mirror of
https://github.com/minetest/irrlicht.git
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935 lines
23 KiB
C++
935 lines
23 KiB
C++
// Copyright (C) 2002-2012 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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#include "CGUIButton.h"
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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(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),
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BackColor(0, 0, 0, 0), OverrideTextColorEnabled(false), TextColor(255, 0, 0, 0),
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DrawBackground(false)
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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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const IGUISkin *const skin = environment->getSkin();
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if (skin)
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TextColor = skin->getColor(EGDC_BUTTON_TEXT);
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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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//! sets the color of the text
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void CGUITab::setTextColor(video::SColor c)
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{
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OverrideTextColorEnabled = true;
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TextColor = c;
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}
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video::SColor CGUITab::getTextColor() const
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{
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if (OverrideTextColorEnabled)
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return TextColor;
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else
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return Environment->getSkin()->getColor(EGDC_BUTTON_TEXT);
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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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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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// ------------------------------------------------------------------
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// Tabcontrol
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// ------------------------------------------------------------------
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//! constructor
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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),
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ActiveTabIndex(-1),
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Border(border), FillBackground(fillbackground), ScrollControl(false), TabHeight(0), VerticalAlignment(EGUIA_UPPERLEFT),
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UpButton(0), DownButton(0), TabMaxWidth(0), CurrentScrollTabIndex(0), TabExtraWidth(20)
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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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IGUISkin *skin = Environment->getSkin();
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IGUISpriteBank *sprites = 0;
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TabHeight = 32;
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if (skin) {
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sprites = skin->getSpriteBank();
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TabHeight = skin->getSize(gui::EGDS_BUTTON_HEIGHT) + 2;
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}
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UpButton = Environment->addButton(core::rect<s32>(0, 0, 10, 10), this);
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if (UpButton) {
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UpButton->setSpriteBank(sprites);
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UpButton->setVisible(false);
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UpButton->setSubElement(true);
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UpButton->setAlignment(EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT, EGUIA_UPPERLEFT, EGUIA_UPPERLEFT);
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UpButton->setOverrideFont(Environment->getBuiltInFont());
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UpButton->grab();
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}
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DownButton = Environment->addButton(core::rect<s32>(0, 0, 10, 10), this);
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if (DownButton) {
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DownButton->setSpriteBank(sprites);
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DownButton->setVisible(false);
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DownButton->setSubElement(true);
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DownButton->setAlignment(EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT, EGUIA_UPPERLEFT, EGUIA_UPPERLEFT);
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DownButton->setOverrideFont(Environment->getBuiltInFont());
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DownButton->grab();
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}
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setTabVerticalAlignment(EGUIA_UPPERLEFT);
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refreshSprites();
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}
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//! destructor
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CGUITabControl::~CGUITabControl()
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{
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for (u32 i = 0; i < 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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if (UpButton)
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UpButton->drop();
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if (DownButton)
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DownButton->drop();
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}
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void CGUITabControl::refreshSprites()
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{
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video::SColor color(255, 255, 255, 255);
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IGUISkin *skin = Environment->getSkin();
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if (skin) {
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color = skin->getColor(isEnabled() ? EGDC_WINDOW_SYMBOL : EGDC_GRAY_WINDOW_SYMBOL);
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if (UpButton) {
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UpButton->setSprite(EGBS_BUTTON_UP, skin->getIcon(EGDI_CURSOR_LEFT), color);
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UpButton->setSprite(EGBS_BUTTON_DOWN, skin->getIcon(EGDI_CURSOR_LEFT), color);
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}
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if (DownButton) {
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DownButton->setSprite(EGBS_BUTTON_UP, skin->getIcon(EGDI_CURSOR_RIGHT), color);
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DownButton->setSprite(EGBS_BUTTON_DOWN, skin->getIcon(EGDI_CURSOR_RIGHT), color);
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}
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}
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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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CGUITab *tab = new CGUITab(Environment, this, calcTabPos(), id);
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tab->setText(caption);
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tab->setAlignment(EGUIA_UPPERLEFT, EGUIA_LOWERRIGHT, EGUIA_UPPERLEFT, EGUIA_LOWERRIGHT);
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tab->setVisible(false);
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Tabs.push_back(tab); // no grab as new already creates a reference
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if (ActiveTabIndex == -1) {
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ActiveTabIndex = Tabs.size() - 1;
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tab->setVisible(true);
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}
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recalculateScrollBar();
