl );
return;
}
}
void DockBase::OnRedundantChildDock( DockBase* pDockBase )
{
pDockBase->SetHidden( true );
DoRedundancyCheck();
DoConsolidateCheck();
}
void DockBase::DragAndDrop_HoverEnter( Gwen::DragAndDrop::Package* /*pPackage*/, int /*x*/, int /*y*/ )
{
m_bDrawHover = true;
}
void DockBase::DragAndDrop_HoverLeave( Gwen::DragAndDrop::Package* /*pPackage*/ )
{
m_bDrawHover = false;
}
void DockBase::DragAndDrop_Hover( Gwen::DragAndDrop::Package* /*pPackage*/, int x, int y )
{
Gwen::Point pPos = CanvasPosToLocal( Gwen::Point( x, y ) );
int dir = GetDroppedTabDirection( pPos.x, pPos.y );
if ( dir == Pos::Fill )
{
if ( !m_DockedTabControl )
{
m_HoverRect = Gwen::Rect( 0, 0, 0, 0 );
return;
}
m_HoverRect = GetInnerBounds();
return;
}
m_HoverRect = GetRenderBounds();
int HelpBarWidth = 0;
if ( dir == Pos::Left )
{
HelpBarWidth = m_HoverRect.w * 0.25f;
m_HoverRect.w = HelpBarWidth;
}
if ( dir == Pos::Right )
{
HelpBarWidth = m_HoverRect.w * 0.25f;
m_HoverRect.x = m_HoverRect.w - HelpBarWidth;
m_HoverRect.w = HelpBarWidth;
}
if ( dir == Pos::Top )
{
HelpBarWidth = m_HoverRect.h * 0.25f;
m_HoverRect.h = HelpBarWidth;
}
if ( dir == Pos::Bottom )
{
HelpBarWidth = m_HoverRect.h * 0.25f;
m_HoverRect.y = m_HoverRect.h - HelpBarWidth;
m_HoverRect.h = HelpBarWidth;
}
if ( (dir == Pos::Top || dir == Pos::Bottom ) && !m_bDropFar )
{
if ( m_Left && m_Left->Visible() )
{
m_HoverRect.x += m_Left->Width();
m_HoverRect.w -= m_Left->Width();
}
if ( m_Right && m_Right->Visible() )
{
m_HoverRect.w -= m_Right->Width();
}
}
if ( (dir == Pos::Left || dir == Pos::Right ) && !m_bDropFar )
{
if ( m_Top && m_Top->Visible() )
{
m_HoverRect.y += m_Top->Height();
m_HoverRect.h -= m_Top->Height();
}
if ( m_Bottom && m_Bottom->Visible() )
{
m_HoverRect.h -= m_Bottom->Height();
}
}
}
void DockBase::RenderOver( Skin::Base* skin )
{
if ( !m_bDrawHover ) return;
Gwen::Renderer::Base* render = skin->GetRender();
render->SetDrawColor( Gwen::Color( 255, 100, 255, 20 ) );
render->DrawFilledRect( GetRenderBounds() );
if ( m_HoverRect.w == 0 ) return;
render->SetDrawColor( Gwen::Color( 255, 100, 255, 100 ) );
render->DrawFilledRect( m_HoverRect );
render->SetDrawColor( Gwen::Color( 255, 100, 255, 200 ) );
render->DrawLinedRect( m_HoverRect );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_DOCKBASE_H
#define GWEN_CONTROLS_DOCKBASE_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
namespace Gwen
{
namespace Controls
{
class DockedTabControl;
class TabControl;
class GWEN_EXPORT DockBase : public Base
{
public:
GWEN_CONTROL( DockBase, Base );
virtual void Render( Skin::Base* skin );
virtual void RenderOver( Skin::Base* skin );
virtual bool IsEmpty();
virtual TabControl* GetTabControl();
virtual DockBase* GetRight(){ return GetChildDock( Pos::Right ); }
virtual DockBase* GetLeft(){ return GetChildDock( Pos::Left ); }
virtual DockBase* GetTop(){ return GetChildDock( Pos::Top ); }
virtual DockBase* GetBottom(){ return GetChildDock( Pos::Bottom ); }
// No action on space (default button action is to press)
virtual bool OnKeySpace( bool /*bDown*/ ){ return false; }
private:
// Drag n Drop
virtual bool DragAndDrop_HandleDrop( Gwen::DragAndDrop::Package* pPackage, int x, int y );
virtual bool DragAndDrop_CanAcceptPackage( Gwen::DragAndDrop::Package* pPackage );
virtual void DragAndDrop_HoverEnter( Gwen::DragAndDrop::Package* pPackage, int x, int y );
virtual void DragAndDrop_HoverLeave( Gwen::DragAndDrop::Package* pPackage );
virtual void DragAndDrop_Hover( Gwen::DragAndDrop::Package* pPackage, int x, int y );
virtual void SetupChildDock( int iPos );
virtual void DoRedundancyCheck();
virtual void DoConsolidateCheck();
virtual void OnRedundantChildDock( DockBase* pDockBase );
virtual int GetDroppedTabDirection( int x, int y );
virtual void OnTabRemoved( Gwen::Controls::Base* pControl );
DockBase* GetChildDock( int iPos );
DockBase** GetChildDockPtr( int iPos );
DockBase* m_Left;
DockBase* m_Right;
DockBase* m_Top;
DockBase* m_Bottom;
// Only CHILD dockpanels have a tabcontrol.
DockedTabControl* m_DockedTabControl;
bool m_bDrawHover;
bool m_bDropFar;
Gwen::Rect m_HoverRect;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/DockedTabControl.h"
#include "Gwen/Controls/Highlight.h"
#include "Gwen/DragAndDrop.h"
#include "Gwen/Controls/WindowControl.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( DockedTabControl )
{
m_WindowControl = NULL;
Dock( Pos::Fill );
m_pTitleBar = new TabTitleBar( this );
m_pTitleBar->Dock( Pos::Top );
m_pTitleBar->SetHidden( true );
}
void DockedTabControl::Layout( Skin::Base* skin )
{
GetTabStrip()->SetHidden( TabCount() <= 1 );
UpdateTitleBar();
BaseClass::Layout( skin );
}
void DockedTabControl::UpdateTitleBar()
{
if ( !GetCurrentButton() ) return;
m_pTitleBar->UpdateFromTab( GetCurrentButton() );
}
void DockedTabControl::DragAndDrop_StartDragging( Gwen::DragAndDrop::Package* pPackage, int x, int y )
{
BaseClass::DragAndDrop_StartDragging( pPackage, x, y );
SetHidden( true );
// This hiding our parent thing is kind of lousy.
GetParent()->SetHidden( true );
}
void DockedTabControl::DragAndDrop_EndDragging( bool bSuccess, int /*x*/, int /*y*/ )
{
SetHidden( false );
if ( !bSuccess )
{
GetParent()->SetHidden( false );
}
/*
if ( !bSuccess )
{
// Create our window control
if ( !m_WindowControl )
{
m_WindowControl = new WindowControl( GetCanvas() );
m_WindowControl->SetBounds( x, y, Width(), Height() );
}
m_WindowControl->SetPosition( x, y );
SetParent( m_WindowControl );
SetPosition( 0, 0 );
Dock( Pos::Fill );
}
*/
}
void DockedTabControl::MoveTabsTo( DockedTabControl* pTarget )
{
Base::List Children = GetTabStrip()->Children;
for (Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter)
{
TabButton* pButton = (*iter)->DynamicCastTabButton();
if ( !pButton ) continue;
pTarget->AddPage( pButton );
}
Invalidate();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_DOCKEDTABCONTROL_H
#define GWEN_CONTROLS_DOCKEDTABCONTROL_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/TabControl.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT DockedTabControl : public TabControl
{
public:
GWEN_CONTROL( DockedTabControl, TabControl );
void SetShowTitlebar( bool bShow ){ m_pTitleBar->SetHidden( !bShow ); }
void Layout( Skin::Base* skin );
void UpdateTitleBar();
virtual void DragAndDrop_StartDragging( Gwen::DragAndDrop::Package* pPackage, int x, int y );
virtual void DragAndDrop_EndDragging( bool bSuccess, int x, int y );
void MoveTabsTo( DockedTabControl* pTarget );
private:
TabTitleBar* m_pTitleBar;
Base* m_WindowControl;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/Dragger.h"
using namespace Gwen;
using namespace Gwen::ControlsInternal;
GWEN_CONTROL_CONSTRUCTOR( Dragger )
{
m_pTarget = NULL;
SetMouseInputEnabled( true );
m_bDepressed = false;
}
void Dragger::OnMouseClickLeft( int x, int y, bool bDown )
{
if ( !m_pTarget ) return;
if ( bDown )
{
m_bDepressed = true;
m_HoldPos = m_pTarget->CanvasPosToLocal( Gwen::Point( x, y ) );
Gwen::MouseFocus = this;
}
else
{
m_bDepressed = false;
Gwen::MouseFocus = NULL;
}
}
void Dragger::OnMouseMoved( int x, int y, int /*deltaX*/, int /*deltaY*/ )
{
if ( !m_pTarget ) return;
if ( !m_bDepressed ) return;
Gwen::Point p = Gwen::Point( x - m_HoldPos.x, y - m_HoldPos.y );
// Translate to parent
if ( m_pTarget->GetParent() )
p = m_pTarget->GetParent()->CanvasPosToLocal( p );
//m_pTarget->SetPosition( p.x, p.y );
m_pTarget->MoveTo( p.x, p.y );
onDragged.Call( this );
}
void Dragger::Render( Skin::Base* /*skin*/ )
{
//skin->DrawButton(this,false,false);
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_DRAGGER_H
#define GWEN_CONTROLS_DRAGGER_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace ControlsInternal
{
class GWEN_EXPORT Dragger : public Controls::Base
{
public:
GWEN_CONTROL( Dragger, Controls::Base );
virtual void OnMouseMoved( int x, int y, int deltaX, int deltaY );
virtual void OnMouseClickLeft( int x, int y, bool bDown );
virtual void Render( Skin::Base* skin );
virtual void SetTarget( Controls::Base* pBase ){ m_pTarget = pBase; }
Gwen::Event::Caller onDragged;
protected:
bool m_bDepressed;
Gwen::Point m_HoldPos;
Controls::Base* m_pTarget;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/GroupBox.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( GroupBox )
{
// Set to true, because it's likely that our
// children will want mouse input, and they
// can't get it without us..
SetMouseInputEnabled( true );
SetTextPadding( Padding( 10, 0, 0, 0 ) );
SetAlignment( Pos::Top | Pos::Left );
Invalidate();
m_InnerPanel = new Base( this );
m_InnerPanel->Dock( Pos::Fill );
}
void GroupBox::Layout( Skin::Base* skin )
{
m_InnerPanel->SetMargin( Margin( TextHeight() + 3, 6, 6, 6 ) );
BaseClass::Layout( skin );
}
void GroupBox::Render( Skin::Base* skin )
{
skin->DrawGroupBox( this, TextX(), TextHeight(), TextWidth() );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_GROUPBOX_H
#define GWEN_CONTROLS_GROUPBOX_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT GroupBox : public Label
{
public:
GWEN_CONTROL( GroupBox, Label );
virtual void Render( Skin::Base* skin );
virtual void Layout( Skin::Base* skin );
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/HSVColorPicker.h"
#include "Gwen/Controls/ColorControls.h"
#include "Gwen/Controls/ColorPicker.h"
#include "Gwen/Controls/TextBox.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Controls/PanelListPanel.h"
#include "Gwen/Utility.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( HSVColorPicker )
{
SetMouseInputEnabled( true );
SetSize( 256, 128 );
SetCacheToTexture();
m_LerpBox = new Gwen::Controls::ColorLerpBox( this );
m_LerpBox->onSelectionChanged.Add( this, &HSVColorPicker::ColorBoxChanged );
m_LerpBox->SetPos( 5, 5 );
m_ColorSlider = new Gwen::Controls::ColorSlider( this );
m_ColorSlider->SetPos( m_LerpBox->Width() + 15, 5 );
m_ColorSlider->onSelectionChanged.Add( this, &HSVColorPicker::ColorSliderChanged );
m_After = new Gwen::ControlsInternal::ColorDisplay( this );
m_After->SetSize( 48, 24 );
m_After->SetPos( m_ColorSlider->X() + m_ColorSlider->Width() + 15, 5 );
m_Before = new Gwen::ControlsInternal::ColorDisplay( this );
m_Before->SetSize( 48, 24 );
m_Before->SetPos( m_After->X(), 28 );
int x = m_Before->X();
int y = m_Before->Y() + 30;
{
Label* label = new Label( this );
label->SetText(L"R:");
label->SizeToContents();
label->SetPos( x, y );
TextBoxNumeric* numeric = new TextBoxNumeric( this );
numeric->SetName( "RedBox" );
numeric->SetPos( x + 15, y -1 );
numeric->SetSize( 26, 16 );
numeric->SetSelectAllOnFocus( true );
numeric->onTextChanged.Add( this, &HSVColorPicker::NumericTyped );
}
y+= 20;
{
Label* label = new Label( this );
label->SetText(L"G:");
label->SizeToContents();
label->SetPos( x, y );
TextBoxNumeric* numeric = new TextBoxNumeric( this );
numeric->SetName( "GreenBox" );
numeric->SetPos( x + 15, y -1 );
numeric->SetSize( 26, 16 );
numeric->SetSelectAllOnFocus( true );
numeric->onTextChanged.Add( this, &HSVColorPicker::NumericTyped );
}
y+= 20;
{
Label* label = new Label( this );
label->SetText(L"B:");
label->SizeToContents();
label->SetPos( x, y );
TextBoxNumeric* numeric = new TextBoxNumeric( this );
numeric->SetName( "BlueBox" );
numeric->SetPos( x + 15, y -1 );
numeric->SetSize( 26, 16 );
numeric->SetSelectAllOnFocus( true );
numeric->onTextChanged.Add( this, &HSVColorPicker::NumericTyped );
}
}
void HSVColorPicker::NumericTyped( Gwen::Controls::Base* control )
{
TextBoxNumeric* box = control->DynamicCastTextBoxNumeric();
if ( !box ) return;
if ( box->GetText() == L"" ) return;
int textValue = atoi( Gwen::Utility::UnicodeToString( box->GetText()).c_str() );
if ( textValue < 0 ) textValue = 0;
if ( textValue > 255 ) textValue = 255;
Gwen::Color newColor = GetColor();
if ( box->GetName().find( "Red" ) != Gwen::String::npos )
{
newColor.r = textValue;
}
else if ( box->GetName().find( "Green" ) != Gwen::String::npos )
{
newColor.g = textValue;
}
else if ( box->GetName().find( "Blue" ) != Gwen::String::npos )
{
newColor.b = textValue;
}
else if ( box->GetName().find( "Alpha" ) != Gwen::String::npos )
{
newColor.a = textValue;
}
SetColor( newColor );
}
void HSVColorPicker::UpdateControls(Gwen::Color color)
{
TextBoxNumeric* redBox = FindChildByName( "RedBox", false )->DynamicCastTextBoxNumeric();
if ( redBox ) redBox->SetText( Gwen::Utility::ToString( (int)color.r), false );
TextBoxNumeric* greenBox = FindChildByName( "GreenBox", false )->DynamicCastTextBoxNumeric();
if ( greenBox ) greenBox->SetText( Gwen::Utility::ToString( (int)color.g ), false );
TextBoxNumeric* blueBox = FindChildByName( "BlueBox", false )->DynamicCastTextBoxNumeric();
if ( blueBox ) blueBox->SetText( Gwen::Utility::ToString( (int)color.b ), false );
m_After->SetColor( color );
}
void HSVColorPicker::SetColor( Gwen::Color color, bool onlyHue, bool reset )
{
UpdateControls( color );
if ( reset )
m_Before->SetColor( color );
m_ColorSlider->SetColor( color );
m_LerpBox->SetColor( color, onlyHue );
m_After->SetColor( color );
}
Gwen::Color HSVColorPicker::GetColor()
{
return m_LerpBox->GetSelectedColor();
}
void HSVColorPicker::ColorBoxChanged( Gwen::Controls::Base* /*pControl*/ )
{
onColorChanged.Call( this );
UpdateControls( GetColor() );
Invalidate();
}
void HSVColorPicker::ColorSliderChanged( Gwen::Controls::Base* /*pControl*/ )
{
if ( m_LerpBox )
m_LerpBox->SetColor( m_ColorSlider->GetSelectedColor(), true );
Invalidate();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_HSVCOLORPICKER_H
#define GWEN_CONTROLS_HSVCOLORPICKER_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/ColorControls.h"
#include "Gwen/Controls/ColorPicker.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT HSVColorPicker : public Controls::Base
{
public:
GWEN_CONTROL( HSVColorPicker, Controls::Base );
Gwen::Color GetColor();
Gwen::Color GetDefaultColor() { return m_Before->GetColor(); }
void SetColor( Gwen::Color color, bool onlyHue = false, bool reset = false );
void ColorBoxChanged( Gwen::Controls::Base* pControl );
void ColorSliderChanged( Gwen::Controls::Base* pControl );
void NumericTyped( Gwen::Controls::Base* control );
void UpdateControls( Gwen::Color newColor );
Event::Caller onColorChanged;
protected:
ColorLerpBox* m_LerpBox;
ColorSlider* m_ColorSlider;
ControlsInternal::ColorDisplay* m_Before;
ControlsInternal::ColorDisplay* m_After;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_HIGHLIGHT_H
#define GWEN_CONTROLS_HIGHLIGHT_H
#include "Gwen/BaseRender.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace ControlsInternal
{
class GWEN_EXPORT Highlight : public Controls::Base
{
public:
GWEN_CONTROL_INLINE( Highlight, Controls::Base )
{
}
void Render( Skin::Base* skin )
{
skin->DrawHighlight( this );
}
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ScrollBar.h"
