📄 guiwindowctrl.h
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _GUIWINDOWCTRL_H_
#define _GUIWINDOWCTRL_H_
#ifndef _GUITEXTCTRL_H_
#include "gui/controls/guiTextCtrl.h"
#endif
class GuiWindowCtrl : public GuiTextCtrl
{
private:
typedef GuiTextCtrl Parent;
//#ifdef TGE_RPG_UI /// TGE_RPG_UI
// bool m_bOverClose;
// bool m_bOverMinimize;
// bool m_bOverMaximize;
//#endif
bool mResizeWidth;
bool mResizeHeight;
bool mCanMove;
bool mCanClose;
bool mCanMinimize;
bool mCanMaximize;
bool mPressClose;
bool mPressMinimize;
bool mPressMaximize;
Point2I mMinSize;
GuiCursor* mDefaultCursor;
GuiCursor* mLeftRightCursor;
GuiCursor* mUpDownCursor;
GuiCursor* mNWSECursor;
GuiCursor* mNESWCursor;
StringTableEntry mCloseCommand;
S32 mTitleHeight;
S32 mResizeRightWidth;
S32 mResizeBottomHeight;
bool mMouseMovingWin;
bool mMouseResizeWidth;
bool mMouseResizeHeight;
bool mMinimized;
bool mMaximized;
Point2I mMouseDownPosition;
RectI mOrigBounds;
RectI mStandardBounds;
RectI mCloseButton;
RectI mMinimizeButton;
RectI mMaximizeButton;
S32 mMinimizeIndex;
S32 mTabIndex;
void PositionButtons(void);
protected:
enum BitmapIndices
{
BmpClose,
BmpMaximize,
BmpNormal,
BmpMinimize,
BmpCount
};
enum BitmapStates
{
BmpDefault = 0,
BmpHilite,
#ifdef TGE_RPG_UI ///TGE_RPG_UI
BmpDepress,
#endif
BmpDisabled,
BmpStates
};
enum {
BorderTopLeftKey = BmpStates*BmpCount,
BorderTopRightKey,
BorderTopKey,
BorderTopLeftNoKey,
BorderTopRightNoKey,
BorderTopNoKey,
BorderLeft,
BorderRight,
BorderBottomLeft,
BorderBottom,
BorderBottomRight,
#ifdef TGE_RPG_UI ///TGE_RPG_UI
BmpFill,
#endif
NumBitmaps
};
RectI *mBitmapBounds; //bmp is [3*n], bmpHL is [3*n + 1], bmpNA is [3*n + 2]
TextureHandle mTextureHandle;
void drawWinRect(const RectI &myRect);
public:
GuiWindowCtrl();
DECLARE_CONOBJECT(GuiWindowCtrl);
static void initPersistFields();
bool onWake();
void onSleep();
bool isMinimized(S32 &index);
bool initCursors();
void getCursor(GuiCursor *&cursor, bool &showCursor, const GuiEvent &lastGuiEvent);
#ifdef TGE_RPG
void autoSizeToContent();
#endif
void setFont(S32 fntTag);
GuiControl* findHitControl(const Point2I &pt, S32 initialLayer = -1);
void resize(const Point2I &newPosition, const Point2I &newExtent);
//#ifdef TGE_RPG_UI /// TGE_RPG_UI
// void onMouseMove(const GuiEvent &event);
//#endif
void onMouseDown(const GuiEvent &event);
void onMouseDragged(const GuiEvent &event);
void onMouseUp(const GuiEvent &event);
//only cycle tabs through the current window, so overwrite the method
GuiControl* findNextTabable(GuiControl *curResponder, bool firstCall = true);
GuiControl* findPrevTabable(GuiControl *curResponder, bool firstCall = true);
bool onKeyDown(const GuiEvent &event);
S32 GetTitleHeight(void) { return mTitleHeight; } //IME
S32 getTabIndex(void) { return mTabIndex; }
void selectWindow(void);
void onRender(Point2I offset, const RectI &updateRect);
};
#endif //_GUI_WINDOW_CTRL_H
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