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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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s32 CGUITabControl::addTab(IGUITab *tab)
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{
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return insertTab(Tabs.size(), tab, false);
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}
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//! Insert the tab at the given index
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IGUITab *CGUITabControl::insertTab(s32 idx, const wchar_t *caption, s32 id)
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{
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if (idx < 0 || idx > (s32)Tabs.size()) // idx == Tabs.size() is indeed OK here as core::array can handle that
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return NULL;
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CGUITab *tab = new CGUITab(Environment, this, calcTabPos(), id);
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tab->setText(caption);
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tab->setAlignment(EGUIA_UPPERLEFT, EGUIA_LOWERRIGHT, EGUIA_UPPERLEFT, EGUIA_LOWERRIGHT);
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tab->setVisible(false);
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Tabs.insert(tab, (u32)idx);
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if (ActiveTabIndex == -1) {
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ActiveTabIndex = (u32)idx;
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tab->setVisible(true);
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} else if (idx <= ActiveTabIndex) {
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++ActiveTabIndex;
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setVisibleTab(ActiveTabIndex);
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}
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recalculateScrollBar();
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return tab;
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}
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s32 CGUITabControl::insertTab(s32 idx, IGUITab *tab, bool serializationMode)
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{
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if (!tab)
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return -1;
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if (idx > (s32)Tabs.size() && !serializationMode) // idx == Tabs.size() is indeed OK here as core::array can handle that
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return -1;
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// Not allowing to add same tab twice as it would make things complicated (serialization or setting active visible)
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if (getTabIndex(tab) >= 0)
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return -1;
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if (idx < 0)
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idx = (s32)Tabs.size();
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if (tab->getParent() != this)
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this->addChildToEnd(tab);
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tab->setVisible(false);
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tab->grab();
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if (serializationMode) {
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while (idx >= (s32)Tabs.size()) {
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Tabs.push_back(0);
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}
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Tabs[idx] = tab;
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if (idx == ActiveTabIndex) { // in serialization that can happen for any index
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setVisibleTab(ActiveTabIndex);
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tab->setVisible(true);
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}
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} else {
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Tabs.insert(tab, (u32)idx);
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if (ActiveTabIndex == -1) {
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ActiveTabIndex = idx;
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setVisibleTab(ActiveTabIndex);
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} else if (idx <= ActiveTabIndex) {
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++ActiveTabIndex;
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setVisibleTab(ActiveTabIndex);
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}
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}
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recalculateScrollBar();
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return idx;
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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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s32 idx = getTabIndex(child);
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if (idx >= 0)
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removeTabButNotChild(idx);
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// remove real element
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IGUIElement::removeChild(child);
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recalculateScrollBar();
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}
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//! Removes a tab from the tabcontrol
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void CGUITabControl::removeTab(s32 idx)
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{
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if (idx < 0 || idx >= (s32)Tabs.size())
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return;
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removeChild(Tabs[(u32)idx]);
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}
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void CGUITabControl::removeTabButNotChild(s32 idx)
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{
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if (idx < 0 || idx >= (s32)Tabs.size())
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return;
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Tabs[(u32)idx]->drop();
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Tabs.erase((u32)idx);
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if (idx < ActiveTabIndex) {
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--ActiveTabIndex;
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setVisibleTab(ActiveTabIndex);
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} else if (idx == ActiveTabIndex) {
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if ((u32)idx == Tabs.size())
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--ActiveTabIndex;
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setVisibleTab(ActiveTabIndex);
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}
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}
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//! Clears the tabcontrol removing all tabs
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void CGUITabControl::clear()
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{
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for (u32 i = 0; i < Tabs.size(); ++i) {
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if (Tabs[i]) {
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IGUIElement::removeChild(Tabs[i]);
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Tabs[i]->drop();
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}
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}
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Tabs.clear();
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recalculateScrollBar();
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}
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//! Returns amount of tabs in the tabcontrol
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s32 CGUITabControl::getTabCount() const
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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) const
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{
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if (idx < 0 || (u32)idx >= 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(const SEvent &event)
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{
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if (isEnabled()) {
