1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-23 01:59:43 +08:00
hl2sdk/vgui2/vgui_controls/Menu.cpp

2493 lines
73 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "vgui_controls/pch_vgui_controls.h"
// memdbgon must be the last include file in a .cpp file
#include "tier0/memdbgon.h"
#define MENU_SEPARATOR_HEIGHT 3
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: divider line in a menu
//-----------------------------------------------------------------------------
class vgui::MenuSeparator : public Panel
{
public:
DECLARE_CLASS_SIMPLE( MenuSeparator, Panel );
MenuSeparator( Panel *parent, char const *panelName ) :
BaseClass( parent, panelName )
{
SetPaintEnabled( true );
SetPaintBackgroundEnabled( true );
SetPaintBorderEnabled( false );
}
virtual void Paint()
{
int w, h;
GetSize( w, h );
surface()->DrawSetColor( GetFgColor() );
surface()->DrawFilledRect( 4, 1, w-1, 2 );
}
virtual void ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
SetFgColor( pScheme->GetColor( "Menu.SeparatorColor", Color( 142, 142, 142, 255 ) ) );
SetBgColor( pScheme->GetColor( "Menu.BgColor", Color( 0, 0, 0, 255 ) ) );
}
};
DECLARE_BUILD_FACTORY( Menu );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
Menu::Menu(Panel *parent, const char *panelName) : Panel(parent, panelName)
{
m_Alignment = Label::a_west;
m_iFixedWidth = 0;
m_iMinimumWidth = 0;
m_iNumVisibleLines = -1; // No limit
m_iCurrentlySelectedItemID = m_MenuItems.InvalidIndex();
m_pScroller = new ScrollBar(this, "MenuScrollBar", true);
m_pScroller->SetVisible(false);
m_pScroller->AddActionSignalTarget(this);
_sizedForScrollBar = false;
SetZPos(1);
SetVisible(false);
MakePopup(false);
SetParent(parent);
_recalculateWidth = true;
m_iInputMode = MOUSE;
m_iCheckImageWidth = 0;
m_iActivatedItem = 0;
m_bUseFallbackFont = false;
m_hFallbackItemFont = INVALID_FONT;
if (IsProportional())
{
m_iMenuItemHeight = scheme()->GetProportionalScaledValueEx( GetScheme(), DEFAULT_MENU_ITEM_HEIGHT );
}
else
{
m_iMenuItemHeight = DEFAULT_MENU_ITEM_HEIGHT;
}
m_hItemFont = INVALID_FONT;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
Menu::~Menu()
{
delete m_pScroller;
}
//-----------------------------------------------------------------------------
// Purpose: Remove all menu items from the menu.
//-----------------------------------------------------------------------------
void Menu::DeleteAllItems()
{
FOR_EACH_LL( m_MenuItems, i )
{
m_MenuItems[i]->MarkForDeletion();
}
m_MenuItems.RemoveAll();
m_SortedItems.RemoveAll();
m_VisibleSortedItems.RemoveAll();
m_Separators.RemoveAll();
int c = m_SeparatorPanels.Count();
for ( int i = 0 ; i < c; ++i )
{
m_SeparatorPanels[ i ]->MarkForDeletion();
}
m_SeparatorPanels.RemoveAll();
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose: Add a menu item to the menu.
//-----------------------------------------------------------------------------
int Menu::AddMenuItem( MenuItem *panel )
{
panel->SetParent( this );
MEM_ALLOC_CREDIT();
int itemID = m_MenuItems.AddToTail( panel );
m_SortedItems.AddToTail(itemID);
InvalidateLayout(false);
_recalculateWidth = true;
panel->SetContentAlignment( m_Alignment );
if ( INVALID_FONT != m_hItemFont )
{
panel->SetFont( m_hItemFont );
}
if ( m_bUseFallbackFont && INVALID_FONT != m_hFallbackItemFont )
{
Label *l = panel;
TextImage *ti = l->GetTextImage();
if ( ti )
{
ti->SetUseFallbackFont( m_bUseFallbackFont, m_hFallbackItemFont );
}
}
return itemID;
}
//-----------------------------------------------------------------------------
// Remove a single item
//-----------------------------------------------------------------------------
void Menu::DeleteItem( int itemID )
{
// FIXME: This doesn't work with separator panels yet
Assert( m_SeparatorPanels.Count() == 0 );
m_MenuItems[itemID]->MarkForDeletion();
m_MenuItems.Remove( itemID );
m_SortedItems.FindAndRemove( itemID );
m_VisibleSortedItems.FindAndRemove( itemID );
InvalidateLayout(false);
_recalculateWidth = true;
}
//-----------------------------------------------------------------------------
// Purpose: Add a menu item to the menu.
