494 lines
11 KiB
C++
494 lines
11 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CGUITabControl.h"
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#ifdef _IRR_COMPILE_WITH_GUI_
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#include "IGUISkin.h"
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#include "IGUIEnvironment.h"
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#include "IGUIFont.h"
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#include "IVideoDriver.h"
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#include "rect.h"
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#include "os.h"
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namespace irr
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{
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namespace gui
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{
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// ------------------------------------------------------------------
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// Tab
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// ------------------------------------------------------------------
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//! constructor
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CGUITab::CGUITab(s32 number, IGUIEnvironment* environment,
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IGUIElement* parent, const core::rect<s32>& rectangle,
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s32 id)
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: IGUITab(environment, parent, id, rectangle), Number(number),
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DrawBackground(false), BackColor(0,0,0,0)
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{
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#ifdef _DEBUG
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setDebugName("CGUITab");
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#endif
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}
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//! destructor
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CGUITab::~CGUITab()
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{
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}
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//! Returns number of tab in tabcontrol. Can be accessed
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//! later IGUITabControl::getTab() by this number.
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s32 CGUITab::getNumber()
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{
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return Number;
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}
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//! Sets the number
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void CGUITab::setNumber(s32 n)
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{
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Number = n;
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}
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//! draws the element and its children
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void CGUITab::draw()
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{
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if (!IsVisible)
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return;
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IGUISkin *skin = Environment->getSkin();
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if (skin && DrawBackground)
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skin->draw2DRectangle(this, BackColor, AbsoluteRect, &AbsoluteClippingRect);
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IGUIElement::draw();
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}
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//! sets if the tab should draw its background
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void CGUITab::setDrawBackground(bool draw)
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{
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DrawBackground = draw;
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}
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//! sets the color of the background, if it should be drawn.
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void CGUITab::setBackgroundColor(video::SColor c)
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{
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BackColor = c;
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}
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//! returns true if the tab is drawing its background, false if not
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bool CGUITab::isDrawingBackground() const
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{
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_IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;
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return DrawBackground;
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}
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//! returns the color of the background
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video::SColor CGUITab::getBackgroundColor() const
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{
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return BackColor;
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}
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//! Writes attributes of the element.
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void CGUITab::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0)
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{
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IGUITab::serializeAttributes(out,options);
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out->addInt ("TabNumber", Number);
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out->addBool ("DrawBackground", DrawBackground);
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out->addColor ("BackColor", BackColor);
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}
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//! Reads attributes of the element
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void CGUITab::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0)
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{
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IGUITab::deserializeAttributes(in,options);
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setNumber(in->getAttributeAsInt("TabNumber"));
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setDrawBackground(in->getAttributeAsBool("DrawBackground"));
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setBackgroundColor(in->getAttributeAsColor("BackColor"));
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if (Parent && Parent->getType() == EGUIET_TAB_CONTROL)
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{
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((CGUITabControl*)Parent)->addTab(this);
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if (isVisible())
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((CGUITabControl*)Parent)->setActiveTab(this);
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}
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}
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// ------------------------------------------------------------------
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// Tabcontrol
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// ------------------------------------------------------------------
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//! destructor
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CGUITabControl::CGUITabControl(IGUIEnvironment* environment,
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IGUIElement* parent, const core::rect<s32>& rectangle,
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bool fillbackground, bool border, s32 id)
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: IGUITabControl(environment, parent, id, rectangle), ActiveTab(-1),
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Border(border), FillBackground(fillbackground)
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{
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#ifdef _DEBUG
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setDebugName("CGUITabControl");
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#endif
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}
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//! destructor
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CGUITabControl::~CGUITabControl()
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{
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for (s32 i=0; i<(s32)Tabs.size(); ++i)
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if (Tabs[i])
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Tabs[i]->drop();
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}
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//! Adds a tab
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IGUITab* CGUITabControl::addTab(const wchar_t* caption, s32 id)
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{
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IGUISkin* skin = Environment->getSkin();
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if (!skin)
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return 0;
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s32 tabheight = skin->getSize(gui::EGDS_BUTTON_HEIGHT) + 2;
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core::rect<s32> r(1,tabheight,
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AbsoluteRect.getWidth()-1,