#include "Gwen/Controls/HorizontalScrollBar.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( HorizontalScrollBar )
{
m_Bar->SetHorizontal();
m_ScrollButton[SCROLL_BUTTON_LEFT]->SetDirectionLeft();
m_ScrollButton[SCROLL_BUTTON_LEFT]->onPress.Add( this, &HorizontalScrollBar::NudgeLeft );
m_ScrollButton[SCROLL_BUTTON_RIGHT]->SetDirectionRight();
m_ScrollButton[SCROLL_BUTTON_RIGHT]->onPress.Add( this, &HorizontalScrollBar::NudgeRight );
m_Bar->onDragged.Add( this, &HorizontalScrollBar::OnBarMoved );
}
void HorizontalScrollBar::Layout( Skin::Base* skin )
{
BaseClass::Layout( skin );
m_ScrollButton[SCROLL_BUTTON_LEFT]->SetWidth( Height() );
m_ScrollButton[SCROLL_BUTTON_LEFT]->Dock(Pos::Left);
m_ScrollButton[SCROLL_BUTTON_RIGHT]->SetWidth( Height() );
m_ScrollButton[SCROLL_BUTTON_RIGHT]->Dock(Pos::Right);
m_Bar->SetHeight( GetButtonSize() );
m_Bar->SetPadding( Padding( GetButtonSize(), 0, GetButtonSize(), 0 ) );
float barWidth = (m_fViewableContentSize / m_fContentSize) * (Width() - (GetButtonSize() * 2));
if ( barWidth < GetButtonSize() * 0.5 )
barWidth = GetButtonSize() * 0.5;
m_Bar->SetWidth(barWidth);
m_Bar->SetHidden( Width() - (GetButtonSize() * 2) <= barWidth );
//Based on our last scroll amount, produce a position for the bar
if ( !m_Bar->IsDepressed() )
{
SetScrolledAmount( GetScrolledAmount(), true );
}
}
void HorizontalScrollBar::NudgeLeft( Base* /*control*/ )
{
if ( !IsDisabled() )
SetScrolledAmount( GetScrolledAmount() - GetNudgeAmount(), true);
}
void HorizontalScrollBar::NudgeRight( Base* /*control*/ )
{
if ( !IsDisabled() )
SetScrolledAmount( GetScrolledAmount() + GetNudgeAmount(), true);
}
void HorizontalScrollBar::ScrollToLeft()
{
SetScrolledAmount( 0, true);
}
void HorizontalScrollBar::ScrollToRight()
{
SetScrolledAmount( 1, true);
}
float HorizontalScrollBar::GetNudgeAmount()
{
if ( m_bDepressed )
return m_fViewableContentSize / m_fContentSize;
else
return BaseClass::GetNudgeAmount();
}
void HorizontalScrollBar::OnMouseClickLeft( int x, int y, bool bDown )
{
if ( bDown )
{
m_bDepressed = true;
Gwen::MouseFocus = this;
}
else
{
Gwen::Point clickPos = CanvasPosToLocal( Gwen::Point( x, y ) );
if ( clickPos.x < m_Bar->X() )
NudgeLeft( this );
else if ( clickPos.x > m_Bar->X() + m_Bar->Width() )
NudgeRight( this );
m_bDepressed = false;
Gwen::MouseFocus = NULL;
}
}
float HorizontalScrollBar::CalculateScrolledAmount()
{
return (float)(m_Bar->X() - GetButtonSize()) / (float)(Width() - m_Bar->Width() - (GetButtonSize() * 2 ));
}
bool HorizontalScrollBar::SetScrolledAmount( float amount, bool forceUpdate )
{
amount = Gwen::Clamp( amount, 0, 1 );
if ( !BaseClass::SetScrolledAmount( amount, forceUpdate ) )
return false;
if ( forceUpdate )
{
int newX = GetButtonSize() + (amount * ((Width() - m_Bar->Width()) - (GetButtonSize()*2)));
m_Bar->MoveTo( newX, m_Bar->Y() );
}
return true;
}
void HorizontalScrollBar::OnBarMoved( Controls::Base* control )
{
if ( m_Bar->IsDepressed() )
{
SetScrolledAmount( CalculateScrolledAmount(), false );
BaseClass::OnBarMoved(control);
}
else
InvalidateParent();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_HORIZONTALSCROLLBAR_H
#define GWEN_CONTROLS_HORIZONTALSCROLLBAR_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/Dragger.h"
#include "Gwen/Controls/ScrollBar.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT HorizontalScrollBar : public BaseScrollBar
{
public:
GWEN_CONTROL( HorizontalScrollBar, BaseScrollBar );
virtual void Layout( Skin::Base* skin );
virtual void OnMouseClickLeft( int x, int y, bool bDown );
virtual void OnBarMoved( Controls::Base* control );
virtual int GetBarSize() { return m_Bar->Width(); }
virtual int GetBarPos() { return m_Bar->X() - Height(); }
virtual void SetBarSize( int size ) { m_Bar->SetWidth( size ); }
virtual int GetButtonSize() { return Height(); }
virtual void ScrollToLeft();
virtual void ScrollToRight();
virtual void NudgeLeft( Base* control );
virtual void NudgeRight( Base* control );
virtual float GetNudgeAmount();
virtual float CalculateScrolledAmount();
virtual bool SetScrolledAmount(float amount, bool forceUpdate);
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/Slider.h"
#include "Gwen/Controls/HorizontalSlider.h"
using namespace Gwen;
using namespace Gwen::Controls;
using namespace Gwen::ControlsInternal;
GWEN_CONTROL_CONSTRUCTOR( HorizontalSlider )
{
}
float HorizontalSlider::CalculateValue()
{
return (float)m_SliderBar->X() / (float)( Width() - m_SliderBar->Width() );
}
void HorizontalSlider::UpdateBarFromValue()
{
m_SliderBar->MoveTo( ( Width() - m_SliderBar->Width() ) * ( m_fValue ), m_SliderBar->Y() );
}
void HorizontalSlider::OnMouseClickLeft( int x, int y, bool bDown )
{
m_SliderBar->MoveTo( CanvasPosToLocal( Gwen::Point( x, y ) ).x - m_SliderBar->Width() * 0.5, m_SliderBar->Y() );
m_SliderBar->OnMouseClickLeft( x, y, bDown );
OnMoved( m_SliderBar );
}
void HorizontalSlider::Layout(Skin::Base* /*skin*/)
{
m_SliderBar->SetSize( 10, Height() );
}
void HorizontalSlider::Render( Skin::Base* skin )
{
skin->DrawSlider( this, true, m_bClampToNotches ? m_iNumNotches : 0, m_SliderBar->Width() );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_HORIZONTALSLIDER_H
#define GWEN_CONTROLS_HORIZONTALSLIDER_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Controls/Dragger.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/Slider.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT HorizontalSlider : public Slider
{
GWEN_CONTROL( HorizontalSlider, Slider );
virtual void Layout( Skin::Base* skin );
virtual void Render( Skin::Base* skin );
virtual float CalculateValue();
virtual void UpdateBarFromValue();
virtual void OnMouseClickLeft( int x, int y, bool bDown );
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ImagePanel.h"

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_IMAGEPANEL_H
#define GWEN_CONTROLS_IMAGEPANEL_H
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/BaseRender.h"
#include "Gwen/Texture.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT ImagePanel : public Controls::Base
{
public:
GWEN_CONTROL_INLINE( ImagePanel, Controls::Base )
{
SetUV( 0, 0, 1, 1 );
SetMouseInputEnabled( false );
m_DrawColor = Colors::White;
}
virtual ~ImagePanel()
{
m_Texture.Release( GetSkin()->GetRender() );
}
virtual void SetUV( float u1, float v1, float u2, float v2 )
{
m_uv[0] = u1;
m_uv[1] = v1;
m_uv[2] = u2;
m_uv[3] = v2;
}
virtual void SetImage( const TextObject& imageName )
{
m_Texture.Load( imageName, GetSkin()->GetRender() );
}
virtual const TextObject& GetImageName()
{
return m_Texture.name;
}
virtual void Render( Skin::Base* skin )
{
skin->GetRender()->SetDrawColor( m_DrawColor );
skin->GetRender()->DrawTexturedRect( &m_Texture, GetRenderBounds(), m_uv[0], m_uv[1], m_uv[2], m_uv[3] );
}
virtual void SizeToContents()
{
SetSize( m_Texture.width, m_Texture.height );
}
virtual void SetDrawColor( Gwen::Color& color )
{
m_DrawColor = color;
}
Texture m_Texture;
float m_uv[4];
Gwen::Color m_DrawColor;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Utility.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( Label )
{
m_Text = new ControlsInternal::Text( this );
m_Text->SetFont( GetSkin()->GetDefaultFont() );
SetMouseInputEnabled( false );
SetBounds( 0, 0, 100, 10 );
SetAlignment( Gwen::Pos::Left | Gwen::Pos::Top );
}
void Label::Layout( Skin::Base* /*skin*/ )
{
int iAlign = m_iAlign;
int x = m_rTextPadding.left + m_Padding.left;
int y = m_rTextPadding.top + m_Padding.top;
if ( iAlign & Pos::Right ) x = Width() - m_Text->Width() - m_rTextPadding.right - m_Padding.right;
if ( iAlign & Pos::CenterH ) x = (m_rTextPadding.left + m_Padding.left) + ((Width() - m_Text->Width() ) * 0.5f) - m_rTextPadding.right - m_Padding.right;
if ( iAlign & Pos::CenterV ) y = (m_rTextPadding.top + m_Padding.top) + ((Height() - m_Text->Height()) * 0.5f) - m_rTextPadding.bottom - m_Padding.bottom;
if ( iAlign & Pos::Bottom ) y = Height() - m_Text->Height() - m_rTextPadding.bottom - m_Padding.bottom;
m_Text->SetPos( x, y );
}
void Label::SetText( const UnicodeString& str, bool bDoEvents )
{
if ( m_Text->GetText() == str ) return;
m_Text->SetString( str );
Redraw();
if ( bDoEvents )
OnTextChanged();
}
void Label::SetText( const String& str, bool bDoEvents )
{
SetText( Gwen::Utility::StringToUnicode( str ), bDoEvents );
}
void Label::SizeToContents()
{
m_Text->SetPos( m_rTextPadding.left + m_Padding.left, m_rTextPadding.top + m_Padding.top );
m_Text->RefreshSize();
SetSize( m_Text->Width() + m_Padding.left + m_Padding.right + m_rTextPadding.left + m_rTextPadding.right, m_Text->Height() + m_Padding.top + m_Padding.bottom + m_rTextPadding.top + m_rTextPadding.bottom );
}
Gwen::Point Label::GetCharacterPosition( int iChar )
{
Gwen::Point p = m_Text->GetCharacterPosition( iChar );
p.x += m_Text->X();
p.y += m_Text->Y();
return p;
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_LABEL_H
#define GWEN_CONTROLS_LABEL_H
#include "Gwen/BaseRender.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Text.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT Label : public Controls::Base
{
public:
GWEN_CONTROL( Label, Controls::Base );
virtual void SetText( const UnicodeString& str, bool bDoEvents = true );
virtual void SetText( const String& str, bool bDoEvents = true );
virtual const UnicodeString& GetText() const { return m_Text->GetText(); }
virtual void Render( Skin::Base* /*skin*/ ){}
virtual void Layout( Skin::Base* skin );
virtual void SizeToContents();
virtual void SetAlignment( int iAlign ){ m_iAlign = iAlign; }
virtual void SetFont( Gwen::Font* pFont ){ m_Text->SetFont( pFont ); }
virtual Gwen::Font* GetFont(){ return m_Text->GetFont(); }
virtual void SetTextColor( const Gwen::Color& col ){ m_Text->SetTextColor( col ); }
inline const Gwen::Color &TextColor() const { return m_Text->TextColor(); }
virtual int TextWidth() { return m_Text->Width(); }
virtual int TextRight() { return m_Text->Right(); }
virtual int TextHeight() { return m_Text->Height(); }
virtual int TextX() { return m_Text->X(); }
virtual int TextY() { return m_Text->Y(); }
virtual int TextLength() { return m_Text->Length(); }
Gwen::Point GetCharacterPosition( int iChar );
virtual void SetTextPadding( const Padding& padding ){ m_rTextPadding = padding; Invalidate(); InvalidateParent(); }
virtual const Padding& GetTextPadding(){ return m_rTextPadding; }
virtual Gwen::UnicodeString GetText() { return m_Text->GetText(); }
inline int Alignment() const { return m_iAlign; }
protected:
virtual void OnTextChanged(){};
Padding m_rTextPadding;
ControlsInternal::Text* m_Text;
int m_iAlign;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/LabelClickable.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( LabelClickable )
{
SetIsToggle( false );
SetAlignment( Gwen::Pos::Left | Gwen::Pos::CenterV );
}
void LabelClickable::Render( Skin::Base* /*skin*/ )
{
//skin->DrawButton( this, IsDepressed(), IsToggle() && GetToggleState() );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_LABELCLICKABLE_H
#define GWEN_CONTROLS_LABELCLICKABLE_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT LabelClickable : public Button
{
public:
GWEN_CONTROL( LabelClickable, Button );
virtual void Render( Skin::Base* skin );
};
}
}
#endif

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/*
GWEN
Copyright (c) 2011 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#pragma once
#include "Gwen/Controls/Base.h"
namespace Gwen
{
namespace Controls
{
namespace Layout
{
class Splitter : public Base
{
public:
typedef Base BaseClass;
Splitter( Base* pParent ) : BaseClass( pParent )
{
for ( int i=0; i<2; i++ )
m_pPanel[i] = NULL;
}
void SetPanel( int i, Base* pPanel )
{
if ( i < 0 || i > 1 ) return;
m_pPanel[i] = pPanel;
if ( m_pPanel[i] )
{
m_pPanel[i] ->SetParent( this );
}
}
Base* GetPanel( int i ) const
{
if ( i < 0 || i > 1 ) return NULL;
return m_pPanel[i];
}
void Layout( Skin::Base* skin )
{
LayoutVertical( skin );
}
private:
void LayoutVertical( Skin::Base* skin )
{
int w = Width();
int h = Height();
if ( m_pPanel[0] )
{
const Margin& m = m_pPanel[0]->GetMargin();
m_pPanel[0]->SetBounds( m.left, m.top, w-m.left-m.right, (h * 0.5) - m.top - m.bottom );
}
if ( m_pPanel[1] )
{
const Margin& m = m_pPanel[1]->GetMargin();
m_pPanel[1]->SetBounds( m.left, m.top + (h * 0.5f), w-m.left-m.right, (h * 0.5f) - m.top - m.bottom );
}
}
void LayoutHorizontal( Skin::Base* skin )
{
// Todo.
}
Base* m_pPanel[2];
};
}
}
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_LAYOUT_SPLITTER_H
#define GWEN_CONTROLS_LAYOUT_SPLITTER_H
#include "Gwen/Controls/Base.h"
namespace Gwen
{
namespace Controls
{
namespace Layout
{
class GWEN_EXPORT Splitter : public Base
{
public:
typedef Base BaseClass;
Splitter( Base* pParent ) : BaseClass( pParent )
{
for ( int i=0; i<2; i++ )
m_pPanel[i] = NULL;
}
void SetPanel( int i, Base* pPanel )
{
if ( i < 0 || i > 1 ) return;
m_pPanel[i] = pPanel;
if ( m_pPanel[i] )
{
m_pPanel[i] ->SetParent( this );
}
}
Base* GetPanel( int i ) const
{
if ( i < 0 || i > 1 ) return NULL;
return m_pPanel[i];
}
void Layout( Skin::Base* skin )
{
LayoutVertical( skin );
}
private:
void LayoutVertical( Skin::Base* /*skin*/ )
{
int w = Width();
int h = Height();
if ( m_pPanel[0] )
{
const Margin& m = m_pPanel[0]->GetMargin();
m_pPanel[0]->SetBounds( m.left, m.top, w-m.left-m.right, (h * 0.5) - m.top - m.bottom );
}
if ( m_pPanel[1] )
{
const Margin& m = m_pPanel[1]->GetMargin();
m_pPanel[1]->SetBounds( m.left, m.top + (h * 0.5f), w-m.left-m.right, (h * 0.5f) - m.top - m.bottom );
}
}
void LayoutHorizontal( Skin::Base* /*skin*/ )
{
// Todo.
}
Base* m_pPanel[2];
};
}
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_LAYOUT_SPLITTER_H
#define GWEN_CONTROLS_LAYOUT_SPLITTER_H
#include "Gwen/Controls/Base.h"
namespace Gwen
{
namespace Controls
{
namespace Layout
{
class GWEN_EXPORT Splitter : public Base
{
public:
typedef Base BaseClass;
Splitter( Base* pParent ) : BaseClass( pParent )
{
for ( int i=0; i<2; i++ )
m_pPanel[i] = NULL;
}
void SetPanel( int i, Base* pPanel )
{
if ( i < 0 || i > 1 ) return;
m_pPanel[i] = pPanel;
if ( m_pPanel[i] )
{
m_pPanel[i] ->SetParent( this );
}
}
Base* GetPanel( int i ) const
{
if ( i < 0 || i > 1 ) return NULL;
return m_pPanel[i];
}
void Layout( Skin::Base* skin )
{
LayoutVertical( skin );
}
private:
void LayoutVertical( Skin::Base* /*skin*/ )
{
int w = Width();
int h = Height();
if ( m_pPanel[0] )
{
const Margin& m = m_pPanel[0]->GetMargin();
m_pPanel[0]->SetBounds( m.left, m.top, w-m.left-m.right, (h * 0.5) - m.top - m.bottom );
}
if ( m_pPanel[1] )
{
const Margin& m = m_pPanel[1]->GetMargin();
m_pPanel[1]->SetBounds( m.left, m.top + (h * 0.5f), w-m.left-m.right, (h * 0.5f) - m.top - m.bottom );
}
}
void LayoutHorizontal( Skin::Base* /*skin*/ )
{
// Todo.