// Input : *item - MenuItem
// *command - Command text to be sent when menu item is selected
// *target - Target panel of the command
// *userData - any user data associated with this menu item
// Output: itemID - ID of this item
//-----------------------------------------------------------------------------
int Menu::AddMenuItemCharCommand(MenuItem *item, const char *command, Panel *target, const KeyValues *userData)
{
item->SetCommand(command);
item->AddActionSignalTarget( target );
item->SetUserData(userData);
return AddMenuItem( item );
}
//-----------------------------------------------------------------------------
// Purpose: Add a menu item to the menu.
// Input : *itemName - Name of item
// *itemText - Name of item text that will appear in the manu.
// *message - pointer to the message to send when the item is selected
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
// Output: itemID - ID of this item
//-----------------------------------------------------------------------------
int Menu::AddMenuItemKeyValuesCommand( MenuItem *item, KeyValues *message, Panel *target, const KeyValues *userData )
{
item->SetCommand(message);
item->AddActionSignalTarget(target);
item->SetUserData(userData);
return AddMenuItem(item);
}
//-----------------------------------------------------------------------------
// Purpose: Add a menu item to the menu.
// Input : *itemName - Name of item
// *itemText - Name of item text that will appear in the manu.
// *command - Command text to be sent when menu item is selected
// *target - Target panel of the command
// Output: itemID - ID of this item
//-----------------------------------------------------------------------------
int Menu::AddMenuItem( const char *itemName, const char *itemText, const char *command, Panel *target, const KeyValues *userData )
{
MenuItem *item = new MenuItem(this, itemName, itemText );
return AddMenuItemCharCommand(item, command, target, userData);
}
int Menu::AddMenuItem( const char *itemName, const wchar_t *wszItemText, const char *command, Panel *target, const KeyValues *userData )
{
MenuItem *item = new MenuItem(this, itemName, wszItemText );
return AddMenuItemCharCommand(item, command, target, userData);
}
//-----------------------------------------------------------------------------
// Purpose: Add a menu item to the menu.
// Input : *itemText - Name of item text that will appear in the manu.
// This will also be used as the name of the menu item panel.
// *command - Command text to be sent when menu item is selected
// *target - Target panel of the command
// Output: itemID - ID of this item
//-----------------------------------------------------------------------------
int Menu::AddMenuItem( const char *itemText, const char *command, Panel *target, const KeyValues *userData )
{
return AddMenuItem(itemText, itemText, command, target, userData ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Add a menu item to the menu.
// Input : *itemName - Name of item
// *itemText - Name of item text that will appear in the manu.
// *message - pointer to the message to send when the item is selected
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddMenuItem( const char *itemName, const char *itemText, KeyValues *message, Panel *target, const KeyValues *userData )
{
MenuItem *item = new MenuItem(this, itemName, itemText );
return AddMenuItemKeyValuesCommand(item, message, target, userData);
}
int Menu::AddMenuItem( const char *itemName, const wchar_t *wszItemText, KeyValues *message, Panel *target, const KeyValues *userData )
{
MenuItem *item = new MenuItem(this, itemName, wszItemText );
return AddMenuItemKeyValuesCommand(item, message, target, userData);
}
//-----------------------------------------------------------------------------
// Purpose: Add a menu item to the menu.
// Input : *itemText - Name of item text that will appear in the manu.
// This will also be used as the name of the menu item panel.
// *message - pointer to the message to send when the item is selected
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddMenuItem( const char *itemText, KeyValues *message, Panel *target, const KeyValues *userData )
{
return AddMenuItem(itemText, itemText, message, target, userData );
}
//-----------------------------------------------------------------------------
// Purpose: Add a menu item to the menu.
// Input : *itemText - Name of item text that will appear in the manu.
// This will also be the text of the command sent when the
// item is selected.
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddMenuItem( const char *itemText, Panel *target , const KeyValues *userData )
{
return AddMenuItem(itemText, itemText, target, userData );
}
//-----------------------------------------------------------------------------
// Purpose: Add a checkable menu item to the menu.
