222 lines
7.0 KiB
C++
222 lines
7.0 KiB
C++
// Copyright (C) 2002-2009 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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// 07.10.2005 - Multicolor-Listbox addet by A. Buschhueter (Acki)
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// A_Buschhueter@gmx.de
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#ifndef __C_GUI_TABLE_BAR_H_INCLUDED__
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#define __C_GUI_TABLE_BAR_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_GUI_
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#include "IGUITable.h"
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#include "irrArray.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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class IGUIFont;
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class IGUIScrollBar;
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class CGUITable : public IGUITable
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{
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public:
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//! constructor
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CGUITable(IGUIEnvironment* environment, IGUIElement* parent,
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s32 id, const core::rect<s32>& rectangle, bool clip=true,
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bool drawBack=false, bool moveOverSelect=true);
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//! destructor
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~CGUITable();
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//! Adds a column
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//! If columnIndex is outside the current range, do push new colum at the end
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virtual void addColumn(const wchar_t* caption, s32 columnIndex=-1);
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//! remove a column from the table
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virtual void removeColumn(u32 columnIndex);
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//! Returns the number of columns in the table control
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virtual s32 getColumnCount() const;
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//! Makes a column active. This will trigger an ordering process.
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/** \param idx: The id of the column to make active.
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\return True if successful. */
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virtual bool setActiveColumn(s32 columnIndex, bool doOrder=false);
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//! Returns which header is currently active
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virtual s32 getActiveColumn() const;
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//! Returns the ordering used by the currently active column
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virtual EGUI_ORDERING_MODE getActiveColumnOrdering() const;
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//! set a column width
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virtual void setColumnWidth(u32 columnIndex, u32 width);
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//! columns can be resized by drag 'n drop
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virtual void setResizableColumns(bool resizable);
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//! can columns be resized by dran 'n drop?
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virtual bool hasResizableColumns() const;
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//! This tells the table control which ordering mode should be used when
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//! a column header is clicked.
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/** \param columnIndex: The index of the column header.
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\param state: If true, a EGET_TABLE_HEADER_CHANGED message will be sent and you can order the table data as you whish.*/
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//! \param mode: One of the modes defined in EGUI_COLUMN_ORDERING
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virtual void setColumnOrdering(u32 columnIndex, EGUI_COLUMN_ORDERING mode);
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//! Returns which row is currently selected
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virtual s32 getSelected() const;
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//! set wich row is currently selected
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virtual void setSelected( s32 index );
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//! Returns amount of rows in the tabcontrol
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virtual s32 getRowCount() const;
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//! adds a row to the table
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/** \param rowIndex: zero based index of rows. The row will be
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inserted at this position. If a row already exists
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there, it will be placed after it. If the row is larger
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than the actual number of rows by more than one, it
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won't be created. Note that if you create a row that is
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not at the end, there might be performance issues*/
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virtual u32 addRow(u32 rowIndex);
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//! Remove a row from the table
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virtual void removeRow(u32 rowIndex);
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//! clear the table rows, but keep the columns intact
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virtual void clearRows();
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//! Swap two row positions. This is useful for a custom ordering algo.
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virtual void swapRows(u32 rowIndexA, u32 rowIndexB);
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//! This tells the table to start ordering all the rows. You
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//! need to explicitly tell the table to reorder the rows when
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//! a new row is added or the cells data is changed. This makes
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//! the system more flexible and doesn't make you pay the cost
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//! of ordering when adding a lot of rows.
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//! \param columnIndex: When set to -1 the active column is used.
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virtual void orderRows(s32 columnIndex=-1, EGUI_ORDERING_MODE mode=EGOM_NONE);
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//! Set the text of a cell
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virtual void setCellText(u32 rowIndex, u32 columnIndex, const core::stringw& text);
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//! Set the text of a cell, and set a color of this cell.
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virtual void setCellText(u32 rowIndex, u32 columnIndex, const core::stringw& text, video::SColor color);
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//! Set the data of a cell
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//! data will not be serialized.
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virtual void setCellData(u32 rowIndex, u32 columnIndex, void *data);
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//! Set the color of a cell text
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virtual void setCellColor(u32 rowIndex, u32 columnIndex, video::SColor color);
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//! Get the text of a cell
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virtual const wchar_t* getCellText(u32 rowIndex, u32 columnIndex ) const;
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//! Get the data of a cell
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virtual void* getCellData(u32 rowIndex, u32 columnIndex ) const;
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//! clears the table, deletes all items in the table
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virtual void clear();
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//! called if an event happened.
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virtual bool OnEvent(const SEvent &event);
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//! draws the element and its children
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virtual void draw();
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//! Set flags, as defined in EGUI_TABLE_DRAW_FLAGS, which influence the layout
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virtual void setDrawFlags(s32 flags);
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//! Get the flags, as defined in EGUI_TABLE_DRAW_FLAGS, which influence the layout
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virtual s32 getDrawFlags() const;
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//! Writes attributes of the object.
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//! Implement this to expose the attributes of your scene node animator for
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//! scripting languages, editors, debuggers or xml serialization purposes.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
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//! Reads attributes of the object.
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//! Implement this to set the attributes of your scene node animator for
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//! scripting languages, editors, debuggers or xml deserialization purposes.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
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protected:
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virtual void refreshControls();
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virtual void checkScrollbars();
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private:
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struct Cell
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{
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Cell() : Data(0) {}
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core::stringw Text;
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core::stringw BrokenText;
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video::SColor Color;
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void *Data;
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};
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struct Row
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{
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Row() {}
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core::array<Cell> Items;
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};
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struct Column
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{
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Column() : Width(0), OrderingMode(EGCO_NONE) {}
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core::stringw Name;
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video::SColor TextColor;
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u32 Width;
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EGUI_COLUMN_ORDERING OrderingMode;
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};
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void breakText(const core::stringw &text, core::stringw & brokenText, u32 cellWidth);
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void selectNew(s32 ypos, bool onlyHover=false);
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bool selectColumnHeader(s32 xpos, s32 ypos);
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bool dragColumnStart(s32 xpos, s32 ypos);
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bool dragColumnUpdate(s32 xpos);
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void recalculateHeights();
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void recalculateWidths();
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core::array< Column > Columns;
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core::array< Row > Rows;
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gui::IGUIFont* Font;
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gui::IGUIScrollBar* VerticalScrollBar;
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gui::IGUIScrollBar* HorizontalScrollBar;
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bool Clip;
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bool DrawBack;
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bool MoveOverSelect;
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bool Selecting;
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s32 CurrentResizedColumn;
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s32 ResizeStart;
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bool ResizableColumns;
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s32 ItemHeight;
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s32 TotalItemHeight;
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s32 TotalItemWidth;
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s32 Selected;
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s32 CellHeightPadding;
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s32 CellWidthPadding;
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s32 ActiveTab;
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EGUI_ORDERING_MODE CurrentOrdering;
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s32 DrawFlags;
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};
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} // end namespace gui
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_GUI_
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#endif
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