}
Base* m_pPanel[2];
};
}
}
}
#endif

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/*
GWEN
Copyright (c) 2011 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#pragma once
#include "Gwen/Controls/Label.h"
namespace Gwen
{
namespace Controls
{
namespace Layout
{
class Table;
class TableRow : public Base
{
static const int MaxColumns = 5;
GWEN_CONTROL_INLINE( TableRow, Base )
{
for ( int i=0; i<MaxColumns; i++ )
m_Columns[i] = NULL;
m_ColumnCount = 0;
}
void SetColumnCount( int iCount )
{
if ( iCount == m_ColumnCount ) return;
if ( iCount >= MaxColumns )
m_ColumnCount = MaxColumns;
for ( int i=0; i<MaxColumns; i++ )
{
if ( i < iCount )
{
if ( !m_Columns[i] )
{
m_Columns[i] = new Label( this );
m_Columns[i]->Dock( Pos::Left );
m_Columns[i]->SetTextPadding( Gwen::Rect( 3, 3, 3, 3 ) );
}
}
else if ( m_Columns[i] )
{
m_Columns[i]->DelayedDelete();
m_Columns[i] = NULL;
}
m_ColumnCount = iCount;
}
}
void SetColumnWidth( int i, int iWidth )
{
if ( !m_Columns[i] ) return;
if ( m_Columns[i]->Width() == iWidth ) return;
m_Columns[i]->SetWidth( iWidth );
}
template <typename T>
void SetCellText( int i, const T& strString )
{
if ( !m_Columns[i] ) return;
m_Columns[i]->SetText( strString );
}
void SetCellContents( int i, Base* pControl, bool bEnableMouseInput = false )
{
if ( !m_Columns[i] ) return;
pControl->SetParent( m_Columns[i] );
m_Columns[i]->SetMouseInputEnabled( bEnableMouseInput );
}
Label* GetCellContents( int i )
{
return m_Columns[i];
}
void SizeToContents()
{
int iHeight = 0;
for ( int i=0; i<m_ColumnCount; i++ )
{
if ( !m_Columns[i] ) continue;
// Note, more than 1 child here, because the
// label has a child built in ( The Text )
if ( m_Columns[i]->NumChildren() > 1 )
{
m_Columns[i]->SizeToChildren();
}
else
{
m_Columns[i]->SizeToContents();
}
iHeight = max( iHeight, m_Columns[i]->Height() );
}
SetHeight( iHeight );
}
void SetTextColor( const Gwen::Color& color )
{
for ( int i=0; i<m_ColumnCount; i++ )
{
if ( !m_Columns[i] ) continue;
m_Columns[i]->SetTextColor( color );
}
}
//You might hate this. Actually I know you will
virtual UnicodeString GetText( int i )
{
return m_Columns[i]->GetText();
}
virtual void SetSelected( bool b ) {}
private:
int m_ColumnCount;
Label* m_Columns[MaxColumns];
friend class Table;
};
class Table : public Base
{
public:
GWEN_CONTROL_INLINE( Table, Base )
{
m_iColumnCount = 1;
m_iDefaultRowHeight = 22;
for (int i=0; i<TableRow::MaxColumns; i++)
{
m_ColumnWidth[i] = 20 + rand()%100;
}
m_bSizeToContents = false;
}
void SetColumnCount( int i )
{
if ( m_iColumnCount == i ) return;
for ( Base::List::iterator it = m_Children.begin(); it != m_Children.end(); ++it )
{
Base* el = *it;
if (el->getType()!=TypeTableRow)
continue;
TableRow* pRow = static_cast<TableRow*>(*it);
pRow->SetColumnCount( i );
}
m_iColumnCount = i;
}
void SetColumnWidth( int i, int iWidth )
{
if ( m_ColumnWidth[i] == iWidth ) return;
m_ColumnWidth[i] = iWidth;
Invalidate();
}
TableRow* AddRow()
{
TableRow* row = new TableRow( this );
row->SetColumnCount( m_iColumnCount );
row->SetHeight( m_iDefaultRowHeight );
row->Dock( Pos::Top );
return row;
}
void AddRow( TableRow* pRow )
{
pRow->SetParent( this );
pRow->SetColumnCount( m_iColumnCount );
pRow->SetHeight( m_iDefaultRowHeight );
pRow->Dock( Pos::Top );
}
void Layout( Skin::Base* skin )
{
Debug::Msg( "TABLE LAYOUT\n" );
BaseClass::Layout( skin );
if ( m_bSizeToContents )
{
DoSizeToContents();
m_bSizeToContents = false;
}
for ( Base::List::iterator it = m_Children.begin(); it != m_Children.end(); ++it )
{
TableRow* pRow = static_cast<TableRow*>(*it);
if ( !pRow ) continue;
for (int i=0; i<TableRow::MaxColumns && i < m_iColumnCount; i++)
{
pRow->SetColumnWidth( i, m_ColumnWidth[i] );
}
}
}
void SizeToContents()
{
m_bSizeToContents = true;
Invalidate();
}
void DoSizeToContents()
{
for (int i=0; i<TableRow::MaxColumns; i++)
{
m_ColumnWidth[i] = 10;
}
for ( Base::List::iterator it = m_Children.begin(); it != m_Children.end(); ++it )
{
TableRow* pRow = static_cast<TableRow*>(*it);
if ( !pRow ) continue;
pRow->SizeToContents();
for (int i=0; i<TableRow::MaxColumns; i++)
{
if ( pRow->m_Columns[i] )
{
m_ColumnWidth[i] = max( m_ColumnWidth[i], pRow->m_Columns[i]->Width() );
}
}
}
Invalidate();
}
private:
bool m_bSizeToContents;
int m_iColumnCount;
int m_iDefaultRowHeight;
int m_ColumnWidth[ TableRow::MaxColumns ];
};
}
}
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_LAYOUT_TABLE_H
#define GWEN_CONTROLS_LAYOUT_TABLE_H
#include "Gwen/Controls/Label.h"
#include "Gwen/Utility.h"
namespace Gwen
{
namespace Controls
{
namespace Layout
{
class Table;
class GWEN_EXPORT TableRow : public Base
{
static const int MaxColumns = 5;
GWEN_CONTROL_INLINE( TableRow, Base )
{
for ( int i=0; i<MaxColumns; i++ )
m_Columns[i] = NULL;
m_ColumnCount = 0;
}
void SetColumnCount( int iCount )
{
if ( iCount == m_ColumnCount ) return;
if ( iCount >= MaxColumns )
m_ColumnCount = MaxColumns;
for ( int i=0; i<MaxColumns; i++ )
{
if ( i < iCount )
{
if ( !m_Columns[i] )
{
m_Columns[i] = new Label( this );
m_Columns[i]->Dock( Pos::Left );
m_Columns[i]->SetPadding( Padding( 3, 3, 3, 3 ) );
}
}
else if ( m_Columns[i] )
{
m_Columns[i]->DelayedDelete();
m_Columns[i] = NULL;
}
m_ColumnCount = iCount;
}
}
void SetColumnWidth( int i, int iWidth )
{
if ( !m_Columns[i] ) return;
if ( m_Columns[i]->Width() == iWidth ) return;
m_Columns[i]->SetWidth( iWidth );
}
template <typename T>
void SetCellText( int i, const T& strString )
{
if ( !m_Columns[i] ) return;
m_Columns[i]->SetText( strString );
}
void SetCellContents( int i, Base* pControl, bool bEnableMouseInput = false )
{
if ( !m_Columns[i] ) return;
pControl->SetParent( m_Columns[i] );
m_Columns[i]->SetMouseInputEnabled( bEnableMouseInput );
}
Label* GetCellContents( int i )
{
return m_Columns[i];
}
void SizeToContents()
{
int iHeight = 0;
for ( int i=0; i<m_ColumnCount; i++ )
{
if ( !m_Columns[i] ) continue;
// Note, more than 1 child here, because the
// label has a child built in ( The Text )
if ( m_Columns[i]->NumChildren() > 1 )
{
m_Columns[i]->SizeToChildren();
}
else
{
m_Columns[i]->SizeToContents();
}
iHeight = Utility::Max( iHeight, m_Columns[i]->Height() );
}
SetHeight( iHeight );
}
void SetTextColor( const Gwen::Color& color )
{
for ( int i=0; i<m_ColumnCount; i++ )
{
if ( !m_Columns[i] ) continue;
m_Columns[i]->SetTextColor( color );
}
}
//You might hate this. Actually I know you will
virtual UnicodeString GetText( int i )
{
return m_Columns[i]->GetText();
}
virtual void SetSelected( bool /*b*/ ) {}
//
// This is sometimes called by derivatives.
//
Gwen::Event::Caller onRowSelected;
private:
int m_ColumnCount;
Label* m_Columns[MaxColumns];
friend class Table;
};
class GWEN_EXPORT Table : public Base
{
public:
GWEN_CONTROL_INLINE( Table, Base )
{
m_iColumnCount = 1;
m_iDefaultRowHeight = 22;
for (int i=0; i<TableRow::MaxColumns; i++)
{
m_ColumnWidth[i] = 20;
}
m_bSizeToContents = false;
}
void SetColumnCount( int i )
{
if ( m_iColumnCount == i ) return;
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
TableRow* pRow = static_cast<TableRow*>(*it);
if ( !pRow ) continue;
pRow->SetColumnCount( i );
}
m_iColumnCount = i;
}
void SetColumnWidth( int i, int iWidth )
{
if ( m_ColumnWidth[i] == iWidth ) return;
m_ColumnWidth[i] = iWidth;
Invalidate();
}
TableRow* AddRow()
{
TableRow* row = new TableRow( this );
row->SetColumnCount( m_iColumnCount );
row->SetHeight( m_iDefaultRowHeight );
row->Dock( Pos::Top );
return row;
}
void AddRow( TableRow* pRow )
{
pRow->SetParent( this );
pRow->SetColumnCount( m_iColumnCount );
pRow->SetHeight( m_iDefaultRowHeight );
pRow->Dock( Pos::Top );
}
void Remove( TableRow* pRow )
{
pRow->DelayedDelete();
}
void Clear()
{
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
TableRow* pRow = static_cast<TableRow*>(*it);
if ( !pRow ) continue;
Remove( pRow );
}
}
void Layout( Skin::Base* skin )
{
BaseClass::Layout( skin );
if ( m_bSizeToContents )
{
DoSizeToContents();
}
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
TableRow* pRow = static_cast<TableRow*>(*it);
if ( !pRow ) continue;
for (int i=0; i<TableRow::MaxColumns && i < m_iColumnCount; i++)
{
pRow->SetColumnWidth( i, m_ColumnWidth[i] );
}
}
}
void PostLayout( Skin::Base* /*skin*/ )
{
if ( m_bSizeToContents )
{
SizeToChildren();
m_bSizeToContents = false;
}
}
void SizeToContents()
{
m_bSizeToContents = true;
Invalidate();
}
void DoSizeToContents()
{
for (int i=0; i<TableRow::MaxColumns; i++)
{
m_ColumnWidth[i] = 10;
}
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
TableRow* pRow = static_cast<TableRow*>(*it);
if ( !pRow ) continue;
pRow->SizeToContents();
for (int i=0; i<TableRow::MaxColumns; i++)
{
if ( pRow->m_Columns[i] )
{
m_ColumnWidth[i] = Utility::Max( m_ColumnWidth[i], pRow->m_Columns[i]->Width() );
}
}
//iBottom += pRow->Height();
}
InvalidateParent();
}
private:
bool m_bSizeToContents;
int m_iColumnCount;
int m_iDefaultRowHeight;
int m_ColumnWidth[ TableRow::MaxColumns ];
};
}
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_LAYOUT_TABLE_H
#define GWEN_CONTROLS_LAYOUT_TABLE_H
#include "Gwen/Controls/Label.h"
#include "Gwen/Utility.h"
namespace Gwen
{
namespace Controls
{
namespace Layout
{
class Table;
class GWEN_EXPORT TableRow : public Base
{
static const int MaxColumns = 5;
GWEN_CONTROL_INLINE( TableRow, Base )
{
for ( int i=0; i<MaxColumns; i++ )
m_Columns[i] = NULL;
m_ColumnCount = 0;
}
virtual class TableRow* DynamicCastLayoutTableRow()
{
return this;
}
virtual const class TableRow* DynamicCastLayoutTableRow() const
{
return this;
}
void SetColumnCount( int iCount )
{
if ( iCount == m_ColumnCount ) return;
if ( iCount >= MaxColumns )
m_ColumnCount = MaxColumns;
for ( int i=0; i<MaxColumns; i++ )
{
if ( i < iCount )
{
if ( !m_Columns[i] )
{
m_Columns[i] = new Label( this );
m_Columns[i]->Dock( Pos::Left );
m_Columns[i]->SetPadding( Padding( 3, 3, 3, 3 ) );
}
}
else if ( m_Columns[i] )
{
m_Columns[i]->DelayedDelete();
m_Columns[i] = NULL;
}
m_ColumnCount = iCount;
}
}
void SetColumnWidth( int i, int iWidth )
{
if ( !m_Columns[i] ) return;
if ( m_Columns[i]->Width() == iWidth ) return;
m_Columns[i]->SetWidth( iWidth );
}
template <typename T>
void SetCellText( int i, const T& strString )
{
if ( !m_Columns[i] ) return;
m_Columns[i]->SetText( strString );
}
void SetCellContents( int i, Base* pControl, bool bEnableMouseInput = false )
{
if ( !m_Columns[i] ) return;
pControl->SetParent( m_Columns[i] );
m_Columns[i]->SetMouseInputEnabled( bEnableMouseInput );
}
Label* GetCellContents( int i )
{
return m_Columns[i];
}
void SizeToContents()
{
int iHeight = 0;
for ( int i=0; i<m_ColumnCount; i++ )
{
if ( !m_Columns[i] ) continue;
// Note, more than 1 child here, because the
// label has a child built in ( The Text )
if ( m_Columns[i]->NumChildren() > 1 )
{
m_Columns[i]->SizeToChildren();
}
else
{
m_Columns[i]->SizeToContents();
}
iHeight = Utility::Max( iHeight, m_Columns[i]->Height() );
}
SetHeight( iHeight );
}
void SetTextColor( const Gwen::Color& color )
{
for ( int i=0; i<m_ColumnCount; i++ )
{
if ( !m_Columns[i] ) continue;
m_Columns[i]->SetTextColor( color );
}
}
//You might hate this. Actually I know you will
virtual UnicodeString GetText( int i )
{
return m_Columns[i]->GetText();
}
virtual void SetSelected( bool /*b*/ ) {}
//
// This is sometimes called by derivatives.
//
Gwen::Event::Caller onRowSelected;
private:
int m_ColumnCount;
Label* m_Columns[MaxColumns];
friend class Table;
};
class GWEN_EXPORT Table : public Base
{
public:
GWEN_CONTROL_INLINE( Table, Base )
{
m_iColumnCount = 1;
m_iDefaultRowHeight = 22;
for (int i=0; i<TableRow::MaxColumns; i++)
{
m_ColumnWidth[i] = 20;
}
m_bSizeToContents = false;
}
void SetColumnCount( int i )
{
if ( m_iColumnCount == i ) return;
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
if (!*it)
continue;
TableRow* pRow = (*it)->DynamicCastLayoutTableRow();
if ( !pRow ) continue;
pRow->SetColumnCount( i );
}
m_iColumnCount = i;
}
void SetColumnWidth( int i, int iWidth )
{
if ( m_ColumnWidth[i] == iWidth ) return;
m_ColumnWidth[i] = iWidth;
Invalidate();
}
TableRow* AddRow()
{
TableRow* row = new TableRow( this );
row->SetColumnCount( m_iColumnCount );
row->SetHeight( m_iDefaultRowHeight );
row->Dock( Pos::Top );
return row;
}
void AddRow( TableRow* pRow )
{
pRow->SetParent( this );
pRow->SetColumnCount( m_iColumnCount );
pRow->SetHeight( m_iDefaultRowHeight );
pRow->Dock( Pos::Top );
}
void Remove( TableRow* pRow )
{
pRow->DelayedDelete();
}
void Clear()
{
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
if (!(*it))
continue;
TableRow* pRow = (*it)->DynamicCastLayoutTableRow();
if ( !pRow ) continue;
Remove( pRow );
}
}
void Layout( Skin::Base* skin )
{
BaseClass::Layout( skin );
if ( m_bSizeToContents )
{
DoSizeToContents();
}
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
if (!*it)
continue;
TableRow* pRow = (*it)->DynamicCastLayoutTableRow();
if ( !pRow ) continue;
for (int i=0; i<TableRow::MaxColumns && i < m_iColumnCount; i++)
{
pRow->SetColumnWidth( i, m_ColumnWidth[i] );
}
}
}
void PostLayout( Skin::Base* /*skin*/ )
{
if ( m_bSizeToContents )
{
SizeToChildren();
m_bSizeToContents = false;
}
}
void SizeToContents()
{
m_bSizeToContents = true;
Invalidate();
}
void DoSizeToContents()
{
for (int i=0; i<TableRow::MaxColumns; i++)
{
m_ColumnWidth[i] = 10;
}
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
if (!*it)
continue;
TableRow* pRow = (*it)->DynamicCastLayoutTableRow();
if ( !pRow ) continue;
pRow->SizeToContents();
for (int i=0; i<TableRow::MaxColumns; i++)
{
if ( pRow->m_Columns[i] )
{
m_ColumnWidth[i] = Utility::Max( m_ColumnWidth[i], pRow->m_Columns[i]->Width() );
}
}
//iBottom += pRow->Height();
}
InvalidateParent();
}
private:
bool m_bSizeToContents;
int m_iColumnCount;
int m_iDefaultRowHeight;
int m_ColumnWidth[ TableRow::MaxColumns ];
};
}
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ListBox.h"
#include "Gwen/Controls/ScrollControl.h"
#include "Gwen/InputHandler.h"
using namespace Gwen;
using namespace Gwen::Controls;
class ListBoxRow : public Layout::TableRow
{
GWEN_CONTROL_INLINE( ListBoxRow, Layout::TableRow )
{
SetMouseInputEnabled( true );
SetSelected( false );
}
void Render( Skin::Base* skin )
{
skin->DrawListBoxLine( this, IsSelected() );
}
bool IsSelected() const
{
return m_bSelected;
}
void OnMouseClickLeft( int /*x*/, int /*y*/, bool bDown )
{
if ( bDown && !m_bSelected )
{
SetSelected( true );
onRowSelected.Call( this );
}
}
void SetSelected( bool b )
{
m_bSelected = b;
// TODO: Get these values from the skin.