// Input : *itemName - Name of item
// *itemText - Name of item text that will appear in the manu.
// *command - Command text to be sent when menu item is selected
// *target - Target panel of the command
//-----------------------------------------------------------------------------
int Menu::AddCheckableMenuItem( const char *itemName, const char *itemText, const char *command, Panel *target, const KeyValues *userData )
{
MenuItem *item = new MenuItem(this, itemName, itemText, NULL, true);
return AddMenuItemCharCommand(item, command, target, userData);
}
int Menu::AddCheckableMenuItem( const char *itemName, const wchar_t *wszItemText, const char *command, Panel *target, const KeyValues *userData )
{
MenuItem *item = new MenuItem(this, itemName, wszItemText, NULL, true);
return AddMenuItemCharCommand(item, command, target, userData);
}
//-----------------------------------------------------------------------------
// Purpose: Add a checkable menu item to the menu.
// Input : *itemText - Name of item text that will appear in the manu.
// This will also be used as the name of the menu item panel.
// *command - Command text to be sent when menu item is selected
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddCheckableMenuItem( const char *itemText, const char *command, Panel *target, const KeyValues *userData )
{
return AddCheckableMenuItem(itemText, itemText, command, target, userData );
}
//-----------------------------------------------------------------------------
// Purpose: Add a checkable menu item to the menu.
// Input : *itemName - Name of item
// *itemText - Name of item text that will appear in the manu.
// *message - pointer to the message to send when the item is selected
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddCheckableMenuItem( const char *itemName, const char *itemText, KeyValues *message, Panel *target, const KeyValues *userData )
{
MenuItem *item = new MenuItem(this, itemName, itemText, NULL, true);
return AddMenuItemKeyValuesCommand(item, message, target, userData);
}
int Menu::AddCheckableMenuItem( const char *itemName, const wchar_t *wszItemText, KeyValues *message, Panel *target, const KeyValues *userData )
{
MenuItem *item = new MenuItem(this, itemName, wszItemText, NULL, true);
return AddMenuItemKeyValuesCommand(item, message, target, userData);
}
//-----------------------------------------------------------------------------
// Purpose: Add a checkable menu item to the menu.
// Input : *itemText - Name of item text that will appear in the manu.
// This will also be used as the name of the menu item panel.
// *message - pointer to the message to send when the item is selected
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddCheckableMenuItem( const char *itemText, KeyValues *message, Panel *target, const KeyValues *userData )
{
return AddCheckableMenuItem(itemText, itemText, message, target, userData );
}
//-----------------------------------------------------------------------------
// Purpose: Add a checkable menu item to the menu.
// Input : *itemText - Name of item text that will appear in the manu.
// This will also be the text of the command sent when the
// item is selected.
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddCheckableMenuItem( const char *itemText, Panel *target, const KeyValues *userData )
{
return AddCheckableMenuItem(itemText, itemText, target, userData );
}
//-----------------------------------------------------------------------------
// Purpose: Add a Cascading menu item to the menu.
// Input : *itemName - Name of item
// *itemText - Name of item text that will appear in the manu.
// *command - Command text to be sent when menu item is selected
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddCascadingMenuItem( const char *itemName, const char *itemText, const char *command, Panel *target, Menu *cascadeMenu , const KeyValues *userData )
{
MenuItem *item = new MenuItem(this, itemName, itemText, cascadeMenu );
return AddMenuItemCharCommand(item, command, target, userData);
}
int Menu::AddCascadingMenuItem( const char *itemName, const wchar_t *wszItemText, const char *command, Panel *target, Menu *cascadeMenu , const KeyValues *userData )
{
MenuItem *item = new MenuItem(this, itemName, wszItemText, cascadeMenu );
return AddMenuItemCharCommand(item, command, target, userData);
}
//-----------------------------------------------------------------------------
// Purpose: Add a Cascading menu item to the menu.
// Input : *itemText - Name of item text that will appear in the manu.
// This will also be used as the name of the menu item panel.
// *command - Command text to be sent when menu item is selected
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddCascadingMenuItem( const char *itemText, const char *command, Panel *target, Menu *cascadeMenu , const KeyValues *userData )
{
return AddCascadingMenuItem( itemText, itemText, command, target, cascadeMenu, userData );
}
//-----------------------------------------------------------------------------
// Purpose: Add a Cascading menu item to the menu.