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switch (event.EventType) {
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case EET_GUI_EVENT:
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switch (event.GUIEvent.EventType) {
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case EGET_BUTTON_CLICKED:
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if (event.GUIEvent.Caller == UpButton) {
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scrollLeft();
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return true;
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} else if (event.GUIEvent.Caller == DownButton) {
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scrollRight();
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return true;
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}
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break;
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default:
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break;
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}
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break;
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case EET_MOUSE_INPUT_EVENT:
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switch (event.MouseInput.Event) {
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// case EMIE_LMOUSE_PRESSED_DOWN:
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// // todo: dragging tabs around
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// return true;
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case EMIE_LMOUSE_LEFT_UP: {
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s32 idx = getTabAt(event.MouseInput.X, event.MouseInput.Y);
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if (idx >= 0) {
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setActiveTab(idx);
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return true;
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}
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break;
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}
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default:
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break;
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}
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break;
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default:
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break;
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}
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}
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return IGUIElement::OnEvent(event);
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}
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void CGUITabControl::scrollLeft()
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{
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if (CurrentScrollTabIndex > 0)
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--CurrentScrollTabIndex;
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recalculateScrollBar();
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}
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void CGUITabControl::scrollRight()
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{
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if (CurrentScrollTabIndex < (s32)(Tabs.size()) - 1) {
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if (needScrollControl(CurrentScrollTabIndex, true))
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++CurrentScrollTabIndex;
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}
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recalculateScrollBar();
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}
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s32 CGUITabControl::calcTabWidth(IGUIFont *font, const wchar_t *text) const
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{
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if (!font)
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return 0;
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s32 len = font->getDimension(text).Width + TabExtraWidth;
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if (TabMaxWidth > 0 && len > TabMaxWidth)
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len = TabMaxWidth;
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return len;
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}
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bool CGUITabControl::needScrollControl(s32 startIndex, bool withScrollControl, s32 *pos_rightmost)
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{
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if (startIndex < 0)
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startIndex = 0;
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IGUISkin *skin = Environment->getSkin();
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if (!skin)
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return false;
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IGUIFont *font = skin->getFont();
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if (Tabs.empty())
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return false;
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if (!font)
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return false;
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s32 pos = AbsoluteRect.UpperLeftCorner.X + 2;
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const s32 pos_right = withScrollControl ? UpButton->getAbsolutePosition().UpperLeftCorner.X - 2 : AbsoluteRect.LowerRightCorner.X;
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for (s32 i = startIndex; i < (s32)Tabs.size(); ++i) {
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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 = calcTabWidth(font, text); // always without withScrollControl here or len would be shortened
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pos += len;
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}
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if (pos > pos_right)
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return true;
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}
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if (pos_rightmost)
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*pos_rightmost = pos;
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return false;
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}
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s32 CGUITabControl::calculateScrollIndexFromActive()
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{
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if (!ScrollControl || Tabs.empty())
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return 0;
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IGUISkin *skin = Environment->getSkin();
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if (!skin)
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return false;
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IGUIFont *font = skin->getFont();
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if (!font)
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return false;
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const s32 pos_left = AbsoluteRect.UpperLeftCorner.X + 2;
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const s32 pos_right = UpButton->getAbsolutePosition().UpperLeftCorner.X - 2;
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// Move from center to the left border left until it is reached
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s32 pos_cl = (pos_left + pos_right) / 2;
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s32 i = ActiveTabIndex;
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for (; i > 0; --i) {
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if (!Tabs[i])
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continue;
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s32 len = calcTabWidth(font, Tabs[i]->getText());
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if (i == ActiveTabIndex)
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len /= 2;
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if (pos_cl - len < pos_left)
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break;
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pos_cl -= len;
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}
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if (i == 0)
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return i;
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// Is scrolling to right still possible?