if ( b )
SetTextColor( Gwen::Colors::White );
else
SetTextColor( Gwen::Colors::Black );
}
private:
bool m_bSelected;
};
GWEN_CONTROL_CONSTRUCTOR( ListBox )
{
m_ScrollControl = new ScrollControl( this );
m_ScrollControl->Dock( Pos::Fill );
m_ScrollControl->SetScroll( false, true );
m_ScrollControl->SetAutoHideBars( true );
m_ScrollControl->SetMargin( Margin( 1, 1, 1, 1 ) );
m_InnerPanel = m_ScrollControl;
m_Table = new Controls::Layout::Table( this );
m_Table->Dock( Pos::Top );
m_Table->SetColumnCount( 1 );
m_bMultiSelect = false;
}
void ListBox::OnChildBoundsChanged( Gwen::Rect /*oldChildBounds*/, Base* /*pChild*/ )
{
m_ScrollControl->UpdateScrollBars();
}
Layout::TableRow* ListBox::AddItem( const String& strLabel, const String& strName )
{
return AddItem( Utility::StringToUnicode( strLabel ), strName );
}
Layout::TableRow* ListBox::AddItem( const UnicodeString& strLabel, const String& strName )
{
ListBoxRow* pRow = new ListBoxRow( this );
m_Table->AddRow( pRow );
pRow->SetCellText( 0, strLabel );
pRow->SetName( strName );
pRow->onRowSelected.Add( this, &ListBox::OnRowSelected );
m_Table->SizeToContents();
return pRow;
}
void ListBox::Render( Skin::Base* skin )
{
skin->DrawListBox( this );
}
void ListBox::UnselectAll()
{
std::list<Layout::TableRow*>::iterator it = m_SelectedRows.begin();
while ( it != m_SelectedRows.end() )
{
ListBoxRow* pRow = static_cast<ListBoxRow*>(*it);
it = m_SelectedRows.erase( it );
pRow->SetSelected( false );
}
}
void ListBox::OnRowSelected( Base* pControl )
{
ListBoxRow* pRow = static_cast<ListBoxRow*>(pControl);
if ( !AllowMultiSelect() || !Gwen::Input::IsShiftDown() )
{
UnselectAll();
}
m_SelectedRows.push_back( pRow );
onRowSelected.Call( this );
}
Layout::TableRow* ListBox::GetSelectedRow()
{
if ( m_SelectedRows.empty() ) return NULL;
return *m_SelectedRows.begin();
}
void ListBox::Clear()
{
UnselectAll();
m_Table->Clear();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_LISTBOX_H
#define GWEN_CONTROLS_LISTBOX_H
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Layout/Table.h"
#include "Gwen/Controls/ScrollControl.h"
namespace Gwen
{
namespace Controls
{
class ScrollControl;
class GWEN_EXPORT ListBox : public Base
{
public:
GWEN_CONTROL( ListBox, Base );
typedef std::list<Layout::TableRow*> Rows;
Layout::TableRow* AddItem( const String& strLabel, const String& strName = "" );
Layout::TableRow* AddItem( const UnicodeString& strLabel, const String& strName = "" );
void Render( Skin::Base* skin );
void UnselectAll();
void SetColumnCount( int iCount ) { m_Table->SetColumnCount( iCount ); }
void SetAllowMultiSelect( bool bMultiSelect ){ m_bMultiSelect = bMultiSelect; }
bool AllowMultiSelect() const { return m_bMultiSelect; }
const ListBox::Rows& GetSelectedRows(){ return m_SelectedRows; }
Layout::TableRow* GetSelectedRow();
Gwen::Controls::ScrollControl* Scroller() { return m_ScrollControl; }
void OnChildBoundsChanged( Gwen::Rect oldChildBounds, Base* pChild );
Gwen::Event::Caller onRowSelected;
Controls::Layout::Table* GetTable() { return m_Table; }
virtual void Clear();
protected:
void OnRowSelected( Base* pControl );
Controls::Layout::Table* m_Table;
ListBox::Rows m_SelectedRows;
Controls::ScrollControl* m_ScrollControl;
bool m_bMultiSelect;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Menu.h"
#include "Gwen/Skin.h"
#include "Gwen/Utility.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( Menu )
{
SetBounds( 0, 0, 10, 10 );
SetPadding( Padding( 2, 2, 2, 2 ) );
SetDisableIconMargin( false );
SetAutoHideBars( true );
SetScroll( false, true );
}
void Menu::Render( Skin::Base* skin )
{
skin->DrawMenu( this, IconMarginDisabled() );
}
void Menu::RenderUnder( Skin::Base* skin )
{
BaseClass::RenderUnder( skin );
skin->DrawShadow( this );
}
void Menu::Layout( Skin::Base* skin )
{
int childrenHeight = 0;
for ( Base::List::iterator it = m_InnerPanel->Children.begin(); it != m_InnerPanel->Children.end(); ++it )
{
Base* pChild = (*it);
if ( !pChild )
continue;
childrenHeight += pChild->Height();
}
if ( Y() + childrenHeight > GetCanvas()->Height() )
childrenHeight = GetCanvas()->Height() - Y();
SetSize( Width(), childrenHeight );
BaseClass::Layout( skin );
}
MenuItem* Menu::AddItem( const Gwen::UnicodeString& strName, const UnicodeString& strIconName, Gwen::Event::Handler* pHandler, Gwen::Event::Handler::Function fn )
{
MenuItem* pItem = new MenuItem( this );
pItem->SetText( strName );
pItem->SetImage( strIconName );
if ( fn && pHandler )
{
pItem->onMenuItemSelected.Add( pHandler, fn );
}
OnAddItem( pItem );
return pItem;
}
void Menu::OnAddItem( MenuItem* item )
{
item->Dock( Pos::Top );
item->SetTextPadding( Padding( IconMarginDisabled() ? 0 : 24, 0, 16, 0 ) );
item->SetPadding( Padding( 4, 4, 4, 4 ) );
item->SizeToContents();
item->SetAlignment( Pos::CenterV | Pos::Left );
item->onHoverEnter.Add( this, &Menu::OnHoverItem );
// Do this here - after Top Docking these values mean nothing in layout
int w = item->Width() + 10 + 32;
if ( w < Width() ) w = Width();
SetSize( w, Height() );
}
void Menu::ClearItems()
{
for ( Base::List::iterator it = m_InnerPanel->Children.begin(); it != m_InnerPanel->Children.end(); ++it )
{
Base* pChild = *it;
if ( !pChild ) continue;
pChild->DelayedDelete();
}
}
MenuItem* Menu::AddItem( const Gwen::String& strName, const String& strIconName, Gwen::Event::Handler* pHandler, Gwen::Event::Handler::Function fn )
{
return AddItem( Gwen::Utility::StringToUnicode( strName ), Gwen::Utility::StringToUnicode( strIconName ), pHandler, fn );
}
void Menu::CloseAll()
{
for ( Base::List::iterator it = m_InnerPanel->Children.begin(); it != m_InnerPanel->Children.end(); ++it )
{
Base* pChild = *it;
MenuItem* pItem = pChild->DynamicCastMenuItem();
if ( !pItem ) continue;
pItem->CloseMenu();
}
}
bool Menu::IsMenuOpen()
{
for ( Base::List::iterator it = m_InnerPanel->Children.begin(); it != m_InnerPanel->Children.end(); ++it )
{
Base* pChild = *it;
MenuItem* pItem = pChild->DynamicCastMenuItem();
if ( !pItem ) continue;
if ( pItem->IsMenuOpen() )
return true;
}
return false;
}
void Menu::OnHoverItem( Gwen::Controls::Base* pControl )
{
if ( !ShouldHoverOpenMenu() ) return;
MenuItem* pItem = pControl->DynamicCastMenuItem();
if (!pItem) return;
if ( pItem->IsMenuOpen() ) return;
CloseAll();
pItem->OpenMenu();
}
void Menu::Close()
{
SetHidden( true );
}
void Menu::CloseMenus()
{
BaseClass::CloseMenus();
CloseAll();
Close();
}
void Menu::AddDivider()
{
MenuDivider* divider = new MenuDivider( this );
divider->Dock( Pos::Top );
divider->SetMargin( Margin( IconMarginDisabled() ? 0 : 24, 0, 4, 0 ) );
}
void MenuDivider::Render( Gwen::Skin::Base* skin )
{
skin->DrawMenuDivider( this );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_MENU_H
#define GWEN_CONTROLS_MENU_H
#include "Gwen/BaseRender.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/MenuItem.h"
#include "Gwen/Controls/ScrollControl.h"
namespace Gwen
{
namespace Controls
{
class MenuItem;
class GWEN_EXPORT Menu : public ScrollControl
{
public:
GWEN_CONTROL( Menu, ScrollControl );
virtual void Render( Skin::Base* skin );
virtual void RenderUnder( Skin::Base* skin );
virtual void Layout( Skin::Base* skin );
virtual MenuItem* AddItem( const Gwen::UnicodeString& strName, const UnicodeString& strIconName, Gwen::Event::Handler* pHandler = NULL, Gwen::Event::Handler::Function fn = NULL );
virtual MenuItem* AddItem( const Gwen::UnicodeString& strName, Gwen::Event::Handler* pHandler = NULL, Gwen::Event::Handler::Function fn = NULL )
{
return AddItem( strName, L"", pHandler, fn );
}
virtual MenuItem* AddItem( const Gwen::String& strName, const String& strIconName, Gwen::Event::Handler* pHandler = NULL, Gwen::Event::Handler::Function fn = NULL );
virtual MenuItem* AddItem( const Gwen::String& strName, Gwen::Event::Handler* pHandler = NULL, Gwen::Event::Handler::Function fn = NULL )
{
return AddItem( strName, "", pHandler, fn );
}
virtual void AddDivider();
void OnHoverItem( Gwen::Controls::Base* pControl );
void CloseAll();
bool IsMenuOpen();
void ClearItems();
virtual void Close();
virtual bool IsMenuComponent(){ return true; }
virtual void CloseMenus();
bool IconMarginDisabled() { return m_bDisableIconMargin; }
void SetDisableIconMargin( bool bDisable ) { m_bDisableIconMargin = bDisable; }
virtual bool ShouldClip(){ return false; }
protected:
virtual bool ShouldHoverOpenMenu(){ return true; }
virtual void OnAddItem( MenuItem* item );
bool m_bDisableIconMargin;
};
class GWEN_EXPORT MenuDivider : public Base
{
public:
GWEN_CONTROL_INLINE( MenuDivider, Base )
{
SetHeight( 1 );
}
void Render( Gwen::Skin::Base* skin );
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Controls/MenuItem.h"
#include "Gwen/Skin.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( MenuItem )
{
m_Menu = NULL;
m_bOnStrip = false;
m_SubmenuArrow = NULL;
SetTabable( false );
SetCheckable( false );
SetCheck( false );
}
MenuItem::~MenuItem()
{
}
void MenuItem::Render( Skin::Base* skin )
{
skin->DrawMenuItem( this, IsMenuOpen(), m_bCheckable ? m_bChecked : false );
}
void MenuItem::Layout( Skin::Base* skin )
{
BaseClass::Layout( skin );
}
Menu* MenuItem::GetMenu()
{
if ( !m_Menu )
{
m_Menu = new Menu( GetCanvas() );
m_Menu->SetHidden( true );
if ( !m_bOnStrip )
{
m_SubmenuArrow = new Symbol::Arrow( this );
m_SubmenuArrow->Dock( Pos::Right );
m_SubmenuArrow->SetSize( 20, 20 );
}
Invalidate();
}
return m_Menu;
}
void MenuItem::SetCheck( bool bCheck )
{
if ( bCheck == m_bChecked)
return;
m_bChecked = bCheck;
onCheckChange.Call( this );
if ( bCheck )
onChecked.Call( this );
else
onUnChecked.Call( this );
}
void MenuItem::OnPress()
{
if ( m_Menu )
{
ToggleMenu();
}
else if ( !m_bOnStrip )
{
SetCheck( !GetChecked() );
onMenuItemSelected.Call( this );
GetCanvas()->CloseMenus();
}
BaseClass::OnPress();
}
void MenuItem::ToggleMenu()
{
if ( IsMenuOpen() ) CloseMenu();
else OpenMenu();
}
bool MenuItem::IsMenuOpen()
{
if ( !m_Menu ) return false;
return !m_Menu->Hidden();
}
void MenuItem::OpenMenu()
{
if ( !m_Menu ) return;
m_Menu->SetHidden( false );
m_Menu->BringToFront();
Gwen::Point p = LocalPosToCanvas( Gwen::Point( 0, 0 ) );
// Strip menus open downwards
if ( m_bOnStrip )
{
m_Menu->SetPos( p.x, p.y + Height() + 1 );
}
// Submenus open sidewards
else
{
m_Menu->SetPos( p.x + Width(), p.y);
}
// TODO: Option this.
// TODO: Make sure on screen, open the other side of the
// parent if it's better...
}
void MenuItem::CloseMenu()
{
if ( !m_Menu ) return;
m_Menu->Close();
m_Menu->CloseAll();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_MENUITEM_H
#define GWEN_CONTROLS_MENUITEM_H
#include "Gwen/BaseRender.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Controls/Menu.h"
#include "Gwen/Controls/Symbol.h"
namespace Gwen
{
namespace Controls
{
class Menu;
class GWEN_EXPORT MenuItem : public Button
{
public:
GWEN_CONTROL( MenuItem, Button );
virtual ~MenuItem();
virtual void Render( Skin::Base* skin );
virtual void Layout( Skin::Base* skin );
virtual void OnPress();
Menu* GetMenu();
bool IsMenuOpen();
void OpenMenu();
void CloseMenu();
void ToggleMenu();
void SetOnStrip( bool b ){ m_bOnStrip = b;}
bool OnStrip(){ return m_bOnStrip; }
virtual void SetCheckable( bool bCheck ) { m_bCheckable = bCheck; }
virtual void SetCheck( bool bCheck );
virtual bool GetChecked() { return m_bChecked; }
Gwen::Event::Caller onMenuItemSelected;
Gwen::Event::Caller onChecked;
Gwen::Event::Caller onUnChecked;
Gwen::Event::Caller onCheckChange;
private:
Menu* m_Menu;
bool m_bOnStrip;
bool m_bCheckable;
bool m_bChecked;
Symbol::Arrow * m_SubmenuArrow;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Controls/MenuStrip.h"
#include "Gwen/Skin.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( MenuStrip )
{
SetBounds( 0, 0, 200, 22 );
Dock( Pos::Top );
m_InnerPanel->SetPadding( Padding( 5, 2, 2, 2 ) );
}
void MenuStrip::Render( Skin::Base* skin )
{
skin->DrawMenuStrip( this );
}
void MenuStrip::Layout( Skin::Base* /*skin*/ )
{
//TODO: We don't want to do vertical sizing the same as Menu, do nothing for now
}
void MenuStrip::OnAddItem( MenuItem* item )
{
item->Dock( Pos::Left );
item->SetPadding( Padding( 5, 0, 5, 0 ) );
item->SizeToContents();
item->SetOnStrip( true );
item->onHoverEnter.Add( this, &Menu::OnHoverItem );
}
bool MenuStrip::ShouldHoverOpenMenu()
{
return IsMenuOpen();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_MENUSTRIP_H
#define GWEN_CONTROLS_MENUSTRIP_H
#include "Gwen/BaseRender.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Menu.h"
#include "Gwen/Controls/MenuItem.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT MenuStrip : public Menu
{
GWEN_CONTROL( MenuStrip, Menu );
virtual void Render( Skin::Base* skin );
virtual void RenderUnder( Skin::Base* /*skin*/ ){}
virtual void Layout( Skin::Base* skin );
protected:
virtual void OnAddItem( MenuItem* item );
virtual bool ShouldHoverOpenMenu();
virtual void Close() {}
};
}
}
#endif

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#pragma once
#ifndef GWEN_CONTROLS_MODAL_H
#define GWEN_CONTROLS_MODAL_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace ControlsInternal
{
class Modal : public Controls::Base
{
GWEN_CONTROL_INLINE( Modal, Controls::Base )
{
SetKeyboardInputEnabled( true );
SetMouseInputEnabled( true );
SetShouldDrawBackground( true );
}
virtual void Layout( Skin::Base* /*skin*/ )
{
SetBounds( 0, 0, GetCanvas()->Width(), GetCanvas()->Height() );
}
virtual void Render( Skin::Base* skin )
{
if ( !ShouldDrawBackground() ) return;
skin->DrawModalControl( this );
}
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Utility.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/NumericUpDown.h"
#include "Gwen/Controls/Layout/Splitter.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( NumericUpDown )
{
SetSize( 100, 20 );
Layout::Splitter* pSplitter = new Layout::Splitter( this );
pSplitter->Dock( Pos::Right );
pSplitter->SetSize( 13, 13 );
NumericUpDownButton_Up* pButtonUp = new NumericUpDownButton_Up( pSplitter );
pButtonUp->onPress.Add( this, &NumericUpDown::OnButtonUp );
pButtonUp->SetTabable( false );
pSplitter->SetPanel( 0, pButtonUp );
NumericUpDownButton_Down* pButtonDown = new NumericUpDownButton_Down( pSplitter );
pButtonDown->onPress.Add( this, &NumericUpDown::OnButtonDown );
pButtonDown->SetTabable( false );
pButtonUp->SetPadding( Padding( 0, 1, 1, 0 ) );
pSplitter->SetPanel( 1, pButtonDown );
m_iMax = 100;
m_iMin = 0;
m_iNumber = 0;
SetText( "0" );
}
void NumericUpDown::OnButtonUp( Base* /*control*/ )
{
SyncNumberFromText();
SetValue( m_iNumber + 1 );
}
void NumericUpDown::OnButtonDown( Base* /*control*/ )
{
SyncNumberFromText();
SetValue( m_iNumber - 1 );
}
void NumericUpDown::SyncTextFromNumber()
{
SetText( Utility::ToString( m_iNumber ) );
}
void NumericUpDown::SyncNumberFromText()
{
SetValue( (int) GetFloatFromText() );
}
void NumericUpDown::SetMin( int i )
{
m_iMin = i;
}
void NumericUpDown::SetMax( int i )
{
m_iMax = i;
}
void NumericUpDown::SetValue( int i )
{
if ( i > m_iMax ) i = m_iMax;
if ( i < m_iMin ) i = m_iMin;
if ( m_iNumber == i )
{
return;
}
m_iNumber = i;
// Don't update the text if we're typing in it..