// Input : *itemName - Name of item
// *itemText - Name of item text that will appear in the manu.
// *message - pointer to the message to send when the item is selected
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddCascadingMenuItem( const char *itemName, const char *itemText, KeyValues *message, Panel *target, Menu *cascadeMenu, const KeyValues *userData )
{
MenuItem *item = new MenuItem( this, itemName, itemText, cascadeMenu);
return AddMenuItemKeyValuesCommand(item, message, target, userData);
}
int Menu::AddCascadingMenuItem( const char *itemName, const wchar_t *wszItemText, KeyValues *message, Panel *target, Menu *cascadeMenu, const KeyValues *userData )
{
MenuItem *item = new MenuItem( this, itemName, wszItemText, cascadeMenu);
return AddMenuItemKeyValuesCommand(item, message, target, userData);
}
//-----------------------------------------------------------------------------
// Purpose: Add a Cascading menu item to the menu.
// Input : *itemText - Name of item text that will appear in the manu.
// This will also be used as the name of the menu item panel.
// *message - pointer to the message to send when the item is selected
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddCascadingMenuItem( const char *itemText, KeyValues *message, Panel *target, Menu *cascadeMenu, const KeyValues *userData )
{
return AddCascadingMenuItem(itemText, itemText, message, target, cascadeMenu, userData );
}
//-----------------------------------------------------------------------------
// Purpose: Add a Cascading menu item to the menu.
// Input : *itemText - Name of item text that will appear in the manu.
// This will also be the text of the command sent when the
// item is selected.
// *target - Target panel of the command
// *cascadeMenu - if the menu item opens a cascading menu, this is a
// ptr to the menu that opens on selecting the item
//-----------------------------------------------------------------------------
int Menu::AddCascadingMenuItem( const char *itemText, Panel *target, Menu *cascadeMenu, const KeyValues *userData )
{
return AddCascadingMenuItem(itemText, itemText, target, cascadeMenu, userData);
}
//-----------------------------------------------------------------------------
// Purpose: Sets the values of a menu item at the specified index
// Input : index - the index of this item entry
// *message - pointer to the message to send when the item is selected
//-----------------------------------------------------------------------------
void Menu::UpdateMenuItem(int itemID, const char *itemText, KeyValues *message, const KeyValues *userData)
{
Assert( m_MenuItems.IsValidIndex(itemID) );
if ( m_MenuItems.IsValidIndex(itemID) )
{
MenuItem *menuItem = dynamic_cast<MenuItem *>(m_MenuItems[itemID]);
// make sure its enabled since disabled items get highlighted.
if (menuItem)
{
menuItem->SetText(itemText);
menuItem->SetCommand(message);
if(userData)
{
menuItem->SetUserData(userData);
}
}
}
_recalculateWidth = true;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the values of a menu item at the specified index
//-----------------------------------------------------------------------------
void Menu::UpdateMenuItem(int itemID, const wchar_t *wszItemText, KeyValues *message, const KeyValues *userData)
{
Assert( m_MenuItems.IsValidIndex(itemID) );
if ( m_MenuItems.IsValidIndex(itemID) )
{
MenuItem *menuItem = dynamic_cast<MenuItem *>(m_MenuItems[itemID]);
// make sure its enabled since disabled items get highlighted.
if (menuItem)
{
menuItem->SetText(wszItemText);
menuItem->SetCommand(message);
if(userData)
{
menuItem->SetUserData(userData);
}
}
}
_recalculateWidth = true;
}
//-----------------------------------------------------------------------------
// Sets the content alignment of all items in the menu
//-----------------------------------------------------------------------------
void Menu::SetContentAlignment( Label::Alignment alignment )
{
if ( m_Alignment != alignment )
{
m_Alignment = alignment;
// Change the alignment of existing menu items
int nCount = m_MenuItems.Count();
for ( int i = 0; i < nCount; ++i )
{
m_MenuItems[i]->SetContentAlignment( alignment );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Locks down a specific width
//-----------------------------------------------------------------------------
void Menu::SetFixedWidth(int width)
{
// the padding makes it so the menu has the label padding on each side of the menu.