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s32 pos_rr = 0;
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if (needScrollControl(i, true, &pos_rr))
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return i; // Yes? -> OK
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// No? -> Decrease "i" more. Append tabs until scrolling becomes necessary
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for (--i; i > 0; --i) {
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if (!Tabs[i])
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continue;
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pos_rr += calcTabWidth(font, Tabs[i]->getText());
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if (pos_rr > pos_right)
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break;
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}
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return i + 1;
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}
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core::rect<s32> CGUITabControl::calcTabPos()
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{
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core::rect<s32> r;
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r.UpperLeftCorner.X = 0;
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r.LowerRightCorner.X = AbsoluteRect.getWidth();
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if (Border) {
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++r.UpperLeftCorner.X;
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--r.LowerRightCorner.X;
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}
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if (VerticalAlignment == EGUIA_UPPERLEFT) {
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r.UpperLeftCorner.Y = TabHeight + 2;
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r.LowerRightCorner.Y = AbsoluteRect.getHeight() - 1;
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if (Border) {
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--r.LowerRightCorner.Y;
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}
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} else {
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r.UpperLeftCorner.Y = 0;
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r.LowerRightCorner.Y = AbsoluteRect.getHeight() - (TabHeight + 2);
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if (Border) {
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++r.UpperLeftCorner.Y;
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}
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}
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return r;
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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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video::IVideoDriver *driver = Environment->getVideoDriver();
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core::rect<s32> frameRect(AbsoluteRect);
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// some empty background as placeholder when there are no tabs
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if (Tabs.empty())
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driver->draw2DRectangle(skin->getColor(EGDC_3D_HIGH_LIGHT), frameRect, &AbsoluteClippingRect);
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if (!font)
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return;
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// tab button bar can be above or below the tabs
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if (VerticalAlignment == EGUIA_UPPERLEFT) {
|
|
frameRect.UpperLeftCorner.Y += 2;
|
|
frameRect.LowerRightCorner.Y = frameRect.UpperLeftCorner.Y + TabHeight;
|
|
} else {
|
|
frameRect.UpperLeftCorner.Y = frameRect.LowerRightCorner.Y - TabHeight - 1;
|
|
frameRect.LowerRightCorner.Y -= 2;
|
|
}
|
|
|
|
core::rect<s32> tr;
|
|
s32 pos = frameRect.UpperLeftCorner.X + 2;
|
|
|
|
bool needLeftScroll = CurrentScrollTabIndex > 0;
|
|
bool needRightScroll = false;
|
|
|
|
// left and right pos of the active tab
|
|
s32 left = 0;
|
|
s32 right = 0;
|
|
|
|
// const wchar_t* activetext = 0;
|
|
IGUITab *activeTab = 0;
|
|
|
|
// Draw all tab-buttons except the active one
|
|
for (u32 i = CurrentScrollTabIndex; i < Tabs.size() && !needRightScroll; ++i) {
|
|
// get Text
|
|
const wchar_t *text = 0;
|
|
if (Tabs[i])
|
|
text = Tabs[i]->getText();
|
|
|
|
// get text length
|
|
s32 len = calcTabWidth(font, text);
|
|
if (ScrollControl) {
|
|
s32 space = UpButton->getAbsolutePosition().UpperLeftCorner.X - 2 - pos;
|
|
if (space < len) {
|
|
needRightScroll = true;
|
|
len = space;
|
|
}
|
|
}
|
|
|
|
frameRect.LowerRightCorner.X += len;
|
|
frameRect.UpperLeftCorner.X = pos;
|
|
frameRect.LowerRightCorner.X = frameRect.UpperLeftCorner.X + len;
|
|
|
|
pos += len;
|
|
|
|
if ((s32)i == ActiveTabIndex) {
|
|
// for active button just remember values
|
|
left = frameRect.UpperLeftCorner.X;
|
|
right = frameRect.LowerRightCorner.X;
|
|
// activetext = text;
|
|
activeTab = Tabs[i];
|
|
} else {
|
|
skin->draw3DTabButton(this, false, frameRect, &AbsoluteClippingRect, VerticalAlignment);
|
|
|
|
// draw text
|
|
core::rect<s32> textClipRect(frameRect); // TODO: exact size depends on borders in draw3DTabButton which we don't get with current interface
|
|
textClipRect.clipAgainst(AbsoluteClippingRect);
|
|
font->draw(text, frameRect, Tabs[i]->getTextColor(),
|
|
true, true, &textClipRect);
|
|
}
|
|
}
|
|
|
|
// Draw active tab button
|
|
// Drawn later than other buttons because it draw over the buttons before/after it.
