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📄 guitabbookctrl.cc

📁 五行MMORPG引擎系统V1.0
💻 CC
📖 第 1 页 / 共 2 页
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RectI GuiTabBookCtrl::getPageRectChild()
{
   RectI Result;
   switch( mTabPosition )
   {
   case AlignTop:
      Result.point.x = 0;
      Result.extent.x = mBounds.extent.x;
      Result.point.y = mTabHeight;
      Result.extent.y = mBounds.extent.y - mTabHeight;
      break;
   case AlignBottom:
      Result.point.x = 0;
      Result.extent.x = mBounds.extent.x;
      Result.point.y = 0;
      Result.extent.y = mBounds.extent.y - mTabHeight;
      break;
   case AlignLeft:
      Result.point.x = mTabHeight;
      Result.extent.x = mBounds.extent.x - mTabHeight;
      Result.point.y = 0;
      Result.extent.y = mBounds.extent.y;
      break;
   case AlignRight:
      Result.point.x = 0;
      Result.extent.x = mBounds.extent.x - mTabHeight;
      Result.point.y = 0;
      Result.extent.y = mBounds.extent.y;
      break;
   }

   return Result;
}

void GuiTabBookCtrl::onPreRender()
{
   // sometimes we need to resize because of a changed persistent field
   // that's what this does
   solveDirty();
}

void GuiTabBookCtrl::solveDirty()
{
   bool dirty = false;
   if( mTabPosition != mLastTabPosition )
   {
      mLastTabPosition = mTabPosition;
      dirty = true;
   }

   if( mTabHeight != mLastTabHeight )
   {
      mLastTabHeight = mTabHeight;
      dirty = true;
   }

   if( mTabWidth != mLastTabWidth )
   {
      mLastTabWidth = mTabWidth;
      dirty = true;
   }

   if( dirty )
      resize( mBounds.point, mBounds.extent );

}

void GuiTabBookCtrl::onRender(Point2I offset, const RectI &updateRect)
{
   RectI tabRect = getTabBaseRect( offset );
   RectI pageRect = getPageRect( tabRect, offset );


   // We're so nice we'll store the old modulation before we clear it for our rendering! :)
   ColorI oldModulation;
   dglGetBitmapModulation( &oldModulation );

   // Wipe it out
   dglClearBitmapModulation();

   // Render our tabs
   renderTabs( tabRect );

   // This is ideal, we know what our active tab is, so we only render it
   if( mActivePage != NULL )
   {
      mActivePage->onRender( pageRect.point, pageRect );
   }
   else
   {
      // Render only the active page
      if( ! mPages.empty() )
      {
         GuiTabPageCtrl* tab = reinterpret_cast<GuiTabPageCtrl*>(*mPages.begin());
         tab->onRender( pageRect.point, pageRect );
         mActivePage = tab;
      }
      else
      {
         // if we have no active page, render a filled rect only
         dglDrawRectFill( pageRect, mProfile->mFillColor );
      }
   }

   // Restore old modulation
   dglSetBitmapModulation( oldModulation );


}

void GuiTabBookCtrl::renderTabs( const RectI &bounds )
{
   RectI oldClip = dglGetClipRect();

   dglSetClipRect( bounds );

   S32 fitTabs = 0; // How many tabs can we fit in the book?
   S32 extentY,extentX;


   switch( mTabPosition )
   {
   case AlignTop:
   case AlignBottom:
      fitTabs = (S32)mCeil( (F32)bounds.extent.x / (F32)mTabWidth );
      extentX = mTabWidth;
      extentY = mTabHeight;
      break;
   case AlignLeft:
   case AlignRight:
      fitTabs = (S32)mCeil( (F32)bounds.extent.y / (F32)mTabWidth );
      extentY = mTabWidth;
      extentX = mTabHeight;
      break;
   };

   Vector<GuiTabPageCtrl*>::iterator i = mPages.begin();
   for( S32 j=0 ; ( i != mPages.end() && j < fitTabs ) ; i++, j++)
   {
      RectI tabBounds = RectI( bounds.point.x, bounds.point.y, extentX, extentY );
      switch( mTabPosition )
      {
      case AlignTop:
      case AlignBottom:
         tabBounds.point.x = bounds.point.x + ( j * mTabWidth );
         break;
      case AlignLeft:
      case AlignRight:
         tabBounds.point.y = bounds.point.y + ( j * mTabWidth );
         break;
      };

      GuiTabPageCtrl *tab = reinterpret_cast<GuiTabPageCtrl*>(*i);

      renderTab( tabBounds, tab );
   }

   dglSetClipRect( oldClip );

}

void GuiTabBookCtrl::renderTab( RectI tabRect, GuiTabPageCtrl *tab )
{
   StringTableEntry text = tab->getText();
   ColorI oldColor;

   dglGetBitmapModulation( &oldColor );