// makes the menu items look centered.
m_iFixedWidth = width;
InvalidateLayout(false);
}
//-----------------------------------------------------------------------------
// Purpose: sets the height of each menu item
//-----------------------------------------------------------------------------
void Menu::SetMenuItemHeight(int itemHeight)
{
m_iMenuItemHeight = itemHeight;
}
int Menu::GetMenuItemHeight() const
{
return m_iMenuItemHeight;
}
int Menu::CountVisibleItems()
{
int count = 0;
int c = m_SortedItems.Count();
for ( int i = 0 ; i < c; ++i )
{
if ( m_MenuItems[ m_SortedItems[ i ] ]->IsVisible() )
++count;
}
return count;
}
void Menu::ComputeWorkspaceSize( int& workWide, int& workTall )
{
// make sure we factor in insets
int ileft, iright, itop, ibottom;
GetInset(ileft, iright, itop, ibottom);
int workX, workY;
surface()->GetWorkspaceBounds(workX, workY, workWide, workTall);
workTall -= 20;
workTall -= itop;
workTall -= ibottom;
}
// Assumes relative coords in screenspace
void Menu::PositionRelativeToPanel( Panel *relative, MenuDirection_e direction, int nAdditionalYOffset /*=0*/, bool showMenu /*=false*/ )
{
Assert( relative );
int rx, ry, rw, rh;
relative->GetBounds( rx, ry, rw, rh );
relative->LocalToScreen( rx, ry );
if ( direction == CURSOR )
{
// force the menu to appear where the mouse button was pressed
input()->GetCursorPos(rx, ry);
rw = rh = 0;
}
else if ( direction == ALIGN_WITH_PARENT && relative->GetVParent() )
{
rx = 0, ry = 0;
relative->ParentLocalToScreen(rx, ry);
rx -= 1; // take border into account
ry += rh + nAdditionalYOffset;
rw = rh = 0;
}
else
{
rx = 0, ry = 0;
relative->LocalToScreen(rx, ry);
}
int workWide, workTall;
ComputeWorkspaceSize( workWide, workTall );
// Final pos
int x = 0, y = 0;
int mWide, mTall;
GetSize( mWide, mTall );
switch( direction )
{
case Menu::UP: // Menu prefers to open upward
{
x = rx;
int topOfReference = ry;
y = topOfReference - mTall;
if ( y < 0 )
{
int bottomOfReference = ry + rh + 1;
int remainingPixels = workTall - bottomOfReference;
// Can't fit on bottom, either, move to side
if ( mTall >= remainingPixels )
{
y = workTall - mTall;
x = rx + rw;
// Try and place it to the left of the button
if ( x + mWide > workWide )
{
x = rx - mWide;
}
}
else
{
// Room at bottom
y = bottomOfReference;
}
}
}
break;
// Everyone else aligns downward...
default:
case Menu::LEFT:
case Menu::RIGHT:
case Menu::DOWN:
{
x = rx;
int bottomOfReference = ry + rh + 1;
y = bottomOfReference;
if ( bottomOfReference + mTall >= workTall )
{
// See if there's run straight above
if ( mTall >= ry ) // No room, try and push menu to right or left
{
y = workTall - mTall;
x = rx + rw;
// Try and place it to the left of the button
if ( x + mWide > workWide )
{
x = rx - mWide;
}
}
else
{
// Room at top
y = ry - mTall;
}
}
}
break;
}
// Check left rightness
if ( x + mWide > workWide )
{
x = workWide - mWide;
Assert( x >= 0 ); // yikes!!!
}
else if ( x < 0 )
{
x = 0;
}
SetPos( x, y );
if ( showMenu )
{
SetVisible( true );
}
}
int Menu::ComputeFullMenuHeightWithInsets()
{
// make sure we factor in insets
int ileft, iright, itop, ibottom;
GetInset(ileft, iright, itop, ibottom);
int separatorHeight = 3;
// add up the size of all the child panels
// move the child panels to the correct place in the menu
int totalTall = itop + ibottom;
int i;
for ( i = 0 ; i < m_SortedItems.Count() ; i++ ) // use sortedItems instead of MenuItems due to SetPos()
{
int itemId = m_SortedItems[i];
MenuItem *child = m_MenuItems[ itemId ];
Assert( child );
if ( !child )
continue;
// These should all be visible at this point
if ( !child->IsVisible() )
continue;
totalTall += m_iMenuItemHeight;
// Add a separator if needed...