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AbsoluteRect.getHeight()-1);
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CGUITab* tab = new CGUITab(Tabs.size(), Environment, this,
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r, id);
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tab->setAlignment(EGUIA_UPPERLEFT, EGUIA_LOWERRIGHT, EGUIA_UPPERLEFT, EGUIA_LOWERRIGHT);
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tab->setText(caption);
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tab->setVisible(false);
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Tabs.push_back(tab);
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if (ActiveTab == -1)
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{
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ActiveTab = 0;
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tab->setVisible(true);
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}
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return tab;
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}
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//! adds a tab which has been created elsewhere
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void CGUITabControl::addTab(CGUITab* tab)
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{
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if (!tab)
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return;
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// check if its already added
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for (s32 i=0; i < (s32)Tabs.size(); ++i)
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if (Tabs[i] == tab)
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return;
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tab->grab();
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if (tab->getNumber() == -1)
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tab->setNumber((s32)Tabs.size());
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while (tab->getNumber() >= (s32)Tabs.size())
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Tabs.push_back(0);
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if (Tabs[tab->getNumber()])
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{
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Tabs.push_back(Tabs[tab->getNumber()]);
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Tabs[Tabs.size()-1]->setNumber(Tabs.size());
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}
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Tabs[tab->getNumber()] = tab;
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if (ActiveTab == -1)
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ActiveTab = tab->getNumber();
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if (tab->getNumber() == ActiveTab)
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{
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setActiveTab(ActiveTab);
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}
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}
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//! Returns amount of tabs in the tabcontrol
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s32 CGUITabControl::getTabcount()
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{
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return Tabs.size();
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}
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//! Returns a tab based on zero based index
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IGUITab* CGUITabControl::getTab(s32 idx)
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{
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if (idx < 0 || idx >= (s32)Tabs.size())
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return 0;
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return Tabs[idx];
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}
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//! called if an event happened.
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bool CGUITabControl::OnEvent(SEvent event)
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{
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if (!IsEnabled)
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return Parent ? Parent->OnEvent(event) : false;
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switch(event.EventType)
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{
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case EET_MOUSE_INPUT_EVENT:
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switch(event.MouseInput.Event)
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{
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case EMIE_LMOUSE_PRESSED_DOWN:
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Environment->setFocus(this);
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return true;
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case EMIE_LMOUSE_LEFT_UP:
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Environment->removeFocus(this);
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selectTab(core::position2d<s32>(event.MouseInput.X, event.MouseInput.Y));
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return true;
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}
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break;
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}
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return Parent ? Parent->OnEvent(event) : false;
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}
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void CGUITabControl::selectTab(core::position2d<s32> p)
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{
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IGUISkin* skin = Environment->getSkin();
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IGUIFont* font = skin->getFont();
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core::rect<s32> frameRect(AbsoluteRect);
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s32 tabheight = skin->getSize(gui::EGDS_BUTTON_HEIGHT);
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frameRect.UpperLeftCorner.Y += 2;
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frameRect.LowerRightCorner.Y = frameRect.UpperLeftCorner.Y + tabheight;
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s32 pos = frameRect.UpperLeftCorner.X + 2;
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for (s32 i=0; i<(s32)Tabs.size(); ++i)
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{
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// get Text
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const wchar_t* text = 0;
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if (Tabs[i])
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text = Tabs[i]->getText();
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// get text length
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s32 len = 20;
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if (font)
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len += font->getDimension(text).Width;
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frameRect.UpperLeftCorner.X = pos;
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frameRect.LowerRightCorner.X = frameRect.UpperLeftCorner.X + len;
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pos += len;
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if (frameRect.isPointInside(p))
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{
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setActiveTab(i);
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return;
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}
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}
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}
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//! draws the element and its children
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void CGUITabControl::draw()
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{
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if (!IsVisible)
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return;
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IGUISkin* skin = Environment->getSkin();
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if (!skin)
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return;
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IGUIFont* font = skin->getFont();
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core::rect<s32> frameRect(AbsoluteRect);
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if (Tabs.empty())
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skin->draw2DRectangle(this, skin->getColor(EGDC_3D_HIGH_LIGHT),
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frameRect, &AbsoluteClippingRect);
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if (!font)
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return;
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s32 tabheight = skin->getSize(gui::EGDS_BUTTON_HEIGHT);
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frameRect.UpperLeftCorner.Y += 2;
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frameRect.LowerRightCorner.Y = frameRect.UpperLeftCorner.Y + tabheight;
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core::rect<s32> tr;
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s32 pos = frameRect.UpperLeftCorner.X + 2;
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// left and right pos of the active tab
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s32 left = 0;
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s32 right = 0;
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const wchar_t* activetext = 0;
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for (s32 i=0; i<(s32)Tabs.size(); ++i)