#ifdef TGE_RPG_UI/// TGE_Theme
	mHasTexture = mProfile->constructBitmapArray() == NumBitmaps;  
   if(mHasTexture)
#else
   // Is this a skinned control?
   if( mHasTexture && mProfile->mBitmapArrayRects.size() == NumBitmaps)
#endif
   {
      S32 tabTextureIndex = 0;
      RectI stretchRect;

      if ( mActivePage == tab )
         stretchRect = mBitmapBounds[ TabSelected ];
      else if( mHoverTab == tab )
         stretchRect = mBitmapBounds[ TabHover ];
      else
         stretchRect = mBitmapBounds[ TabNormal ];

      dglDrawBitmapStretchSR(mProfile->mTextureHandle,tabRect,stretchRect, (mTabPosition == AlignBottom) ? /* Render texture upside down */ GFlip_Y : 0 );
   }
   else
   {
      // If this isn't a skinned control or the bitmap is simply missing, handle it WELL
      if ( mActivePage == tab )
         dglDrawRectFill(tabRect, mProfile->mFillColor);
      else if( mHoverTab == tab )
         dglDrawRectFill(tabRect, mProfile->mFillColorHL);
      else
         dglDrawRectFill(tabRect, mProfile->mFillColorNA);

   }


   dglSetBitmapModulation(mProfile->mFontColor);

   renderJustifiedText( tabRect.point, tabRect.extent, text );

   dglSetBitmapModulation( oldColor);

}



void GuiTabBookCtrl::selectPage( S32 index )
{
   if( mPages.size() < index )
      return;

   // Select the page
   selectPage( mPages[ index ] );
}


void GuiTabBookCtrl::selectPage( GuiTabPageCtrl *page )
{
   Vector<GuiTabPageCtrl*>::iterator i = mPages.begin();
   for( ; i != mPages.end() ; i++ )
   {
      GuiTabPageCtrl *tab = reinterpret_cast<GuiTabPageCtrl*>(*i);
      if( page == tab )
      {
         mActivePage = tab;
         tab->setVisible( true );

         // Notify User
         char *retBuffer = Con::getReturnBuffer( 512 );
         dStrcpy( retBuffer, tab->getText() );
         Con::executef( this, 2, "onTabSelected",  retBuffer );

      }
      else
         tab->setVisible( false );
   }
}

void GuiTabBookCtrl::onMouseDown(const GuiEvent &event)
{
   RectI TabBase = getHitRect();
   if( TabBase.pointInRect( event.mousePoint ) )
   {
      GuiTabPageCtrl *tab = findHitTab( event.mousePoint );
      if( tab != NULL )
         selectPage( tab );
   }
}

void GuiTabBookCtrl::onRightMouseDown(const GuiEvent &event)
{
   if (! mActive)
   {
      Parent::onRightMouseDown(event);
      return;
   }

   setFirstResponder();

   //search for the control hit in any layer below the edit layer
   GuiControl *hitCtrl = findHitControl(globalToLocalCoord(event.mousePoint), mLayer - 1);
   if (hitCtrl != this)
   {
      Con::executef(this, 1, "onClearSelected");
   }
}

void GuiTabBookCtrl::onMouseMove(const GuiEvent &event)
{
   RectI TabBase = getHitRect();


   if( TabBase.pointInRect( event.mousePoint ) )
   {

      GuiTabPageCtrl *tab = findHitTab( event.mousePoint );
      if( tab != NULL && mHoverTab != tab )
         mHoverTab = tab;
      else if ( !tab )
         mHoverTab = NULL;
   }
   Parent::onMouseMove( event );
}

void GuiTabBookCtrl::onMouseLeave( const GuiEvent &event )
{
   mHoverTab = NULL;
}

void GuiTabBookCtrl::onMouseDownEditor(const GuiEvent &event, Point2I offset)
{
   RectI TabBase = getHitRect( offset );
   if( TabBase.pointInRect( event.mousePoint ) )
   {
      GuiTabPageCtrl *tab = findHitTab( event.mousePoint + offset );
      if( tab != NULL )
         selectPage( tab );
   }

   // This shouldn't be called if it's not design time, but check just incase
   if ( GuiControl::smDesignTime )
   {
      // If we clicked in the editor and our addset is the tab book
      // ctrl, select the child ctrl so we can edit it's properties
      GuiEditCtrl* edit = GuiControl::smEditorHandle;
      if( edit  && ( edit->getAddSet() == this ) && mActivePage != NULL )
          edit->select( mActivePage );
   }

}
void GuiTabBookCtrl::onRightMouseDownEditor(const GuiEvent &event, Point2I offset)
{
   //////GuiPopUpTextListCtrl
   //GuiPopUpMenuCtrl * menu = new GuiPopUpMenuCtrl();
   //menu->setField("profile", "GuiPopUpMenuProfile");
   //menu->setField("text", "Duh");

   ////now add the entries
   //menu->addEntry("Test",1);
   //menu->onAction();

   //menu->registerObject();

}

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