int sepIndex = m_Separators.Find( itemId );
if ( sepIndex != m_Separators.InvalidIndex() )
{
totalTall += separatorHeight;
}
}
return totalTall;
}
//-----------------------------------------------------------------------------
// Purpose: Reformat according to the new layout
//-----------------------------------------------------------------------------
void Menu::PerformLayout()
{
MenuItem *parent = GetParentMenuItem();
bool cascading = parent != NULL ? true : false;
// make sure we factor in insets
int ileft, iright, itop, ibottom;
GetInset(ileft, iright, itop, ibottom);
int workWide, workTall;
ComputeWorkspaceSize( workWide, workTall );
int fullHeightWouldRequire = ComputeFullMenuHeightWithInsets();
bool bNeedScrollbar = fullHeightWouldRequire >= workTall;
int maxVisibleItems = CountVisibleItems();
if ( m_iNumVisibleLines > 0 &&
maxVisibleItems > m_iNumVisibleLines )
{
bNeedScrollbar = true;
maxVisibleItems = m_iNumVisibleLines;
}
// if we have a scroll bar
if ( bNeedScrollbar )
{
// add it to the display
AddScrollBar();
// This fills in m_VisibleSortedItems as needed
MakeItemsVisibleInScrollRange( m_iNumVisibleLines, MIN( fullHeightWouldRequire, workTall ) );
}
else
{
RemoveScrollBar();
// Make everything visible
m_VisibleSortedItems.RemoveAll();
int i;
int c = m_SortedItems.Count();
for ( i = 0; i < c; ++i )
{
int itemID = m_SortedItems[ i ];
MenuItem *child = m_MenuItems[ itemID ];
if ( !child || !child->IsVisible() )
continue;
m_VisibleSortedItems.AddToTail( itemID );
}
// Hide the separators, the needed ones will be readded below
c = m_SeparatorPanels.Count();
for ( i = 0; i < c; ++i )
{
if ( m_SeparatorPanels[ i ] )
{
m_SeparatorPanels[ i ]->SetVisible( false );
}
}
}
// get the appropriate menu border
LayoutMenuBorder();
int trueW = GetWide();
if ( bNeedScrollbar )
{
trueW -= m_pScroller->GetWide();
}
int separatorHeight = MENU_SEPARATOR_HEIGHT;
// add up the size of all the child panels
// move the child panels to the correct place in the menu
int menuTall = 0;
int totalTall = itop + ibottom;
int i;
for ( i = 0 ; i < m_VisibleSortedItems.Count() ; i++ ) // use sortedItems instead of MenuItems due to SetPos()
{
int itemId = m_VisibleSortedItems[i];
MenuItem *child = m_MenuItems[ itemId ];
Assert( child );
if ( !child )
continue;
// These should all be visible at this point
if ( !child->IsVisible() )
continue;
if ( totalTall >= workTall )
break;
if ( INVALID_FONT != m_hItemFont )
{
child->SetFont( m_hItemFont );
}
// take into account inset
child->SetPos (0, menuTall);
child->SetTall( m_iMenuItemHeight ); // Width is set in a second pass
menuTall += m_iMenuItemHeight;
totalTall += m_iMenuItemHeight;
// this will make all the menuitems line up in a column with space for the checks to the left.
if ( ( !child->IsCheckable() ) && ( m_iCheckImageWidth > 0 ) )
{
// Non checkable items have to move over
child->SetTextInset( m_iCheckImageWidth, 0 );
}
else if ( child->IsCheckable() )
{
child->SetTextInset(0, 0); //TODO: for some reason I can't comment this out.
}
// Add a separator if needed...
int sepIndex = m_Separators.Find( itemId );
if ( sepIndex != m_Separators.InvalidIndex() )
{
MenuSeparator *sep = m_SeparatorPanels[ sepIndex ];
Assert( sep );
sep->SetVisible( true );
sep->SetBounds( 0, menuTall, trueW, separatorHeight );
menuTall += separatorHeight;
totalTall += separatorHeight;
}
}
if (!m_iFixedWidth)
{
_recalculateWidth = true;
CalculateWidth();
}
else if (m_iFixedWidth)
{
_menuWide = m_iFixedWidth;
// fixed width menus include the scroll bar in their width.
if (_sizedForScrollBar)
{
_menuWide -= m_pScroller->GetWide();
}
}
SizeMenuItems();
int extraWidth = 0;
if (_sizedForScrollBar)
{
extraWidth = m_pScroller->GetWide();
}
int mwide = _menuWide + extraWidth;
if ( mwide > workWide )
{
mwide = workWide;
}
int mtall = menuTall + itop + ibottom;
if ( mtall > workTall )
{
// Shouldn't happen
mtall = workTall;
}
// set the new size of the menu
SetSize( mwide, mtall );
// move the menu to the correct position if it is a cascading menu.
if ( cascading )
{
// move the menu to the correct position if it is a cascading menu.