|
|
if (left != 0 && right != 0 && activeTab != 0) {
|
|
// draw upper highlight frame
|
|
if (VerticalAlignment == EGUIA_UPPERLEFT) {
|
|
frameRect.UpperLeftCorner.X = left - 2;
|
|
frameRect.LowerRightCorner.X = right + 2;
|
|
frameRect.UpperLeftCorner.Y -= 2;
|
|
|
|
skin->draw3DTabButton(this, true, frameRect, &AbsoluteClippingRect, VerticalAlignment);
|
|
|
|
// draw text
|
|
core::rect<s32> textClipRect(frameRect); // TODO: exact size depends on borders in draw3DTabButton which we don't get with current interface
|
|
textClipRect.clipAgainst(AbsoluteClippingRect);
|
|
font->draw(activeTab->getText(), frameRect, activeTab->getTextColor(),
|
|
true, true, &textClipRect);
|
|
|
|
tr.UpperLeftCorner.X = AbsoluteRect.UpperLeftCorner.X;
|
|
tr.LowerRightCorner.X = left - 1;
|
|
tr.UpperLeftCorner.Y = frameRect.LowerRightCorner.Y - 1;
|
|
tr.LowerRightCorner.Y = frameRect.LowerRightCorner.Y;
|
|
driver->draw2DRectangle(skin->getColor(EGDC_3D_HIGH_LIGHT), tr, &AbsoluteClippingRect);
|
|
|
|
tr.UpperLeftCorner.X = right;
|
|
tr.LowerRightCorner.X = AbsoluteRect.LowerRightCorner.X;
|
|
driver->draw2DRectangle(skin->getColor(EGDC_3D_HIGH_LIGHT), tr, &AbsoluteClippingRect);
|
|
} else {
|
|
frameRect.UpperLeftCorner.X = left - 2;
|
|
frameRect.LowerRightCorner.X = right + 2;
|
|
frameRect.LowerRightCorner.Y += 2;
|
|
|
|
skin->draw3DTabButton(this, true, frameRect, &AbsoluteClippingRect, VerticalAlignment);
|
|
|
|
// draw text
|
|
font->draw(activeTab->getText(), frameRect, activeTab->getTextColor(),
|
|
true, true, &frameRect);
|
|
|
|
tr.UpperLeftCorner.X = AbsoluteRect.UpperLeftCorner.X;
|
|
tr.LowerRightCorner.X = left - 1;
|
|
tr.UpperLeftCorner.Y = frameRect.UpperLeftCorner.Y - 1;
|
|
tr.LowerRightCorner.Y = frameRect.UpperLeftCorner.Y;
|
|
driver->draw2DRectangle(skin->getColor(EGDC_3D_DARK_SHADOW), tr, &AbsoluteClippingRect);
|
|
|
|
tr.UpperLeftCorner.X = right;
|
|
tr.LowerRightCorner.X = AbsoluteRect.LowerRightCorner.X;
|
|
driver->draw2DRectangle(skin->getColor(EGDC_3D_DARK_SHADOW), tr, &AbsoluteClippingRect);
|
|
}
|
|
} else {
|
|
// No active tab
|
|
// Draw a line separating button bar from tab area
|
|
tr.UpperLeftCorner.X = AbsoluteRect.UpperLeftCorner.X;
|
|
tr.LowerRightCorner.X = AbsoluteRect.LowerRightCorner.X;
|
|
tr.UpperLeftCorner.Y = frameRect.LowerRightCorner.Y - 1;
|
|
tr.LowerRightCorner.Y = frameRect.LowerRightCorner.Y;
|
|
|
|
if (VerticalAlignment == EGUIA_UPPERLEFT) {
|
|
driver->draw2DRectangle(skin->getColor(EGDC_3D_HIGH_LIGHT), tr, &AbsoluteClippingRect);
|
|
} else {
|
|
tr.UpperLeftCorner.Y = frameRect.UpperLeftCorner.Y - 1;
|
|
tr.LowerRightCorner.Y = frameRect.UpperLeftCorner.Y;
|
|
driver->draw2DRectangle(skin->getColor(EGDC_3D_DARK_SHADOW), tr, &AbsoluteClippingRect);
|
|
}
|
|
}
|
|
|
|
// drawing some border and background for the tab-area.
|
|
skin->draw3DTabBody(this, Border, FillBackground, AbsoluteRect, &AbsoluteClippingRect, TabHeight, VerticalAlignment);
|
|
|
|
// enable scrollcontrols on need
|
|
if (UpButton)
|
|
UpButton->setEnabled(needLeftScroll);
|
|
if (DownButton)
|
|
DownButton->setEnabled(needRightScroll);
|
|
refreshSprites();
|
|
|
|
IGUIElement::draw();
|
|
}
|
|
|
|
//! Set the height of the tabs
|
|
void CGUITabControl::setTabHeight(s32 height)
|
|
{
|
|
if (height < 0)
|
|
height = 0;
|
|
|
|
TabHeight = height;
|
|
|
|
recalculateScrollButtonPlacement();
|
|
recalculateScrollBar();
|
|
}
|
|
|
|
//! Get the height of the tabs
|
|
s32 CGUITabControl::getTabHeight() const
|
|
{
|
|
return TabHeight;
|
|
}
|
|
|
|
//! set the maximal width of a tab. Per default width is 0 which means "no width restriction".