if ( !HasFocus() )
{
SyncTextFromNumber();
}
OnChange();
}
void NumericUpDown::OnChange()
{
onChanged.Call( this );
}
void NumericUpDown::OnTextChanged()
{
BaseClass::OnTextChanged();
SyncNumberFromText();
}
void NumericUpDown::OnEnter()
{
SyncNumberFromText();
SyncTextFromNumber();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_NUMERICUPDOWN_H
#define GWEN_CONTROLS_NUMERICUPDOWN_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Controls/TextBox.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT NumericUpDownButton_Up : public Button
{
GWEN_CONTROL_INLINE( NumericUpDownButton_Up, Button ){}
virtual void Render( Skin::Base* skin )
{
skin->DrawNumericUpDownButton( this, m_bDepressed, true );
}
};
class GWEN_EXPORT NumericUpDownButton_Down : public Button
{
GWEN_CONTROL_INLINE( NumericUpDownButton_Down, Button ){}
virtual void Render( Skin::Base* skin )
{
skin->DrawNumericUpDownButton( this, m_bDepressed, false );
}
};
class GWEN_EXPORT NumericUpDown : public TextBoxNumeric
{
public:
GWEN_CONTROL( NumericUpDown, TextBoxNumeric );
virtual void SetMin( int i );
virtual void SetMax( int i );
virtual void SetValue( int i );
Event::Caller onChanged;
private:
virtual void OnEnter();
virtual void OnChange();
virtual void OnTextChanged();
virtual void OnButtonUp( Base* control );
virtual void OnButtonDown( Base* control );
virtual bool OnKeyUp( bool bDown ) { if ( bDown ) OnButtonUp( NULL ); return true; }
virtual bool OnKeyDown( bool bDown ){ if ( bDown ) OnButtonDown( NULL ); return true; }
virtual void SyncTextFromNumber();
virtual void SyncNumberFromText();
int m_iNumber;
int m_iMax;
int m_iMin;
};
}
}
#endif

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#include "Gwen/Controls/PanelListPanel.h"
using namespace Gwen;
using namespace Controls;
GWEN_CONTROL_CONSTRUCTOR( PanelListPanel )
{
m_bVertical = false;
m_bSizeToChildren = true;
m_iControlSpacing = 5;
m_iLineSpacing = 5;
m_bWrapping = true;
}
void PanelListPanel::Render( Gwen::Skin::Base* /*skin*/ )
{
}
Gwen::Point PanelListPanel::GetBiggestChildSize()
{
int width = 0;
int height = 0;
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
Controls::Base* pChild = *it;
if ( pChild->Width() > width )
width = pChild->Width();
if ( pChild->Height() > height )
height = pChild->Height();
}
return Gwen::Point( width, height );
}
void PanelListPanel::DoVerticalLayout()
{
int panelWidth = 0;
int panelX = GetPadding().left;
int panelY = GetPadding().top;
int lastPanelY = panelY;
int testWrap = 0;
Gwen::Point childSize = GetBiggestChildSize();
//Lay my children out accordingly
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
Controls::Base* pChild = *it;
testWrap = lastPanelY + m_iControlSpacing + childSize.y;
if ( m_bWrapping && testWrap > Height() - GetPadding().bottom )
{
panelY = GetPadding().top;
panelX = GetPadding().left + panelWidth + m_iLineSpacing;
lastPanelY = panelY + m_iControlSpacing + childSize.y;
}
else
{
panelY = lastPanelY;
lastPanelY = testWrap;
}
pChild->SetPos( panelX, panelY );
if (pChild->X() + childSize.x > panelWidth )
panelWidth = pChild->X() + childSize.x;
}
if ( m_bSizeToChildren )
{
Gwen::Point childrenSizeTotal = ChildrenSize();
SetSize( childrenSizeTotal.x, Height());
}
}
void PanelListPanel::DoHorizontalLayout()
{
int panelHeight = 0;
int panelX = GetPadding().left;
int panelY = GetPadding().top;
int lastPanelX = panelX;
int testWrap = 0;
Gwen::Point childSize = GetBiggestChildSize();
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
Controls::Base* pChild = *it;
testWrap = lastPanelX + m_iControlSpacing + childSize.x;
if ( m_bWrapping && testWrap > Width() - GetPadding().right )
{
panelX = GetPadding().left;
panelY = GetPadding().top + panelHeight + m_iLineSpacing;
lastPanelX = panelX + m_iControlSpacing + childSize.x;
}
else
{
panelX = lastPanelX;
lastPanelX = testWrap;
}
pChild->SetPos( panelX, panelY );
if (pChild->Y() + childSize.y > panelHeight )
panelHeight = pChild->Y() + childSize.y;
}
if ( m_bSizeToChildren )
{
Gwen::Point childrenSizeTotal = ChildrenSize();
SetSize( Width(), childrenSizeTotal.y);
}
}
void PanelListPanel::Layout( Skin::Base* skin )
{
BaseClass::Layout( skin );
if ( IsHorizontalLayout() )
DoHorizontalLayout();
else
DoVerticalLayout();
}

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#pragma once
#ifndef GWEN_CONTROLS_PANELLISTPANEL_H
#define GWEN_CONTROLS_PANELLISTPANEL_H
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Base.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT PanelListPanel : public Controls::Base
{
public:
GWEN_CONTROL( PanelListPanel, Controls::Base );
void Render( Gwen::Skin::Base* skin );
void Layout( Skin::Base* skin );
void DoHorizontalLayout();
void DoVerticalLayout();
bool IsVerticalLayout() { return m_bVertical; }
bool IsHorizontalLayout() { return !m_bVertical; }
void SetVertical() { m_bVertical = true; Invalidate(); }
void SetHorizontal() { m_bVertical = false; Invalidate(); }
void SetSizeToChildren( bool bShould ) { m_bSizeToChildren = bShould; }
void SetControlSpacing( int spacing ) { m_iControlSpacing = spacing; }
void SetLineSpacing( int spacing ) { m_iLineSpacing = spacing; }
void SetWrapping( bool wrap ) { m_bWrapping = wrap; }
Gwen::Point GetBiggestChildSize();
protected:
bool m_bVertical;
bool m_bSizeToChildren;
int m_iControlSpacing;
int m_iLineSpacing;
bool m_bWrapping;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ScrollControl.h"
#include "Gwen/Controls/ProgressBar.h"
#include "Gwen/Utility.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( ProgressBar )
{
SetMouseInputEnabled( true );
SetBounds( Gwen::Rect( 0, 0, 128, 32 ) );
SetTextPadding( Padding( 3, 3, 3, 3 ) );
SetHorizontal();
SetAlignment( Gwen::Pos::Center );
m_fProgress = 0.0f;
m_bAutoLabel = true;
}
void ProgressBar::SetValue(float val)
{
if ( val < 0 )
val = 0;
if ( val > 1 )
val = 1;
m_fProgress = val;
if ( m_bAutoLabel )
{
int displayVal = m_fProgress * 100;
SetText( Utility::ToString( displayVal ) + "%" );
}
}
void ProgressBar::Render( Skin::Base* skin )
{
skin->DrawProgressBar( this, m_bHorizontal, m_fProgress);
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_PROGRESSBAR_H
#define GWEN_CONTROLS_PROGRESSBAR_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT ProgressBar : public Label
{
public:
GWEN_CONTROL( ProgressBar, Label );
virtual void Render( Skin::Base* skin );
virtual void SetVertical() { m_bHorizontal = false; }
virtual void SetHorizontal(){ m_bHorizontal = true; }
virtual void SetValue( float val );
virtual float GetValue() const { return m_fProgress; }
virtual void SetAutoLabel( bool b ){ m_bAutoLabel = b; }
protected:
float m_fProgress;
bool m_bHorizontal;
bool m_bAutoLabel;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/Properties.h"
#include "Gwen/Utility.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( Properties )
{
m_SplitterBar = new SplitterBar( this );
m_SplitterBar->SetPos( 80, 0 );
m_SplitterBar->SetCursor( Gwen::CursorType::SizeWE );
m_SplitterBar->onDragged.Add( this, &Properties::OnSplitterMoved );
m_SplitterBar->SetShouldDrawBackground( false );
}
void Properties::PostLayout( Gwen::Skin::Base* /*skin*/ )
{
m_SplitterBar->SetHeight( 0 );
if ( SizeToChildren( false, true ) )
{
InvalidateParent();
}
m_SplitterBar->SetSize( 3, Height() );
}
void Properties::OnSplitterMoved( Controls::Base * /*control*/ )
{
InvalidateChildren();
}
int Properties::GetSplitWidth()
{
return m_SplitterBar->X();
}
PropertyRow* Properties::Add( const UnicodeString& text, const UnicodeString& value )
{
Property::Base* pProp = new Property::Text( this );
pProp->SetPropertyValue( value );
return Add( text, pProp );
}
PropertyRow* Properties::Add( const String& text, const String& value )
{
return Add( Gwen::Utility::StringToUnicode( text ), Gwen::Utility::StringToUnicode( value ) );
}
PropertyRow* Properties::Add( const UnicodeString& text, Property::Base* pProp )
{
PropertyRow* row = new PropertyRow( this );
row->Dock( Pos::Top );
row->GetLabel()->SetText( text );
row->SetProperty( pProp );
m_SplitterBar->BringToFront();
return row;
}
PropertyRow* Properties::Add( const String& text, Property::Base* pProp )
{
return Add( Gwen::Utility::StringToUnicode( text ), pProp );
}
void Properties::Clear()
{
Base::List ChildListCopy = Children;
for ( Base::List::iterator it = ChildListCopy.begin(); it != ChildListCopy.end(); ++it )
{
PropertyRow* row = (*it)->DynamicCastPropertyRow();
if ( !row ) continue;
row->DelayedDelete();
}
}
GWEN_CONTROL_CONSTRUCTOR( PropertyRow )
{
m_Property = NULL;
m_Label = new Label( this );
m_Label->SetAlignment( Pos::CenterV | Pos::Left );
m_Label->Dock( Pos::Left );
m_Label->SetMargin( Margin( 2, 0, 0, 0 ) );
SetHeight( 16 );
}
void PropertyRow::Render( Gwen::Skin::Base* skin )
{
skin->DrawPropertyRow( this, m_Label->Right(), m_Property->IsEditing() );
}
void PropertyRow::Layout( Gwen::Skin::Base* /*skin*/ )
{
Properties* pParent = GetParent()->DynamicCastProperties();
if ( !pParent ) return;
m_Label->SetWidth( pParent->GetSplitWidth() );
}
void PropertyRow::SetProperty( Property::Base* prop )
{
m_Property = prop;
m_Property->SetParent( this );
m_Property->Dock( Pos::Fill );
m_Property->onChange.Add( this, &ThisClass::OnPropertyValueChanged );
}
void PropertyRow::OnPropertyValueChanged( Gwen::Controls::Base* /*control*/ )
{
onChange.Call( this );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_PROPERTIES_H
#define GWEN_CONTROLS_PROPERTIES_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Controls/Property/BaseProperty.h"
#include "Gwen/Controls/Property/Text.h"
#include "Gwen/Controls/SplitterBar.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace Controls
{
class PropertyRow;
class GWEN_EXPORT Properties : public Base
{
public:
GWEN_CONTROL( Properties, Base );
virtual void PostLayout( Gwen::Skin::Base* skin );
PropertyRow* Add( const UnicodeString& text, const UnicodeString& value = L"" );
PropertyRow* Add( const String& text, const String& value = "" );
PropertyRow* Add( const UnicodeString& text, Property::Base* pProp );
PropertyRow* Add( const String& text, Property::Base* pProp );
virtual int GetSplitWidth();
virtual void Clear();
protected:
virtual void OnSplitterMoved( Controls::Base * control );
Controls::SplitterBar* m_SplitterBar;
};
class GWEN_EXPORT PropertyRow : public Base
{
public:
GWEN_CONTROL( PropertyRow, Base );
virtual Label* GetLabel(){ return m_Label; }
virtual void SetProperty( Property::Base* prop );
virtual Property::Base* GetProperty(){ return m_Property; }
virtual void Layout( Gwen::Skin::Base* skin );
virtual void Render( Gwen::Skin::Base* skin );
Event::Caller onChange;
protected:
void OnPropertyValueChanged( Gwen::Controls::Base* control );
Label* m_Label;
Property::Base* m_Property;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_PROPERTY_BASEPROPERTY_H
#define GWEN_CONTROLS_PROPERTY_BASEPROPERTY_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Utility.h"
namespace Gwen
{
namespace Controls
{
namespace Property
{
class GWEN_EXPORT Base : public Gwen::Controls::Base
{
public:
GWEN_CONTROL_INLINE( Base, Gwen::Controls::Base ){}
virtual String GetPropertyValueAnsi()
{
return Gwen::Utility::UnicodeToString( GetPropertyValue() );
}
virtual void SetPropertyValue( const String& v, bool bFireChangeEvents = false )
{
SetPropertyValue( Gwen::Utility::StringToUnicode( v ), bFireChangeEvents );
}
virtual UnicodeString GetPropertyValue() = 0;
virtual void SetPropertyValue( const UnicodeString& v, bool bFireChangeEvents = false ) = 0;
virtual bool IsEditing() = 0;
virtual void DoChanged()
{
onChange.Call( this );
}
virtual void OnPropertyValueChanged( Gwen::Controls::Base* /*control*/ )
{
DoChanged();
}
Event::Caller onChange;
};
}
}
}
#endif

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#pragma once
#ifndef GWEN_CONTROLS_PROPERTY_COLORSELECTOR_H
#define GWEN_CONTROLS_PROPERTY_COLORSELECTOR_H
#include "Gwen/Controls/Properties.h"
#include "Gwen/Controls/WindowControl.h"
#include "Gwen/Controls/HSVColorPicker.h"
namespace Gwen
{
namespace Controls
{
namespace Property
{
class ColorSelector : public Property::Text
{
public:
GWEN_CONTROL_INLINE( ColorSelector, Property::Text )
{
m_Button = new Button( this );
m_Button->Dock( Pos::Right );
m_Button->SetWidth( 20 );
m_Button->onPress.Add( this, &ThisClass::OnButtonPress );
}
void OnButtonPress( Controls::Base* control )
{
Gwen::Controls::WindowControl* wind = new Gwen::Controls::WindowControl( GetCanvas() );
wind->SetTitle( L"Color Selection" );
wind->SetSize( 256, 180 );
wind->SetPos( GetCanvas()->Width() * 0.5 - 128, GetCanvas()->Height()* 0.5 - 128 );
wind->SetDeleteOnClose( true );
wind->DisableResizing();
wind->MakeModal( true );
Gwen::Controls::HSVColorPicker* picker = new Gwen::Controls::HSVColorPicker( wind );
picker->SetName( "picker" );
float defaultColor[3];
Gwen::Utility::Strings::To::Floats( Gwen::Utility::UnicodeToString( m_TextBox->GetText() ), defaultColor, 3);
picker->SetColor( Gwen::Color( defaultColor[0], defaultColor[1], defaultColor[2], 255 ), false, true );
picker->onColorChanged.Add( this, &ThisClass::ColorChanged );
}
void ColorChanged( Controls::Base* control )
{
Gwen::Controls::HSVColorPicker* picker = control->DynamicCastHSVColorPicker();
Gwen::String colorStr;
colorStr += Gwen::Utility::ToString( ( int )picker->GetColor().r ) + " ";
colorStr += Gwen::Utility::ToString( ( int )picker->GetColor().g ) + " ";
colorStr += Gwen::Utility::ToString( ( int )picker->GetColor().b );
m_TextBox->SetText( colorStr );
DoChanged();
}
virtual UnicodeString GetPropertyValue()
{
return m_TextBox->GetText();
}
virtual void SetPropertyValue( const UnicodeString& v, bool bFireChangeEvents )
{
m_TextBox->SetText( v, bFireChangeEvents );
}
virtual bool IsEditing()
{
return m_TextBox == Gwen::KeyboardFocus;
}
Button* m_Button;
};
}
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_PROPERTY_TEXT_H
#define GWEN_CONTROLS_PROPERTY_TEXT_H
#include "Gwen/Controls/Property/BaseProperty.h"
#include "Gwen/Controls/TextBox.h"
namespace Gwen
{
namespace Controls
{
namespace Property
{
class GWEN_EXPORT Text : public Property::Base
{
public:
GWEN_CONTROL_INLINE( Text, Property::Base )
{
m_TextBox = new TextBox( this );
m_TextBox->Dock( Pos::Fill );
m_TextBox->SetShouldDrawBackground( false );
m_TextBox->onTextChanged.Add( this, &BaseClass::OnPropertyValueChanged );
}
virtual UnicodeString GetPropertyValue()
{
return m_TextBox->GetText();
}
virtual void SetPropertyValue( const UnicodeString& v, bool bFireChangeEvents )
{
m_TextBox->SetText( v, bFireChangeEvents );
}
virtual bool IsEditing()
{
return m_TextBox->HasFocus();
}
TextBox* m_TextBox;
};
}
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_PROPERTYTREE_H
#define GWEN_CONTROLS_PROPERTYTREE_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/TreeControl.h"
#include "Gwen/Controls/Properties.h"
namespace Gwen
{
namespace Controls
{
class PropertyTreeNode : public TreeNode
{
public:
GWEN_CONTROL_INLINE( PropertyTreeNode, TreeNode )
{
}
virtual void Render( Skin::Base* skin )
{
skin->DrawPropertyTreeNode( this, m_InnerPanel->X(), m_InnerPanel->Y() );
}
};
class PropertyTree : public TreeControl
{
public:
GWEN_CONTROL_INLINE( PropertyTree, TreeControl )
{
}
Properties* Add( const UnicodeString& text )
{
TreeNode* node = new PropertyTreeNode( this );
node->SetText( text );
node->Dock( Pos::Top );
Properties* props = new Properties( node );
props->Dock( Pos::Top );
return props;
}
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/RadioButton.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( RadioButton )
{
SetSize( 11, 11 );
SetMouseInputEnabled( true );
SetTabable( false );
}
void RadioButton::Render( Skin::Base* skin )
{
skin->DrawRadioButton( this, IsChecked(), IsDepressed() );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_RADIOBUTTON_H
#define GWEN_CONTROLS_RADIOBUTTON_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/CheckBox.h"
#include "Gwen/Controls/LabelClickable.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT RadioButton : public CheckBox
{
GWEN_CONTROL( RadioButton, CheckBox );
virtual void Render( Skin::Base* skin );
private:
// From CheckBox
virtual bool AllowUncheck(){ return false; }
};
class GWEN_EXPORT LabeledRadioButton : public Base
{
public:
GWEN_CONTROL_INLINE( LabeledRadioButton, Base )
{
SetSize( 200, 19 );
m_RadioButton = new RadioButton( this );
m_RadioButton->Dock( Pos::Left );
m_RadioButton->SetMargin( Margin( 0, 4, 2, 4 ) );
m_RadioButton->SetTabable( false );
m_RadioButton->SetKeyboardInputEnabled( false );
m_Label = new LabelClickable( this );
m_Label->SetAlignment( Pos::CenterV | Pos::Left );
m_Label->SetText( "Radio Button" );
m_Label->Dock( Pos::Fill );
m_Label->onPress.Add( m_RadioButton, &CheckBox::ReceiveEventPress );
m_Label->SetTabable( false );
m_Label->SetKeyboardInputEnabled( false );
}
void RenderFocus( Gwen::Skin::Base* skin )
{
if ( Gwen::KeyboardFocus != this ) return;
if ( !IsTabable() ) return;
skin->DrawKeyboardHighlight( this, GetRenderBounds(), 0 );
}
virtual RadioButton* GetRadioButton() { return m_RadioButton; }
virtual LabelClickable* GetLabel(){ return m_Label; }
virtual bool OnKeySpace(bool bDown) { if ( bDown ) m_RadioButton->SetChecked( !m_RadioButton->IsChecked() ); return true; }
virtual void Select(){ m_RadioButton->SetChecked( true ); }
private:
RadioButton* m_RadioButton;
LabelClickable* m_Label;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/RadioButtonController.h"
#include "Gwen/Controls/RadioButton.h"
#include "Gwen/Utility.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( RadioButtonController )
{
m_Selected = NULL;
SetTabable( false );
SetKeyboardInputEnabled( false );
}
void RadioButtonController::OnRadioClicked( Gwen::Controls::Base* pFromPanel )
{
RadioButton* pCheckedRadioButton = pFromPanel->DynamicCastRadioButton();
//Iterate through all other buttons and set them to false;
for (Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter)
{
Base* pChild = *iter;
LabeledRadioButton* pLRB = pChild->DynamicCastLabeledRadioButton();
if ( pLRB )
{
RadioButton* pChildRadioButton = pLRB->GetRadioButton();
if ( pChildRadioButton == pCheckedRadioButton )
{
m_Selected = pLRB;
}
else
{
pLRB->GetRadioButton()->SetChecked( false );
}
}
}
OnChange();
}
void RadioButtonController::OnChange()
{