PositionCascadingMenu();
}
// set up scroll bar as appropriate
if ( m_pScroller->IsVisible() )
{
LayoutScrollBar();
}
FOR_EACH_LL( m_MenuItems, j )
{
m_MenuItems[j]->InvalidateLayout(); // cause each menu item to redo its apply settings now we have sized ourselves
}
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: Force the menu to work out how wide it should be
//-----------------------------------------------------------------------------
void Menu::ForceCalculateWidth()
{
_recalculateWidth = true;
CalculateWidth();
PerformLayout();
}
//-----------------------------------------------------------------------------
// Purpose: Figure out how wide the menu should be if the menu is not fixed width
//-----------------------------------------------------------------------------
void Menu::CalculateWidth()
{
if (!_recalculateWidth)
return;
_menuWide = 0;
if (!m_iFixedWidth)
{
// find the biggest menu item
FOR_EACH_LL( m_MenuItems, i )
{
int wide, tall;
m_MenuItems[i]->GetContentSize(wide, tall);
if (wide > _menuWide - Label::Content)
{
_menuWide = wide + Label::Content;
}
}
}
// enfoce a minimumWidth
if (_menuWide < m_iMinimumWidth)
{
_menuWide = m_iMinimumWidth;
}
_recalculateWidth = false;
}
//-----------------------------------------------------------------------------
// Purpose: Set up the scroll bar attributes,size and location.
//-----------------------------------------------------------------------------
void Menu::LayoutScrollBar()
{
//!! need to make it recalculate scroll positions
m_pScroller->SetEnabled(false);
m_pScroller->SetRangeWindow( m_VisibleSortedItems.Count() );
m_pScroller->SetRange( 0, CountVisibleItems() );
m_pScroller->SetButtonPressedScrollValue( 1 );
int wide, tall;
GetSize (wide, tall);
// make sure we factor in insets
int ileft, iright, itop, ibottom;
GetInset(ileft, iright, itop, ibottom);
// with a scroll bar we take off the inset
wide -= iright;
m_pScroller->SetPos(wide - m_pScroller->GetWide(), 1);
// scrollbar is inside the menu's borders.
m_pScroller->SetSize(m_pScroller->GetWide(), tall - ibottom - itop);
}
//-----------------------------------------------------------------------------
// Purpose: Figure out where to open menu if it is a cascading menu
//-----------------------------------------------------------------------------
void Menu::PositionCascadingMenu()
{
Assert(GetVParent());
int parentX, parentY, parentWide, parentTall;
// move the menu to the correct place below the menuItem
ipanel()->GetSize(GetVParent(), parentWide, parentTall);
ipanel()->GetPos(GetVParent(), parentX, parentY);
parentX += parentWide, parentY = 0;
ParentLocalToScreen(parentX, parentY);
SetPos(parentX, parentY);
// for cascading menus,
// make sure we're on the screen
int workX, workY, workWide, workTall, x, y, wide, tall;
GetBounds(x, y, wide, tall);
surface()->GetWorkspaceBounds(workX, workY, workWide, workTall);
if (x + wide > workX + workWide)
{
// we're off the right, move the menu to the left side
// orignalX - width of the parentmenuitem - width of this menu.
// add 2 pixels to offset one pixel onto the parent menu.
x -= (parentWide + wide);
x -= 2;
}
else
{
// alignment move it in the amount of the insets.
x += 1;
}
if ( y + tall > workY + workTall )
{
int lastWorkY = workY + workTall;
int pixelsOffBottom = ( y + tall ) - lastWorkY;
y -= pixelsOffBottom;
y -= 2;
}
else
{
y -= 1;
}
SetPos(x, y);
MoveToFront();
}
//-----------------------------------------------------------------------------
// Purpose: Size the menu items so they are the width of the menu.
// Also size the menu items with cascading menus so the arrow fits in there.