|
|
void CGUITabControl::setTabMaxWidth(s32 width)
|
|
{
|
|
TabMaxWidth = width;
|
|
}
|
|
|
|
//! get the maximal width of a tab
|
|
s32 CGUITabControl::getTabMaxWidth() const
|
|
{
|
|
return TabMaxWidth;
|
|
}
|
|
|
|
//! Set the extra width added to tabs on each side of the text
|
|
void CGUITabControl::setTabExtraWidth(s32 extraWidth)
|
|
{
|
|
if (extraWidth < 0)
|
|
extraWidth = 0;
|
|
|
|
TabExtraWidth = extraWidth;
|
|
|
|
recalculateScrollBar();
|
|
}
|
|
|
|
//! Get the extra width added to tabs on each side of the text
|
|
s32 CGUITabControl::getTabExtraWidth() const
|
|
{
|
|
return TabExtraWidth;
|
|
}
|
|
|
|
void CGUITabControl::recalculateScrollBar()
|
|
{
|
|
// Down: to right, Up: to left
|
|
if (!UpButton || !DownButton)
|
|
return;
|
|
|
|
ScrollControl = needScrollControl() || CurrentScrollTabIndex > 0;
|
|
|
|
if (ScrollControl) {
|
|
UpButton->setVisible(true);
|
|
DownButton->setVisible(true);
|
|
} else {
|
|
UpButton->setVisible(false);
|
|
DownButton->setVisible(false);
|
|
}
|
|
|
|
bringToFront(UpButton);
|
|
bringToFront(DownButton);
|
|
}
|
|
|
|
//! Set the alignment of the tabs
|
|
void CGUITabControl::setTabVerticalAlignment(EGUI_ALIGNMENT alignment)
|
|
{
|
|
VerticalAlignment = alignment;
|
|
|
|
recalculateScrollButtonPlacement();
|
|
recalculateScrollBar();
|
|
|
|
core::rect<s32> r(calcTabPos());
|
|
for (u32 i = 0; i < Tabs.size(); ++i) {
|
|
Tabs[i]->setRelativePosition(r);
|
|
}
|
|
}
|
|
|
|
void CGUITabControl::recalculateScrollButtonPlacement()
|
|
{
|
|
IGUISkin *skin = Environment->getSkin();
|
|
s32 ButtonSize = 16;
|
|
s32 ButtonHeight = TabHeight - 2;
|
|
if (ButtonHeight < 0)
|
|
ButtonHeight = TabHeight;
|
|
if (skin) {
|
|
ButtonSize = skin->getSize(EGDS_WINDOW_BUTTON_WIDTH);
|
|
if (ButtonSize > TabHeight)
|
|
ButtonSize = TabHeight;
|
|
}
|
|
|
|
s32 ButtonX = RelativeRect.getWidth() - (s32)(2.5f * (f32)ButtonSize) - 1;
|
|
s32 ButtonY = 0;
|
|
|
|
if (VerticalAlignment == EGUIA_UPPERLEFT) {
|
|
ButtonY = 2 + (TabHeight / 2) - (ButtonHeight / 2);
|
|
UpButton->setAlignment(EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT, EGUIA_UPPERLEFT, EGUIA_UPPERLEFT);
|
|
DownButton->setAlignment(EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT, EGUIA_UPPERLEFT, EGUIA_UPPERLEFT);
|
|
} else {
|
|
ButtonY = RelativeRect.getHeight() - (TabHeight / 2) - (ButtonHeight / 2) - 2;
|
|
UpButton->setAlignment(EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT);
|
|
DownButton->setAlignment(EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT);
|
|
}
|
|
|
|
UpButton->setRelativePosition(core::rect<s32>(ButtonX, ButtonY, ButtonX + ButtonSize, ButtonY + ButtonHeight));
|
|
ButtonX += ButtonSize + 1;
|
|
DownButton->setRelativePosition(core::rect<s32>(ButtonX, ButtonY, ButtonX + ButtonSize, ButtonY + ButtonHeight));
|
|
}
|
|
|
|
//! Get the alignment of the tabs
|
|