onSelectionChange.Call( this );
}
LabeledRadioButton* RadioButtonController::AddOption( const Gwen::String& strText, const Gwen::String& strOptionName )
{
return AddOption( Gwen::Utility::StringToUnicode( strText ), strOptionName );
}
LabeledRadioButton* RadioButtonController::AddOption( const Gwen::UnicodeString& strText, const Gwen::String& strOptionName )
{
LabeledRadioButton* lrb = new LabeledRadioButton( this );
lrb->SetName( strOptionName );
lrb->GetLabel()->SetText( strText );
lrb->GetRadioButton()->onChecked.Add( this, &RadioButtonController::OnRadioClicked );
lrb->Dock( Pos::Top );
lrb->SetMargin( Margin( 0, 1, 0, 1 ) );
lrb->SetKeyboardInputEnabled( false );
lrb->SetTabable( false );
Invalidate();
return lrb;
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_RADIOBOTTONCONTROLLER_H
#define GWEN_CONTROLS_RADIOBOTTONCONTROLLER_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Controls/RadioButton.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT RadioButtonController : public Base
{
public:
GWEN_CONTROL( RadioButtonController, Base );
virtual void Render( Skin::Base* /*skin*/ ){};
virtual void OnRadioClicked( Base* pFromPanel );
virtual void OnChange();
virtual LabeledRadioButton* AddOption( const Gwen::String& strText, const Gwen::String& strOptionName = "" );
virtual LabeledRadioButton* AddOption( const Gwen::UnicodeString& strText, const Gwen::String& strOptionName = "" );
virtual LabeledRadioButton* GetSelected(){ return m_Selected; }
virtual String GetSelectedName(){ return m_Selected->GetName(); }
virtual UnicodeString GetSelectedLabel(){ return m_Selected->GetLabel()->GetText(); }
Event::Caller onSelectionChange;
private:
LabeledRadioButton* m_Selected;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ImagePanel.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Controls/Resizer.h"
#include "Gwen/Controls/ResizableControl.h"
using namespace Gwen;
using namespace Gwen::Controls;
using namespace Gwen::ControlsInternal;
GWEN_CONTROL_CONSTRUCTOR( ResizableControl )
{
m_bResizable = true;
m_MinimumSize = Gwen::Point( 5, 5 );
m_bClampMovement = false;
Resizer* resizerBottom = new Resizer (this );
resizerBottom->Dock( Pos::Bottom );
resizerBottom->SetResizeDir( Pos::Bottom );
resizerBottom->SetTarget( this );
resizerBottom->onResize.Add( this, &ResizableControl::OnResizedInternal );
Resizer* resizerBottomLeft = new Resizer( resizerBottom );
resizerBottomLeft->Dock( Pos::Left );
resizerBottomLeft->SetResizeDir( Pos::Bottom | Pos::Left );
resizerBottomLeft->SetTarget(this );
resizerBottomLeft->onResize.Add( this, &ResizableControl::OnResizedInternal );
Resizer* resizerBottomRight = new Resizer( resizerBottom );
resizerBottomRight->Dock( Pos::Right);
resizerBottomRight->SetResizeDir( Pos::Bottom | Pos::Right );
resizerBottomRight->SetTarget( this );
resizerBottomRight->onResize.Add( this, &ResizableControl::OnResizedInternal );
Resizer* resizerTop = new Resizer( this );
resizerTop->Dock( Pos::Top );
resizerTop->SetResizeDir( Pos::Top );
resizerTop->SetTarget( this );
resizerTop->onResize.Add( this, &ResizableControl::OnResizedInternal );
Resizer* resizerTopLeft = new Resizer( resizerTop );
resizerTopLeft->Dock( Pos::Left );
resizerTopLeft->SetResizeDir( Pos::Top | Pos::Left );
resizerTopLeft->SetTarget( this );
resizerTopLeft->onResize.Add( this, &ResizableControl::OnResizedInternal );
Resizer* resizerTopRight = new Resizer( resizerTop );
resizerTopRight->Dock( Pos::Right );
resizerTopRight->SetResizeDir( Pos::Top| Pos::Right );
resizerTopRight->SetTarget( this );
resizerTopRight->onResize.Add( this, &ResizableControl::OnResizedInternal );
Resizer* resizerLeft = new Resizer( this );
resizerLeft->Dock( Pos::Left );
resizerLeft->SetResizeDir( Pos::Left );
resizerLeft->SetTarget( this );
resizerLeft->onResize.Add( this, &ResizableControl::OnResizedInternal );
Resizer* resizerRight = new Resizer( this );
resizerRight->Dock( Pos::Right );
resizerRight->SetResizeDir( Pos::Right );
resizerRight->SetTarget( this );
resizerRight->onResize.Add( this, &ResizableControl::OnResizedInternal );
}
void ResizableControl::DisableResizing()
{
for ( Base::List::iterator it = Children.begin(); it != Children.end(); ++it )
{
Resizer* resizer = (*it)->DynamicCastResizer();
if ( !resizer ) continue;
resizer->SetMouseInputEnabled( false );
resizer->SetHidden( true );
SetPadding( Padding( resizer->Width(), resizer->Width(), resizer->Width(), resizer->Width() ) );
}
}
bool ResizableControl::SetBounds( int x, int y, int w, int h )
{
Gwen::Point minSize = GetMinimumSize();
// Clamp Minimum Size
if ( w < minSize.x ) w = minSize.x;
if ( h < minSize.y ) h = minSize.y;
// Clamp to parent's window
Base* pParent = GetParent();
if ( pParent && m_bClampMovement )
{
if ( x + w > pParent->Width() ) x = pParent->Width() - w;
if ( x < 0 ) x = 0;
if ( y + h > pParent->Height() ) y = pParent->Height() - h;
if ( y < 0 ) y = 0;
}
return BaseClass::SetBounds( x, y, w, h );
}
void ResizableControl::OnResizedInternal( Controls::Base* /*pControl*/ )
{
onResize.Call( this );
OnResized();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_RESIZABLECONTROL_H
#define GWEN_CONTROLS_RESIZABLECONTROL_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Controls/Dragger.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT ResizableControl : public Base
{
public:
GWEN_CONTROL( ResizableControl, Base );
virtual void SetClampMovement( bool shouldClamp ) { m_bClampMovement = shouldClamp; }
virtual bool GetClampMovement() { return m_bClampMovement; }
virtual void SetMinimumSize( const Gwen::Point& minSize ) { m_MinimumSize = minSize; }
virtual Gwen::Point GetMinimumSize() { return m_MinimumSize; }
virtual void DisableResizing();
virtual bool SetBounds( int x, int y, int w, int h );
virtual void OnResized(){};
Event::Caller onResize;
protected:
void OnResizedInternal( Controls::Base* pControl );
Gwen::Point m_MinimumSize;
bool m_bClampMovement;
bool m_bResizable;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/Resizer.h"
using namespace Gwen;
using namespace Gwen::ControlsInternal;
GWEN_CONTROL_CONSTRUCTOR( Resizer )
{
m_iResizeDir = Pos::Left;
SetMouseInputEnabled( true );
SetSize( 6, 6 );
}
void Resizer::OnMouseMoved( int x, int y, int /*deltaX*/, int /*deltaY*/ )
{
if ( !m_pTarget ) return;
if ( !m_bDepressed ) return;
// Gwen::Rect oldBounds = m_pTarget->GetBounds();
Gwen::Rect pBounds = m_pTarget->GetBounds();
Gwen::Point pntMin = m_pTarget->GetMinimumSize();
Gwen::Point pCursorPos = m_pTarget->CanvasPosToLocal( Gwen::Point( x, y ) );
Gwen::Point pDelta = m_pTarget->LocalPosToCanvas( m_HoldPos );
pDelta.x -= x;
pDelta.y -= y;
if ( m_iResizeDir & Pos::Left )
{
pBounds.x -= pDelta.x;
pBounds.w += pDelta.x;
// Conform to minimum size here so we don't
// go all weird when we snap it in the base conrt
if ( pBounds.w < pntMin.x )
{
int diff = pntMin.x - pBounds.w;
pBounds.w += diff;
pBounds.x -= diff;
}
}
if ( m_iResizeDir & Pos::Top )
{
pBounds.y -= pDelta.y;
pBounds.h += pDelta.y;
// Conform to minimum size here so we don't
// go all weird when we snap it in the base conrt
if ( pBounds.h < pntMin.y )
{
int diff = pntMin.y - pBounds.h;
pBounds.h += diff;
pBounds.y -= diff;
}
}
if ( m_iResizeDir & Pos::Right )
{
// This is complicated.
// Basically we want to use the HoldPos, so it doesn't snap to the edge of the control
// But we need to move the HoldPos with the window movement. Yikes.
// I actually think this might be a big hack around the way this control works with regards
// to the holdpos being on the parent panel.
int woff = pBounds.w - m_HoldPos.x;
int diff = pBounds.w;
pBounds.w = pCursorPos.x + woff;
if ( pBounds.w < pntMin.x ) pBounds.w = pntMin.x;
diff -= pBounds.w;
m_HoldPos.x -= diff;
}
if ( m_iResizeDir & Pos::Bottom )
{
int hoff = pBounds.h - m_HoldPos.y;
int diff = pBounds.h;
pBounds.h = pCursorPos.y + hoff;
if ( pBounds.h < pntMin.y ) pBounds.h = pntMin.y;
diff -= pBounds.h;
m_HoldPos.y -= diff;
}
m_pTarget->SetBounds( pBounds );
onResize.Call( this );
}
void Resizer::SetResizeDir( int dir )
{
m_iResizeDir = dir;
if ( (dir & Pos::Left && dir & Pos::Top) || (dir & Pos::Right && dir & Pos::Bottom) )
return SetCursor( Gwen::CursorType::SizeNWSE );
if ( (dir & Pos::Right && dir & Pos::Top) || (dir & Pos::Left && dir & Pos::Bottom) )
return SetCursor( Gwen::CursorType::SizeNESW );
if ( dir & Pos::Right || dir & Pos::Left )
return SetCursor( Gwen::CursorType::SizeWE );
if ( dir & Pos::Top || dir & Pos::Bottom )
return SetCursor( Gwen::CursorType::SizeNS );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_RESIZER_H
#define GWEN_CONTROLS_RESIZER_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/Dragger.h"
namespace Gwen
{
namespace ControlsInternal
{
class GWEN_EXPORT Resizer : public Dragger
{
public:
GWEN_CONTROL( Resizer, Dragger );
virtual void OnMouseMoved( int x, int y, int deltaX, int deltaY );
virtual void SetResizeDir( int dir );
Event::Caller onResize;
protected:
int m_iResizeDir;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Controls/RichLabel.h"
#include "Gwen/Controls/Label.h"
#include "Gwen/Utility.h"
using namespace Gwen;
using namespace Gwen::Controls;
const unsigned char Type_Text = 0;
const unsigned char Type_Newline = 1;
GWEN_CONTROL_CONSTRUCTOR( RichLabel )
{
m_bNeedsRebuild = false;
}
void RichLabel::AddLineBreak()
{
DividedText t;
t.type = Type_Newline;
m_TextBlocks.push_back( t );
}
void RichLabel::AddText( const Gwen::TextObject& text, Gwen::Color color, Gwen::Font* font )
{
if ( text.m_Data.size() == 0 ) return;
Gwen::Utility::Strings::UnicodeList lst;
Gwen::Utility::Strings::Split( text.GetUnicode(), L"\n", lst, false );
for (size_t i=0; i<lst.size(); i++ )
{
if ( i > 0 ) AddLineBreak();
DividedText t;
t.type = Type_Text;
t.text = lst[i];
t.color = color;
t.font = font;
m_TextBlocks.push_back( t );
m_bNeedsRebuild = true;
Invalidate();
}
}
bool RichLabel::SizeToChildren( bool w, bool h )
{
Rebuild();
return BaseClass::SizeToChildren( w, h );
}
void RichLabel::SplitLabel( const Gwen::UnicodeString& text, Gwen::Font* pFont, const DividedText& txt, int& x, int& y, int& lineheight )
{
Gwen::Utility::Strings::UnicodeList lst;
Gwen::Utility::Strings::Split( text, L" ", lst, true );
if ( lst.size() == 0 ) return;
int iSpaceLeft = Width() - x;
// Does the whole word fit in?
{
Gwen::Point StringSize = GetSkin()->GetRender()->MeasureText( pFont, text );
if ( iSpaceLeft > StringSize.x )
{
return CreateLabel( text, txt, x, y, lineheight, true );
}
}
// If the first word is bigger than the line, just give up.
{
Gwen::Point WordSize = GetSkin()->GetRender()->MeasureText( pFont, lst[0] );
if ( WordSize.x >= iSpaceLeft )
{
CreateLabel( lst[0], txt, x, y, lineheight, true );
if ( lst[0].size() >= text.size() ) return;
Gwen::UnicodeString LeftOver = text.substr( lst[0].size() + 1 );
return SplitLabel( LeftOver, pFont, txt, x, y, lineheight );
}
}
Gwen::UnicodeString strNewString = L"";
for ( size_t i=0; i<lst.size(); i++ )
{
Gwen::Point WordSize = GetSkin()->GetRender()->MeasureText( pFont, strNewString + lst[i] );
if ( WordSize.x > iSpaceLeft )
{
CreateLabel( strNewString, txt, x, y, lineheight, true );
x = 0;
y += lineheight;
break;;
}
strNewString += lst[i];
}
Gwen::UnicodeString LeftOver = text.substr( strNewString.size() + 1 );
return SplitLabel( LeftOver, pFont, txt, x, y, lineheight );
}
void RichLabel::CreateLabel( const Gwen::UnicodeString& text, const DividedText& txt, int& x, int& y, int& lineheight, bool NoSplit )
{
//
// Use default font or is one set?
//
Gwen::Font* pFont = GetSkin()->GetDefaultFont();
if ( txt.font ) pFont = txt.font;
//
// This string is too long for us, split it up.
//
Gwen::Point p = GetSkin()->GetRender()->MeasureText( pFont, text );
if ( lineheight == -1 )
{
lineheight = p.y;
}
if ( !NoSplit )
{
if ( x + p.x > Width() )
{
return SplitLabel( text, pFont, txt, x, y, lineheight );
}
}
//
// Wrap
//
if ( x + p.x >= Width() )
{
CreateNewline( x, y, lineheight );
}
Gwen::Controls::Label* pLabel = new Gwen::Controls::Label( this );
pLabel->SetText( x == 0 ? Gwen::Utility::Strings::TrimLeft<Gwen::UnicodeString>( text, L" " ) : text );
pLabel->SetTextColor( txt.color );
pLabel->SetFont( pFont );
pLabel->SizeToContents();
pLabel->SetPos( x, y );
//lineheight = (lineheight + pLabel->Height()) / 2;
x += pLabel->Width();
if ( x >= Width() )
{
CreateNewline( x, y, lineheight );
}
}
void RichLabel::CreateNewline( int& x, int& y, int& lineheight )
{
x = 0;
y += lineheight;
}
void RichLabel::Rebuild()
{
RemoveAllChildren();
int x = 0;
int y = 0;
int lineheight = -1;
for ( DividedText::List::iterator it = m_TextBlocks.begin(); it != m_TextBlocks.end(); ++it )
{
if ( it->type == Type_Newline )
{
CreateNewline( x, y, lineheight );
continue;
}
if ( it->type == Type_Text )
{
CreateLabel( (*it).text, *it, x, y, lineheight, false );
continue;
}
}
m_bNeedsRebuild = false;
}
void RichLabel::OnBoundsChanged( Gwen::Rect oldBounds )
{
BaseClass::OnBoundsChanged( oldBounds );
Rebuild();
}
void RichLabel::Layout( Gwen::Skin::Base* skin )
{
BaseClass::Layout( skin );
if ( m_bNeedsRebuild )
{
Rebuild();
}
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_RICHLABEL_H
#define GWEN_CONTROLS_RICHLABEL_H
#include "Gwen/BaseRender.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Text.h"
#include "Gwen/TextObject.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT RichLabel : public Controls::Base
{
public:
GWEN_CONTROL( RichLabel, Gwen::Controls::Base );
void AddLineBreak();
void AddText( const Gwen::TextObject& text, Gwen::Color color, Gwen::Font* font = NULL );
virtual bool SizeToChildren( bool w = true, bool h = true );
protected:
struct DividedText
{
typedef std::list<DividedText> List;
DividedText()
{
type = 0;
font = NULL;
}
unsigned char type;
Gwen::UnicodeString text;
Gwen::Color color;
Gwen::Font* font;
};
void Layout( Gwen::Skin::Base* skin );
void SplitLabel( const Gwen::UnicodeString& text, Gwen::Font* pFont, const DividedText& txt, int& x, int& y, int& lineheight );
void CreateNewline( int& x, int& y, int& lineheight );
void CreateLabel( const Gwen::UnicodeString& text, const DividedText& txt, int& x, int& y, int& lineheight, bool NoSplit );
void Rebuild();
void OnBoundsChanged( Gwen::Rect oldBounds );
DividedText::List m_TextBlocks;
bool m_bNeedsRebuild;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ScrollBar.h"
#include "Gwen/Controls/ScrollBarButton.h"
#include "Gwen/Controls/ScrollBarBar.h"
using namespace Gwen;
using namespace Gwen::Controls;
using namespace Gwen::ControlsInternal;
GWEN_CONTROL_CONSTRUCTOR( BaseScrollBar )
{
for (int i = 0; i < 2; i++)
{
m_ScrollButton[i] = new ScrollBarButton( this );
}
m_Bar = new ScrollBarBar( this );
SetBounds( 0, 0, 15, 15 );
m_bDepressed = false;
m_fScrolledAmount = 0;
m_fContentSize = 0;
m_fViewableContentSize = 0;
SetNudgeAmount( 20 );
}
void BaseScrollBar::Render( Skin::Base* skin )
{
skin->DrawScrollBar( this, false, m_bDepressed );
}
void BaseScrollBar::OnBarMoved( Controls::Base* /*control*/ )
{
onBarMoved.Call( this );
}
void BaseScrollBar::BarMovedNotification()
{
OnBarMoved( this );
}
void BaseScrollBar::SetContentSize( float size )
{
if ( m_fContentSize != size )
{
Invalidate();
}
m_fContentSize = size;
}
void BaseScrollBar::SetViewableContentSize( float size )
{
if ( m_fViewableContentSize != size )
Invalidate();
m_fViewableContentSize = size;
}
bool BaseScrollBar::SetScrolledAmount( float amount, bool /*forceUpdate*/ )
{
if ( m_fScrolledAmount == amount ) return false;
m_fScrolledAmount = amount;
Invalidate();
BarMovedNotification();
return true;
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_SCROLLBAR_H
#define GWEN_CONTROLS_SCROLLBAR_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/ScrollBarBar.h"
#include "Gwen/Controls/ScrollBarButton.h"
#include "Gwen/Gwen.h"
#define SCROLL_BUTTON_UP 0
#define SCROLL_BUTTON_LEFT 0
#define SCROLL_BUTTON_DOWN 1
#define SCROLL_BUTTON_RIGHT 1
#define NUDGE_DIST 10
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT BaseScrollBar : public Base
{
public:
GWEN_CONTROL( BaseScrollBar, Base );
virtual void Render( Skin::Base* skin );
virtual void SetBarSize(int size) = 0;
virtual int GetBarSize() = 0;
virtual int GetBarPos() = 0;
virtual void OnBarMoved( Controls::Base* control);
virtual void OnMouseClickLeft( int /*x*/, int /*y*/, bool /*bDown*/ ){}
virtual void ScrollToLeft(){}
virtual void ScrollToRight(){}
virtual void ScrollToTop(){}
virtual void ScrollToBottom(){}
virtual float GetNudgeAmount() { return m_fNudgeAmount / m_fContentSize; }
virtual void SetNudgeAmount( float nudge ) { m_fNudgeAmount = nudge; }
virtual void BarMovedNotification();
virtual float CalculateScrolledAmount() { return 0; }
virtual int CalculateBarSize() { return 0; }
virtual bool SetScrolledAmount(float amount, bool forceUpdate);
virtual void SetContentSize(float size);
virtual void SetViewableContentSize(float size);
virtual int GetButtonSize() { return 0; }
virtual float GetScrolledAmount() { return m_fScrolledAmount; }
Gwen::Event::Caller onBarMoved;
float getContentSize()
{
return m_fContentSize;
}
float getViewableContentSize() const
{
return m_fViewableContentSize;
}
protected:
ControlsInternal::ScrollBarButton* m_ScrollButton[2];
ControlsInternal::ScrollBarBar * m_Bar;
bool m_bDepressed;
float m_fScrolledAmount;
float m_fContentSize;
float m_fViewableContentSize;
float m_fNudgeAmount;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ScrollBar.h"
#include "Gwen/Controls/ScrollBarBar.h"
using namespace Gwen;
using namespace Gwen::Controls;
using namespace Gwen::ControlsInternal;
//Actual bar representing height of parent
GWEN_CONTROL_CONSTRUCTOR( ScrollBarBar )
{
RestrictToParent( true );
SetTarget( this );
}
void ScrollBarBar::Render( Skin::Base* skin )
{
skin->DrawScrollBarBar(this, m_bDepressed, IsHovered(), m_bHorizontal );
BaseClass::Render( skin );
}
void ScrollBarBar::OnMouseMoved( int x, int y, int deltaX, int deltaY )
{
BaseClass::OnMouseMoved( x, y, deltaX, deltaY );
if ( !m_bDepressed )
return;
InvalidateParent();
}
void ScrollBarBar::OnMouseClickLeft( int x, int y, bool bDown )
{
BaseClass::OnMouseClickLeft( x, y, bDown );
InvalidateParent();
}
void ScrollBarBar::Layout( Skin::Base* /*skin*/ )
{
if ( !GetParent() )
return;
//Move to our current position to force clamping - is this a hack?