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{
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// get Text
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const wchar_t* text = 0;
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if (Tabs[i])
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text = Tabs[i]->getText();
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// get text length
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s32 len = font->getDimension(text).Width + 20;
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frameRect.UpperLeftCorner.X = pos;
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frameRect.LowerRightCorner.X = frameRect.UpperLeftCorner.X + len;
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pos += len;
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if (i == ActiveTab)
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{
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left = frameRect.UpperLeftCorner.X;
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right = frameRect.LowerRightCorner.X;
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activetext = text;
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}
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else
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{
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skin->draw3DTabButton(this, false, frameRect, &AbsoluteClippingRect);
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// draw text
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font->draw(text, frameRect, skin->getColor(EGDC_BUTTON_TEXT),
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true, true, &AbsoluteClippingRect);
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}
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}
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// draw active tab
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if (left != 0 && right != 0)
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{
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frameRect.UpperLeftCorner.X = left-2;
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frameRect.LowerRightCorner.X = right+2;
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frameRect.UpperLeftCorner.Y -= 2;
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skin->draw3DTabButton(this, true, frameRect, &AbsoluteClippingRect);
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// draw text
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font->draw(activetext, frameRect, skin->getColor(EGDC_BUTTON_TEXT),
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true, true, &AbsoluteClippingRect);
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// draw upper highlight frame
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tr.UpperLeftCorner.X = AbsoluteRect.UpperLeftCorner.X;
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tr.LowerRightCorner.X = left - 1;
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tr.UpperLeftCorner.Y = frameRect.LowerRightCorner.Y - 1;
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tr.LowerRightCorner.Y = frameRect.LowerRightCorner.Y;
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skin->draw2DRectangle(this, skin->getColor(EGDC_3D_HIGH_LIGHT), tr, &AbsoluteClippingRect);
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tr.UpperLeftCorner.X = right;
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tr.LowerRightCorner.X = AbsoluteRect.LowerRightCorner.X;
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skin->draw2DRectangle(this, skin->getColor(EGDC_3D_HIGH_LIGHT), tr, &AbsoluteClippingRect);
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}
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skin->draw3DTabBody(this, Border, FillBackground, AbsoluteRect, &AbsoluteClippingRect);
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IGUIElement::draw();
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}
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//! Returns which tab is currently active
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s32 CGUITabControl::getActiveTab()
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{
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return ActiveTab;
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}
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bool CGUITabControl::setActiveTab(IGUIElement *tab)
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{
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for (s32 i=0; i<(s32)Tabs.size(); ++i)
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if (Tabs[i] == tab)
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return setActiveTab(i);
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return false;
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}
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//! Brings a tab to front.
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bool CGUITabControl::setActiveTab(s32 idx)
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{
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if (idx < 0 || idx >= (s32)Tabs.size())
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return false;
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bool changed = (ActiveTab != idx);
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ActiveTab = idx;
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for (s32 i=0; i<(s32)Tabs.size(); ++i)
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if (Tabs[i])
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Tabs[i]->setVisible( i == ActiveTab );
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if (changed)
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{
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SEvent event;
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event.EventType = EET_GUI_EVENT;
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event.GUIEvent.Caller = this;
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event.GUIEvent.Element = 0;
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event.GUIEvent.EventType = EGET_TAB_CHANGED;
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Parent->OnEvent(event);
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}
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return true;
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}
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//! Removes a child.
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void CGUITabControl::removeChild(IGUIElement* child)
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{
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bool isTab = false;
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s32 i=0;
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// check if it is a tab
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for (i=0; i<(s32)Tabs.size(); )
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if (Tabs[i] == child)
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{
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Tabs[i]->drop();
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Tabs.erase(i);
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isTab = true;
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}
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else
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++i;
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// reassign numbers
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if (isTab)
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for (i=0; i<(s32)Tabs.size(); ++i)
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if (Tabs[i])
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Tabs[i]->setNumber(i);
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// remove real element
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IGUIElement::removeChild(child);
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}
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//! Writes attributes of the element.
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void CGUITabControl::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0)
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{
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IGUITabControl::serializeAttributes(out,options);
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out->addInt ("ActiveTab", ActiveTab);
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out->addBool("Border", Border);
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out->addBool("FillBackground", FillBackground);
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}
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//! Reads attributes of the element
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void CGUITabControl::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0)
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{
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Border = in->getAttributeAsBool("Border");
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FillBackground = in->getAttributeAsBool("FillBackground");
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ActiveTab = -1;
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IGUITabControl::deserializeAttributes(in,options);
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setActiveTab(in->getAttributeAsInt("ActiveTab"));
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}
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} // end namespace irr
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} // end namespace gui
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#endif // _IRR_COMPILE_WITH_GUI_
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