EGUI_ALIGNMENT CGUITabControl::getTabVerticalAlignment() const
|
|
{
|
|
return VerticalAlignment;
|
|
}
|
|
|
|
s32 CGUITabControl::getTabAt(s32 xpos, s32 ypos) const
|
|
{
|
|
core::position2di p(xpos, ypos);
|
|
IGUISkin *skin = Environment->getSkin();
|
|
IGUIFont *font = skin->getFont();
|
|
|
|
core::rect<s32> frameRect(AbsoluteRect);
|
|
|
|
if (VerticalAlignment == EGUIA_UPPERLEFT) {
|
|
frameRect.UpperLeftCorner.Y += 2;
|
|
frameRect.LowerRightCorner.Y = frameRect.UpperLeftCorner.Y + TabHeight;
|
|
} else {
|
|
frameRect.UpperLeftCorner.Y = frameRect.LowerRightCorner.Y - TabHeight;
|
|
}
|
|
|
|
s32 pos = frameRect.UpperLeftCorner.X + 2;
|
|
|
|
if (!frameRect.isPointInside(p))
|
|
return -1;
|
|
|
|
bool abort = false;
|
|
for (s32 i = CurrentScrollTabIndex; i < (s32)Tabs.size() && !abort; ++i) {
|
|
// get Text
|
|
const wchar_t *text = 0;
|
|
if (Tabs[i])
|
|
text = Tabs[i]->getText();
|
|
|
|
// get text length
|
|
s32 len = calcTabWidth(font, text);
|
|
if (ScrollControl) {
|
|
// TODO: merge this with draw() ?
|
|
s32 space = UpButton->getAbsolutePosition().UpperLeftCorner.X - 2 - pos;
|
|
if (space < len) {
|
|
abort = true;
|
|
len = space;
|
|
}
|
|
}
|
|
|
|
frameRect.UpperLeftCorner.X = pos;
|
|
frameRect.LowerRightCorner.X = frameRect.UpperLeftCorner.X + len;
|
|
|
|
pos += len;
|
|
|
|
if (frameRect.isPointInside(p)) {
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//! Returns which tab is currently active
|
|
s32 CGUITabControl::getActiveTab() const
|
|
{
|
|
return ActiveTabIndex;
|
|
}
|
|
|
|
//! Brings a tab to front.
|
|
bool CGUITabControl::setActiveTab(s32 idx)
|
|
{
|
|
if ((u32)idx >= Tabs.size())
|
|
return false;
|
|
|
|
bool changed = (ActiveTabIndex != idx);
|
|
|
|
ActiveTabIndex = idx;
|
|
|
|
setVisibleTab(ActiveTabIndex);
|
|
|
|
if (changed && Parent) {
|
|
SEvent event;
|
|
event.EventType = EET_GUI_EVENT;
|
|
event.GUIEvent.Caller = this;
|
|
event.GUIEvent.Element = 0;
|
|
event.GUIEvent.EventType = EGET_TAB_CHANGED;
|
|
Parent->OnEvent(event);
|
|
}
|
|
|
|
if (ScrollControl) {
|
|
CurrentScrollTabIndex = calculateScrollIndexFromActive();
|
|
recalculateScrollBar();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGUITabControl::setVisibleTab(s32 idx)
|
|
{
|
|
for (u32 i = 0; i < Tabs.size(); ++i)
|
|
if (Tabs[i])
|
|
Tabs[i]->setVisible((s32)i == idx);
|
|
}
|
|
|
|
bool CGUITabControl::setActiveTab(IGUITab *tab)
|
|
{
|
|
return setActiveTab(getTabIndex(tab));
|
|
}
|
|
|
|
s32 CGUITabControl::getTabIndex(const IGUIElement *tab) const
|
|
{
|
|
for (u32 i = 0; i < Tabs.size(); ++i)
|
|
if (Tabs[i] == tab)
|
|
return (s32)i;
|
|
|
|
return -1;
|
|
}
|
|
|
|
//! Update the position of the element, decides scroll button status
|
|
void CGUITabControl::updateAbsolutePosition()
|
|
{
|
|
IGUIElement::updateAbsolutePosition();
|
|
recalculateScrollBar();
|
|
}
|
|
|
|
} // end namespace irr
|
|
} // end namespace gui
|