MoveTo( X(), Y() );
}
void ScrollBarBar::MoveTo( int x, int y )
{
BaseClass::MoveTo( x, y );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_SCROLLBARBAR_H
#define GWEN_CONTROLS_SCROLLBARBAR_H
#include "Gwen/Controls/Dragger.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace ControlsInternal
{
class GWEN_EXPORT ScrollBarBar : public ControlsInternal::Dragger
{
public:
GWEN_CONTROL( ScrollBarBar, ControlsInternal::Dragger );
virtual void Render( Skin::Base* skin );
virtual void Layout( Skin::Base* skin );
virtual void OnMouseMoved( int x, int y, int deltaX, int deltaY );
virtual void OnMouseClickLeft( int x, int y, bool bDown );
virtual void MoveTo(int x, int y);
virtual void SetHorizontal() { m_bHorizontal = true; }
virtual void SetVertical() { m_bHorizontal = false; }
virtual bool IsVertical() { return !m_bHorizontal; }
virtual bool IsHorizontal() { return m_bHorizontal; }
virtual bool IsDepressed() { return m_bDepressed; }
protected:
bool m_bHorizontal;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ScrollBar.h"
#include "Gwen/Controls/ScrollBarButton.h"
using namespace Gwen;
using namespace Gwen::Controls;
using namespace Gwen::ControlsInternal;
GWEN_CONTROL_CONSTRUCTOR( ScrollBarButton )
{
m_iDirection = 0;
SetBounds(0,0,0,0);
}
void ScrollBarButton::SetDirectionUp()
{
m_iDirection = Pos::Top;
}
void ScrollBarButton::SetDirectionDown()
{
m_iDirection = Pos::Bottom;
}
void ScrollBarButton::SetDirectionLeft()
{
m_iDirection = Pos::Left;
}
void ScrollBarButton::SetDirectionRight()
{
m_iDirection = Pos::Right;
}
void ScrollBarButton::Render( Skin::Base* skin )
{
skin->DrawScrollButton( this, m_iDirection, m_bDepressed );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_SCROLLBARBOTTON_H
#define GWEN_CONTROLS_SCROLLBARBOTTON_H
#include "Gwen/Controls/Button.h"
namespace Gwen
{
namespace ControlsInternal
{
class GWEN_EXPORT ScrollBarButton : public Controls::Button
{
public:
GWEN_CONTROL( ScrollBarButton, Controls::Button );
void Render( Skin::Base* skin );
void SetDirectionUp();
void SetDirectionDown();
void SetDirectionLeft();
void SetDirectionRight();
protected:
int m_iDirection;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Controls/ScrollControl.h"
#include "Gwen/Controls/ScrollBar.h"
#include "Gwen/Controls/VerticalScrollBar.h"
#include "Gwen/Controls/HorizontalScrollBar.h"
#include "Gwen/Utility.h"
using namespace Gwen;
using namespace Gwen::Controls;
using namespace Gwen::ControlsInternal;
GWEN_CONTROL_CONSTRUCTOR( ScrollControl )
{
SetMouseInputEnabled( false );
m_VerticalScrollBar = new VerticalScrollBar( this );
m_VerticalScrollBar->Dock(Pos::Right);
m_VerticalScrollBar->onBarMoved.Add( this, &ScrollControl::VBarMoved );
m_VerticalScrollBar->SetNudgeAmount( 30 );
m_bCanScrollV = true;
m_HorizontalScrollBar = new HorizontalScrollBar( this );
m_HorizontalScrollBar->Dock( Pos::Bottom );
m_HorizontalScrollBar->onBarMoved.Add( this, &ScrollControl::HBarMoved );
m_bCanScrollH = true;
m_HorizontalScrollBar->SetNudgeAmount( 30 );
m_InnerPanel = new Base( this );
m_InnerPanel->SetPos(0, 0);
m_InnerPanel->SetMargin( Margin(5,5,5,5));
m_InnerPanel->SendToBack();
m_InnerPanel->SetMouseInputEnabled( false );
m_bAutoHideBars = false;
}
void ScrollControl::SetScroll( bool h, bool v )
{
m_bCanScrollV = v;
m_bCanScrollH = h;
m_VerticalScrollBar->SetHidden( !m_bCanScrollV );
m_HorizontalScrollBar->SetHidden( !m_bCanScrollH );
}
void ScrollControl::SetInnerSize( int w, int h )
{
m_InnerPanel->SetSize( w, h );
}
void ScrollControl::VBarMoved( Controls::Base * /*control*/ )
{
Invalidate();
}
void ScrollControl::HBarMoved( Controls::Base * /*control*/ )
{
Invalidate();
}
void ScrollControl::OnChildBoundsChanged( Gwen::Rect /*oldChildBounds*/, Base* /*pChild*/ )
{
UpdateScrollBars();
}
void ScrollControl::Layout( Skin::Base* skin )
{
UpdateScrollBars();
BaseClass::Layout(skin);
}
bool ScrollControl::OnMouseWheeled( int iDelta )
{
if ( CanScrollV() && m_VerticalScrollBar->Visible() )
{
if ( m_VerticalScrollBar->SetScrolledAmount( m_VerticalScrollBar->GetScrolledAmount() - m_VerticalScrollBar->GetNudgeAmount() * ( (float)iDelta / 60.0f ), true) )
return true;
}
if ( CanScrollH() && m_HorizontalScrollBar->Visible() )
{
if ( m_HorizontalScrollBar->SetScrolledAmount( m_HorizontalScrollBar->GetScrolledAmount() - m_HorizontalScrollBar->GetNudgeAmount() * ( (float)iDelta / 60.0f ), true) )
return true;
}
return false;
}
void ScrollControl::Render( Skin::Base* skin )
{
#if 0
// Debug render - this shouldn't render ANYTHING REALLY - it should be up to the parent!
Gwen::Rect rect = GetRenderBounds();
Gwen::Renderer::Base* render = skin->GetRender();
render->SetDrawColor( Gwen::Color( 255, 255, 0, 100 ) );
render->DrawFilledRect( rect );
render->SetDrawColor( Gwen::Color( 255, 0, 0, 100 ) );
render->DrawFilledRect( m_InnerPanel->GetBounds() );
render->RenderText( skin->GetDefaultFont(), Gwen::Point( 0, 0 ), Utility::Format( L"Offset: %i %i", m_InnerPanel->X(), m_InnerPanel->Y() ) );
#else //0
(void)skin;
#endif //0
}
void ScrollControl::UpdateScrollBars()
{
if ( !m_InnerPanel )
return;
int childrenWidth = 0;
int childrenHeight = 0;
//Get the max size of all our children together
for ( Base::List::iterator iter = m_InnerPanel->Children.begin(); iter != m_InnerPanel->Children.end(); ++iter )
{
Base* pChild = *iter;
childrenWidth = Utility::Max( childrenWidth, pChild->Right() );
childrenHeight = Utility::Max( childrenHeight, pChild->Bottom() );
}
m_InnerPanel->SetSize( Utility::Max(Width(), childrenWidth), Utility::Max(Height(), childrenHeight));
float hg = (float)(childrenWidth + (m_VerticalScrollBar->Hidden() ? 0 : m_VerticalScrollBar->Width()));
if (hg==0.f)
hg = 0.00001f;
float wPercent = (float)Width() / hg;
hg = (float)(childrenHeight + (m_HorizontalScrollBar->Hidden() ? 0 : m_HorizontalScrollBar->Height()));
if (hg==0.f)
hg = 0.00001f;
float hPercent = (float)Height() / hg;
if ( m_bCanScrollV )
SetVScrollRequired( hPercent >= 1 );
else
m_VerticalScrollBar->SetHidden( true );
if ( m_bCanScrollH )
SetHScrollRequired( wPercent >= 1 );
else
m_HorizontalScrollBar->SetHidden( true );
m_VerticalScrollBar->SetContentSize( m_InnerPanel->Height() );
m_VerticalScrollBar->SetViewableContentSize( Height() - (m_HorizontalScrollBar->Hidden() ? 0 : m_HorizontalScrollBar->Height()));
m_HorizontalScrollBar->SetContentSize( m_InnerPanel->Width() );
m_HorizontalScrollBar->SetViewableContentSize( Width() - (m_VerticalScrollBar->Hidden() ? 0 : m_VerticalScrollBar->Width()) );
int newInnerPanelPosX = 0;
int newInnerPanelPosY = 0;
if ( CanScrollV() && !m_VerticalScrollBar->Hidden() )
{
newInnerPanelPosY = -( ( m_InnerPanel->Height() ) - Height() + (m_HorizontalScrollBar->Hidden() ? 0 : m_HorizontalScrollBar->Height()) ) * m_VerticalScrollBar->GetScrolledAmount();
}
if ( CanScrollH() && !m_HorizontalScrollBar->Hidden() )
{
newInnerPanelPosX = - ( ( m_InnerPanel->Width() ) - Width() + (m_VerticalScrollBar->Hidden() ? 0 : m_VerticalScrollBar->Width())) * m_HorizontalScrollBar->GetScrolledAmount();
}
m_InnerPanel->SetPos( newInnerPanelPosX , newInnerPanelPosY );
}
void ScrollControl::SetVScrollRequired(bool req)
{
if ( req )
{
m_VerticalScrollBar->SetScrolledAmount( 0, true );
m_VerticalScrollBar->SetDisabled( true );
if ( m_bAutoHideBars )
m_VerticalScrollBar->SetHidden( true );
}
else
{
m_VerticalScrollBar->SetHidden( false );
m_VerticalScrollBar->SetDisabled( false );
}
}
void ScrollControl::SetHScrollRequired(bool req)
{
if ( req )
{
m_HorizontalScrollBar->SetScrolledAmount( 0, true );
m_HorizontalScrollBar->SetDisabled( true );
if ( m_bAutoHideBars )
m_HorizontalScrollBar->SetHidden( true );
}
else
{
m_HorizontalScrollBar->SetHidden( false );
m_HorizontalScrollBar->SetDisabled( true );
}
}
void ScrollControl::ScrollToBottom()
{
if ( CanScrollV() )
{
UpdateScrollBars();
m_VerticalScrollBar->ScrollToBottom();
}
}
void ScrollControl::ScrollToTop()
{
if ( CanScrollV() )
{
UpdateScrollBars();
m_VerticalScrollBar->ScrollToTop();
}
}
void ScrollControl::ScrollToLeft()
{
if ( CanScrollH() )
{
UpdateScrollBars();
m_HorizontalScrollBar->ScrollToLeft();
}
}
void ScrollControl::ScrollToRight()
{
if ( CanScrollH() )
{
UpdateScrollBars();
m_HorizontalScrollBar->ScrollToRight();
}
}
void ScrollControl::Clear()
{
m_InnerPanel->RemoveAllChildren();
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_SCROLLCONTROL_H
#define GWEN_CONTROLS_SCROLLCONTROL_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/ScrollBar.h"
#include "Gwen/Controls/VerticalScrollBar.h"
#include "Gwen/Controls/HorizontalScrollBar.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT ScrollControl : public Base
{
public:
GWEN_CONTROL( ScrollControl, Base );
virtual void Layout( Skin::Base* skin );
virtual void Render( Skin::Base* skin );
virtual void SetScroll( bool h, bool v );
virtual void SetAutoHideBars(bool should) { m_bAutoHideBars = should; }
virtual bool CanScrollH() { return m_bCanScrollH; }
virtual bool CanScrollV() { return m_bCanScrollV; }
virtual void OnChildBoundsChanged( Gwen::Rect oldChildBounds, Base* pChild );
virtual void UpdateScrollBars();
virtual void SetVScrollRequired(bool req);
virtual void SetHScrollRequired(bool req);
virtual void SetInnerSize( int w, int h );
virtual void VBarMoved(Controls::Base * control);
virtual void HBarMoved(Controls::Base * control);
virtual bool OnMouseWheeled( int iDelta );
virtual void ScrollToBottom();
virtual void ScrollToTop();
virtual void ScrollToLeft();
virtual void ScrollToRight();
virtual void Clear();
protected:
bool m_bCanScrollH;
bool m_bCanScrollV;
bool m_bAutoHideBars;
public:
Controls::BaseScrollBar* m_VerticalScrollBar;
Controls::BaseScrollBar* m_HorizontalScrollBar;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include <math.h>
#include "Gwen/Controls/Slider.h"
using namespace Gwen;
using namespace Gwen::Controls;
using namespace Gwen::ControlsInternal;
GWEN_CONTROL_CONSTRUCTOR( SliderBar )
{
SetTarget( this );
RestrictToParent( true );
}
void SliderBar::Render( Skin::Base* skin )
{
skin->DrawButton( this, m_bDepressed, IsHovered() );
}
Slider::Slider( Controls::Base* pParent ) : BaseClass( pParent )
{
SetBounds( Gwen::Rect( 0, 0, 32, 128) );
m_SliderBar = new SliderBar( this );
m_SliderBar->onDragged.Add( this, &Slider::OnMoved );
m_fMin = 0.0f;
m_fMax = 1.0f;
m_bClampToNotches = false;
m_iNumNotches = 5;
m_fValue = 0.0f;
SetTabable( true );
}
void Slider::OnMoved( Controls::Base * /*control*/ )
{
SetValueInternal( CalculateValue() );
}
void Slider::Layout( Skin::Base* skin )
{
BaseClass::Layout( skin );
}
float Slider::CalculateValue()
{
return 0;
}
void Slider::SetValue( float val, bool /*forceUpdate*/ )
{
if (val < m_fMin) val = m_fMin;
if (val > m_fMax) val = m_fMax;
// Normalize Value
val = (val - m_fMin) / (m_fMax - m_fMin);
SetValueInternal( val );
Redraw();
}
void Slider::SetValueInternal( float val )
{
if ( m_bClampToNotches )
{
val = floor( (val * (float)m_iNumNotches) + 0.5f );
val /= (float) m_iNumNotches;
}
if ( m_fValue != val )
{
m_fValue = val;
onValueChanged.Call( this );
}
UpdateBarFromValue();
}
float Slider::GetValue()
{
return m_fMin + (m_fValue * (m_fMax - m_fMin));
}
void Slider::SetRange( float fMin, float fMax )
{
m_fMin = fMin;
m_fMax = fMax;
}
void Slider::RenderFocus( Gwen::Skin::Base* skin )
{
if ( Gwen::KeyboardFocus != this ) return;
if ( !IsTabable() ) return;
skin->DrawKeyboardHighlight( this, GetRenderBounds(), 0 );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_SLIDER_H
#define GWEN_CONTROLS_SLIDER_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Controls/Dragger.h"
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace ControlsInternal
{
class GWEN_EXPORT SliderBar : public ControlsInternal::Dragger
{
GWEN_CONTROL( SliderBar, ControlsInternal::Dragger );
virtual void Render( Skin::Base* skin );
};
}
namespace Controls
{
class GWEN_EXPORT Slider : public Base
{
GWEN_CONTROL( Slider, Base );
virtual void Render( Skin::Base* skin ) = 0;
virtual void Layout( Skin::Base* skin );
virtual void SetClampToNotches( bool bClamp ) { m_bClampToNotches = bClamp; }
virtual void SetNotchCount( int num ) { m_iNumNotches = num; }
virtual int GetNotchCount() { return m_iNumNotches; }
virtual void SetRange( float fMin, float fMax );
virtual float GetRangeMin() const
{
return m_fMin;
}
virtual float GetRangeMax() const
{
return m_fMax;
}
virtual float GetValue();
virtual void SetValue( float val, bool forceUpdate = true );
virtual float CalculateValue();
virtual void OnMoved( Controls::Base * control );
virtual void OnMouseClickLeft( int /*x*/, int /*y*/, bool /*bDown*/ ){};
virtual bool OnKeyRight( bool bDown ) { if ( bDown ) SetValue( GetValue() + 1, true ); return true; }
virtual bool OnKeyLeft( bool bDown ) { if ( bDown ) SetValue( GetValue() - 1, true ); return true; }
virtual bool OnKeyUp( bool bDown ) { if ( bDown ) SetValue( GetValue() + 1, true ); return true; }
virtual bool OnKeyDown( bool bDown ) { if ( bDown ) SetValue( GetValue() - 1, true ); return true; }
virtual void RenderFocus( Gwen::Skin::Base* skin);
Gwen::Event::Caller onValueChanged;
protected:
virtual void SetValueInternal( float fVal );
virtual void UpdateBarFromValue() = 0;
ControlsInternal::SliderBar * m_SliderBar;
bool m_bClampToNotches;
int m_iNumNotches;
float m_fValue;
float m_fMin;
float m_fMax;
};
}
}
#endif

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#include "Gwen/Gwen.h"
#include "Gwen/Controls/SplitterBar.h"
using namespace Gwen;
using namespace Controls;
GWEN_CONTROL_CONSTRUCTOR( SplitterBar )
{
SetTarget( this );
RestrictToParent( true );
}
void SplitterBar::Render( Skin::Base* skin )
{
if ( ShouldDrawBackground() )
skin->DrawButton( this, true, false );
}
void SplitterBar::Layout( Skin::Base* /*skin*/ )
{
MoveTo( X(), Y() );
}

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#pragma once
#ifndef GWEN_CONTROLS_SPLITTERBAR_H
#define GWEN_CONTROLS_SPLITTERBAR_H
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Dragger.h"
namespace Gwen
{
namespace Controls
{
class GWEN_EXPORT SplitterBar : public ControlsInternal::Dragger
{
public:
GWEN_CONTROL( SplitterBar, ControlsInternal::Dragger );
void Render( Skin::Base* skin );
void Layout( Skin::Base* skin );
};
}
}
#endif

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#pragma once
#ifndef GWEN_CONTROLS_STATUSBAR_H
#define GWEN_CONTROLS_STATUSBAR_H
#include "Gwen/Gwen.h"
#include "Gwen/Controls/Base.h"
namespace Gwen
{
namespace Controls
{
class StatusBar : public Controls::Base
{
public:
GWEN_CONTROL_INLINE( StatusBar, Controls::Base )
{
SetBounds( 0, 0, 200, 22 );
Dock( Pos::Bottom );
SetPadding( Padding( 2, 2, 2, 2 ) );
}
virtual void AddControl( Controls::Base* pCtrl, bool bRight)
{
pCtrl->SetParent( this );
pCtrl->Dock( bRight ? Pos::Right : Pos::Left );
}
virtual void Render( Skin::Base* skin )
{
skin->DrawStatusBar( this );
}
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_SYMBOL_H
#define GWEN_CONTROLS_SYMBOL_H
#include "Gwen/BaseRender.h"
#include "Gwen/Controls/Base.h"
#include "Gwen/Skin.h"
namespace Gwen
{
namespace Controls
{
namespace Symbol
{
class GWEN_EXPORT Base : public Controls::Base
{
public:
GWEN_CONTROL_INLINE( Base, Controls::Base )
{
SetMouseInputEnabled( false );
}
};
class GWEN_EXPORT Arrow : public Base
{
public:
Arrow( Gwen::Controls::Base* pnl ) : Base( pnl )
{
}
virtual void Render( Gwen::Skin::Base* pSkin )
{
Gwen::Rect r( Width() / 2 - 2, Height() / 2 - 2, 5, 5 );
pSkin->DrawArrowRight( r );
}
};
}
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/TabButton.h"
#include "Gwen/Controls/TabControl.h"
#include "Gwen/Controls/Highlight.h"
#include "Gwen/DragAndDrop.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( TabButton )
{
m_Page = NULL;
m_Control = NULL;
SetPadding( Padding( 2, 2, 2, 2 ) );
DragAndDrop_SetPackage( true, "TabButtonMove" );
SetAlignment( Pos::Top | Pos::Left );
SetTextPadding( Padding( 5, 3, 3, 3 ) );
}
void TabButton::Render( Skin::Base* skin )
{
skin->DrawTabButton( this, m_Page && m_Page->Visible() );
}
void TabButton::SetTabControl( TabControl* ctrl )
{
if ( m_Control == ctrl ) return;
if ( m_Control )
{
m_Control->OnLoseTab( this );
}
m_Control = ctrl;
}
bool TabButton::DragAndDrop_ShouldStartDrag()
{
return m_Control->DoesAllowDrag();
}
bool TabButton::OnKeyUp( bool bDown )
{
OnKeyLeft( bDown );
return true;
}
bool TabButton::OnKeyDown( bool bDown )
{
OnKeyRight( bDown );
return true;
}
bool TabButton::OnKeyLeft( bool bDown )
{
if ( bDown )
{
Base::List::reverse_iterator it = std::find( m_Parent->Children.rbegin(), m_Parent->Children.rend(), this );
if ( it != m_Parent->Children.rend() && (++it != m_Parent->Children.rend()) )
{
Base* pNextTab = *it;
GetTabControl()->OnTabPressed( pNextTab );
Gwen::KeyboardFocus = pNextTab;
}
}
return true;
}
bool TabButton::OnKeyRight( bool bDown )
{
if ( bDown )
{
Base::List::iterator it = std::find( m_Parent->Children.begin(), m_Parent->Children.end(), this );
if ( it != m_Parent->Children.end() && (++it != m_Parent->Children.end()) )
{
Base* pNextTab = *it;
GetTabControl()->OnTabPressed( pNextTab );
Gwen::KeyboardFocus = pNextTab;
}
}
return true;
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_TABBUTTON_H
#define GWEN_CONTROLS_TABBUTTON_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
namespace Gwen
{
namespace Controls
{
class TabControl;
class GWEN_EXPORT TabButton : public Button
{
public:
GWEN_CONTROL( TabButton, Button );
virtual void Render( Skin::Base* skin );
void SetPage( Base* page ){ m_Page = page; }
Base* GetPage(){ return m_Page; }
void SetTabControl( TabControl* ctrl );
TabControl* GetTabControl(){ return m_Control; }
bool IsActive() { return m_Page && m_Page->Visible(); }
virtual bool DragAndDrop_ShouldStartDrag();
virtual void DragAndDrop_StartDragging( Gwen::DragAndDrop::Package* /*pPackage*/, int /*x*/, int /*y*/ ){ SetHidden( true ); }
virtual void DragAndDrop_EndDragging( bool /*bSuccess*/, int /*x*/, int /*y*/ ){ SetHidden( false ); }
virtual bool OnKeyLeft( bool bDown );
virtual bool OnKeyRight( bool bDown );
virtual bool OnKeyUp( bool bDown );
virtual bool OnKeyDown( bool bDown );
private:
Base* m_Page;
TabControl* m_Control;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/TabControl.h"
#include "Gwen/Controls/Highlight.h"
#include "Gwen/DragAndDrop.h"
#include "Gwen/Controls/WindowControl.h"
#include "Gwen/Controls/ScrollBarButton.h"
namespace Gwen
{
namespace Controls
{
class TabControlInner : public Base
{
public:
GWEN_CONTROL_INLINE( TabControlInner, Base )
{
m_ButtonRect = Gwen::Rect( 0, 0, 0, 0 );
}
void Render( Skin::Base* skin )
{
skin->DrawTabControl( this, m_ButtonRect );
}
void UpdateCurrentButton( Gwen::Rect rct )
{
m_ButtonRect = rct;
}
Gwen::Rect m_ButtonRect;
};
};
};
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( TabControl )
{
m_iScrollOffset = 0;
m_pCurrentButton = NULL;
m_TabStrip = new TabStrip( this );
m_TabStrip->Dock( Pos::Top );
m_TabStrip->SetWidth( 100 );
m_TabStrip->SetHeight( 20 );
// Make this some special control?
m_pScroll[0] = new ControlsInternal::ScrollBarButton( this );
m_pScroll[0]->SetDirectionLeft();
m_pScroll[0]->onPress.Add( this, &TabControl::ScrollPressLeft );
m_pScroll[0]->SetSize( 14, 16 );
m_pScroll[1] = new ControlsInternal::ScrollBarButton( this );
m_pScroll[1]->SetDirectionRight();
m_pScroll[1]->onPress.Add( this, &TabControl::ScrollPressRight );
m_pScroll[1]->SetSize( 14, 16 );
m_InnerPanel = new TabControlInner( this );
m_InnerPanel->Dock( Pos::Fill );
SetTabable( false );
}
TabButton* TabControl::AddPage( const UnicodeString& strText, Controls::Base* pPage )
{
if ( !pPage )
{
pPage = new Base( this );
}
else
{
pPage->SetParent( this );
}
TabButton* pButton = new TabButton( m_TabStrip );
pButton->SetText( strText );
pButton->SetPage( pPage );
pButton->SetTabable( false );
AddPage( pButton );
return pButton;
}
void TabControl::AddPage( TabButton* pButton )
{
Base* pPage = pButton->GetPage();
pPage->SetParent( this );
pPage->SetHidden( true );
pPage->SetMargin( Margin( 6, 6, 6, 6 ) );
pPage->Dock( Pos::Fill );
pButton->SetParent( m_TabStrip );
pButton->Dock( Pos::Left );
pButton->SizeToContents();
if ( pButton->GetTabControl() ) pButton->onPress.RemoveHandler( pButton->GetTabControl() );
pButton->SetTabControl( this );
pButton->onPress.Add( this, &TabControl::OnTabPressed );
if ( !m_pCurrentButton )
{
pButton->OnPress();
}
onAddTab.Call( this );
Invalidate();
}
void TabControl::OnTabPressed( Controls::Base* control )
{
if (!control)
return;
TabButton* pButton = control->DynamicCastTabButton();
if ( !pButton ) return;
Base* pPage = pButton->GetPage();
if ( !pPage ) return;
if ( m_pCurrentButton == pButton)
return;
if ( m_pCurrentButton )
{
Base* pPage = m_pCurrentButton->GetPage();
if ( pPage )
{
pPage->SetHidden( true );
}
m_pCurrentButton = NULL;
}
m_pCurrentButton = pButton;
pPage->SetHidden( false );
m_TabStrip->Invalidate();
Invalidate();
}
void TabControl::PostLayout( Skin::Base* skin )
{
BaseClass::PostLayout( skin );
HandleOverflow();
if ( m_TabStrip->Hidden() )
{
m_InnerPanel->DynamicCastTabControlInner()->UpdateCurrentButton( Gwen::Rect( 0, 0, 0, 0 ) );
}
else if ( m_pCurrentButton )
{
Gwen::Rect rct;
Gwen::Point p = m_pCurrentButton->LocalPosToCanvas( Gwen::Point( 0, 0 ) );
p = m_InnerPanel->CanvasPosToLocal( p );
rct = Gwen::Rect( p.x+1, p.y+1, m_pCurrentButton->Width()-2, m_pCurrentButton->Height()-2 );
m_InnerPanel->DynamicCastTabControlInner()->UpdateCurrentButton( rct );
}
}
void TabControl::OnLoseTab( TabButton* pButton )
{
if ( m_pCurrentButton == pButton )
m_pCurrentButton = NULL;
//TODO: Select a tab if any exist.
onLoseTab.Call( this );
Invalidate();
}
int TabControl::TabCount( void )
{
return m_TabStrip->NumChildren();
}
void TabControl::SetTabStripPosition( int iDock )
{
m_TabStrip->SetTabPosition( iDock );
}
bool TabControl::DoesAllowDrag()
{
return m_TabStrip->AllowsTabReorder();
}
void TabControl::HandleOverflow()
{
Gwen::Point TabsSize = m_TabStrip->ChildrenSize();
// Only enable the scrollers if the tabs are at the top.
// This is a limitation we should explore.
// Really TabControl should have derivitives for tabs placed elsewhere where we could specialize
// some functions like this for each direction.
bool bNeeded = TabsSize.x > Width() && m_TabStrip->GetDock() == Pos::Top;
m_pScroll[0]->SetHidden( !bNeeded );
m_pScroll[1]->SetHidden( !bNeeded );
if ( !bNeeded ) return;
m_iScrollOffset = Gwen::Clamp( m_iScrollOffset, 0, TabsSize.x - Width() + 32 );
#if 0
//
// This isn't frame rate independent.
// Could be better. Get rid of m_iScrollOffset and just use m_TabStrip->GetMargin().left ?
// Then get a margin animation type and do it properly!
// TODO!
//
m_TabStrip->SetMargin( Margin( Gwen::Approach( m_TabStrip->GetMargin().left, m_iScrollOffset * -1, 2 ), 0, 0, 0 ) );
InvalidateParent();
#else
m_TabStrip->SetMargin( Margin( m_iScrollOffset * -1, 0, 0, 0 ) );
#endif
m_pScroll[0]->SetPos( Width() - 30 , 5 );
m_pScroll[1]->SetPos( m_pScroll[0]->Right(), 5 );
}
void TabControl::ScrollPressLeft( Base* pFrom )
{
m_iScrollOffset -= 120;
}
void TabControl::ScrollPressRight( Base* pFrom )
{
m_iScrollOffset += 120;
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_TABCONTROL_H
#define GWEN_CONTROLS_TABCONTROL_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Controls/TabButton.h"
#include "Gwen/Controls/TabStrip.h"
#include "Gwen/Controls/TabTitleBar.h"
namespace Gwen
{
namespace ControlsInternal
{
class ScrollBarButton;
}
namespace Controls
{
class GWEN_EXPORT TabControl : public Base
{
GWEN_CONTROL( TabControl, Base );
virtual TabButton* AddPage( const UnicodeString& strText, Controls::Base* pPage = NULL );
virtual void AddPage( TabButton* pButton );
virtual void OnTabPressed( Controls::Base* control );
virtual void OnLoseTab( TabButton* pButton );
virtual int TabCount( void );
virtual TabButton* GetCurrentButton(){ return m_pCurrentButton; }
virtual TabStrip* GetTabStrip(){ return m_TabStrip; }
virtual void SetTabStripPosition( int iDock );
virtual bool DoesAllowDrag();
virtual void SetAllowReorder( bool b ){ GetTabStrip()->SetAllowReorder( b ); }
Gwen::Event::Caller onLoseTab;
Gwen::Event::Caller onAddTab;
private:
virtual void PostLayout( Skin::Base* skin );
void HandleOverflow();
void ScrollPressLeft( Base* pFrom );
void ScrollPressRight( Base* pFrom );
TabStrip* m_TabStrip;
TabButton* m_pCurrentButton;
ControlsInternal::ScrollBarButton* m_pScroll[2];
int m_iScrollOffset;
};
}
}
#endif

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#include "Gwen/Gwen.h"
#include "Gwen/Skin.h"
#include "Gwen/Controls/TabStrip.h"
#include "Gwen/Controls/TabControl.h"
#include "Gwen/Controls/Highlight.h"
#include "Gwen/DragAndDrop.h"
#include "Gwen/Utility.h"
using namespace Gwen;
using namespace Gwen::Controls;
GWEN_CONTROL_CONSTRUCTOR( TabStrip )
{
m_TabDragControl = NULL;
m_bAllowReorder = false;
}
bool TabStrip::DragAndDrop_HandleDrop( Gwen::DragAndDrop::Package* /*pPackage*/, int x, int y )
{
Gwen::Point LocalPos = CanvasPosToLocal( Gwen::Point( x, y ) );
Base* el = DragAndDrop::SourceControl;
TabButton* pButton = el? el->DynamicCastTabButton() : 0;
TabControl* pTabControl = GetParent()? GetParent()->DynamicCastTabControl() : 0;
if ( pTabControl && pButton )
{
if ( pButton->GetTabControl() != pTabControl )
{
// We've moved tab controls!
pTabControl->AddPage( pButton );
}
}
Base* DroppedOn = GetControlAt( LocalPos.x, LocalPos.y );
if ( DroppedOn )
{
Gwen::Point DropPos = DroppedOn->CanvasPosToLocal( Gwen::Point( x, y ) );
DragAndDrop::SourceControl->BringNextToControl( DroppedOn, DropPos.x > DroppedOn->Width() / 2 );
}
else
{
DragAndDrop::SourceControl->BringToFront();
}
return true;
}
bool TabStrip::DragAndDrop_CanAcceptPackage( Gwen::DragAndDrop::Package* pPackage )
{
if ( !m_bAllowReorder )
return false;
if ( pPackage->name == "TabButtonMove" )
return true;
return false;
}
void TabStrip::Layout( Skin::Base* skin )
{
Gwen::Point pLargestTab( 5, 5 );
int iNum = 0;
for ( Base::List::iterator iter = Children.begin(); iter != Children.end(); ++iter )
{
if (!*iter)
continue;
TabButton* pButton = (*iter)->DynamicCastTabButton();
if ( !pButton ) continue;
pButton->SizeToContents();
Margin m;
int iActive = pButton->IsActive() ? 0 : 2;
int iNotFirst = iNum > 0 ? -1 : 0;
int iControlOverhang = -3;
if ( m_iDock == Pos::Top )
{
m.top = iActive;
m.left = iNotFirst;
m.bottom = iControlOverhang;
pButton->Dock( Pos::Left );
}
if ( m_iDock == Pos::Left )
{
m.left = iActive * 2;
m.right = iControlOverhang;
m.top = iNotFirst;
pButton->Dock( Pos::Top );
}
if ( m_iDock == Pos::Right )
{
m.right = iActive * 2;
m.left = iControlOverhang;
m.top = iNotFirst;
pButton->Dock( Pos::Top );
}
if ( m_iDock == Pos::Bottom )
{
m.bottom = iActive;
m.left = iNotFirst;
m.top = iControlOverhang;
pButton->Dock( Pos::Left );
}
pLargestTab.x = Utility::Max( pLargestTab.x, pButton->Width() );
pLargestTab.y = Utility::Max( pLargestTab.y, pButton->Height() );
pButton->SetMargin( m );
iNum++;
}
if ( m_iDock == Pos::Top || m_iDock == Pos::Bottom )
SetSize( Width(), pLargestTab.y );
if ( m_iDock == Pos::Left || m_iDock == Pos::Right )
SetSize( pLargestTab.x, Height() );
BaseClass::Layout( skin );
}
void TabStrip::DragAndDrop_HoverEnter( Gwen::DragAndDrop::Package* /*pPackage*/, int /*x*/, int /*y*/ )
{
if ( m_TabDragControl )
{
Debug::Msg( "ERROR! TabStrip::DragAndDrop_HoverEnter\n" );
}
m_TabDragControl = new ControlsInternal::Highlight( this );
m_TabDragControl->SetMouseInputEnabled( false );
m_TabDragControl->SetSize( 3, Height() );
}
void TabStrip::DragAndDrop_HoverLeave( Gwen::DragAndDrop::Package* /*pPackage*/ )
{
delete m_TabDragControl;
m_TabDragControl = NULL;
}
void TabStrip::DragAndDrop_Hover( Gwen::DragAndDrop::Package* /*pPackage*/, int x, int y )
{
Gwen::Point LocalPos = CanvasPosToLocal( Gwen::Point( x, y ) );
Base* DroppedOn = GetControlAt( LocalPos.x, LocalPos.y );
if ( DroppedOn && DroppedOn != this )
{
Gwen::Point DropPos = DroppedOn->CanvasPosToLocal( Gwen::Point( x, y ) );
m_TabDragControl->SetBounds( Gwen::Rect( 0, 0, 3, Height() ) );
m_TabDragControl->BringToFront();
m_TabDragControl->SetPos( DroppedOn->X() - 1, 0 );
if ( DropPos.x > DroppedOn->Width() / 2 )
{
m_TabDragControl->MoveBy( DroppedOn->Width()-1, 0 );
}
m_TabDragControl->Dock( Pos::None );
}
else
{
m_TabDragControl->Dock( Pos::Left );
m_TabDragControl->BringToFront();
}
}
void TabStrip::SetTabPosition( int iPos )
{
Dock( iPos );
}

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/*
GWEN
Copyright (c) 2010 Facepunch Studios
See license in Gwen.h
*/
#pragma once
#ifndef GWEN_CONTROLS_TABSTRIP_H
#define GWEN_CONTROLS_TABSTRIP_H
#include "Gwen/Controls/Base.h"
#include "Gwen/Controls/Button.h"
#include "Gwen/Controls/TabButton.h"
namespace Gwen
{
namespace Controls
{
//class TabControl;
class GWEN_EXPORT TabStrip : public Base
{
public:
GWEN_CONTROL( TabStrip, Base );
virtual void Layout( Skin::Base* skin );
virtual bool DragAndDrop_HandleDrop( Gwen::DragAndDrop::Package* pPackage, int x, int y );
virtual bool DragAndDrop_CanAcceptPackage( Gwen::DragAndDrop::Package* pPackage );
virtual void DragAndDrop_HoverEnter( Gwen::DragAndDrop::Package* pPackage, int x, int y );
virtual void DragAndDrop_HoverLeave( Gwen::DragAndDrop::Package* pPackage );
virtual void DragAndDrop_Hover( Gwen::DragAndDrop::Package* pPackage, int x, int y );
virtual void SetTabPosition( int iPos );
virtual void SetAllowReorder( bool b ){ m_bAllowReorder = b; }
virtual bool AllowsTabReorder() { return m_bAllowReorder; }
private:
Base* m_TabDragControl;
bool m_bAllowReorder;
};
}
}
#endif

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