//-----------------------------------------------------------------------------
void Menu::SizeMenuItems()
{
int ileft, iright, itop, ibottom;
GetInset(ileft, iright, itop, ibottom);
// assign the sizes of all the menu item panels
FOR_EACH_LL( m_MenuItems, i )
{
MenuItem *child = m_MenuItems[i];
if (child )
{
// labels do thier own sizing. this will size the label to the width of the menu,
// this will put the cascading menu arrow on the right side automatically.
child->SetWide(_menuWide - ileft - iright);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Makes menu items visible in relation to where the scroll bar is
//-----------------------------------------------------------------------------
void Menu::MakeItemsVisibleInScrollRange( int maxVisibleItems, int nNumPixelsAvailable )
{
// Detach all items from tree
int i;
FOR_EACH_LL( m_MenuItems, item )
{
m_MenuItems[ item ]->SetBounds( 0, 0, 0, 0 );
}
for ( i = 0; i < m_SeparatorPanels.Count(); ++i )
{
m_SeparatorPanels[ i ]->SetVisible( false );
}
m_VisibleSortedItems.RemoveAll();
int tall = 0;
int startItem = m_pScroller->GetValue();
Assert( startItem >= 0 );
do
{
if ( startItem >= m_SortedItems.Count() )
break;
int itemId = m_SortedItems[ startItem ];
if ( !m_MenuItems[ itemId ]->IsVisible() )
{
++startItem;
continue;
}
int itemHeight = m_iMenuItemHeight;
int sepIndex = m_Separators.Find( itemId );
if ( sepIndex != m_Separators.InvalidIndex() )
{
itemHeight += MENU_SEPARATOR_HEIGHT;
}
if ( tall + itemHeight > nNumPixelsAvailable )
break;
// Too many items
if ( maxVisibleItems > 0 )
{
if ( m_VisibleSortedItems.Count() >= maxVisibleItems )
break;
}
tall += itemHeight;
// Re-attach this one
m_VisibleSortedItems.AddToTail( itemId );
++startItem;
}
while ( true );
}
//-----------------------------------------------------------------------------
// Purpose: Get the approproate menu border
//-----------------------------------------------------------------------------
void Menu::LayoutMenuBorder()
{
IBorder *menuBorder;
IScheme *pScheme = scheme()->GetIScheme( GetScheme() );
menuBorder = pScheme->GetBorder("MenuBorder");
if ( menuBorder )
{
SetBorder(menuBorder);
}
}
//-----------------------------------------------------------------------------
// Purpose: Draw a black border on the right side of the menu items
//-----------------------------------------------------------------------------
void Menu::Paint()
{
if ( m_pScroller->IsVisible() )
{
// draw black bar
int wide, tall;
GetSize (wide, tall);
surface()->DrawSetColor(_borderDark);
if( IsProportional() )
{
surface()->DrawFilledRect(wide - m_pScroller->GetWide(), -1, wide - m_pScroller->GetWide() + 1, tall);
}
else
{
surface()->DrawFilledRect(wide - m_pScroller->GetWide(), -1, wide - m_pScroller->GetWide() + 1, tall);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: sets the max number of items visible (scrollbar appears with more)
// Input : numItems -
//-----------------------------------------------------------------------------
void Menu::SetNumberOfVisibleItems( int numItems )
{
m_iNumVisibleLines = numItems;
InvalidateLayout(false);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
MenuItem *Menu::GetMenuItem(int itemID)
{
if ( !m_MenuItems.IsValidIndex(itemID) )
return NULL;
return m_MenuItems[itemID];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool Menu::IsValidMenuID(int itemID)
{
return m_MenuItems.IsValidIndex(itemID);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int Menu::GetInvalidMenuID()
{
return m_MenuItems.InvalidIndex();
}
//-----------------------------------------------------------------------------
// Purpose: When a menuItem is selected, close cascading menus
// if the menuItem selected has a cascading menu attached, we
// want to keep that one open so skip it.
// Passing NULL will close all cascading menus.
//-----------------------------------------------------------------------------
void Menu::CloseOtherMenus(MenuItem *item)
{
FOR_EACH_LL( m_MenuItems, i )
{
if (m_MenuItems[i] == item)
continue;
m_MenuItems[i]->CloseCascadeMenu();
}
}
//-----------------------------------------------------------------------------
// Purpose: Respond to string commands.
//-----------------------------------------------------------------------------
void Menu::OnCommand( const char *command )
{
// forward on the message
PostActionSignal(new KeyValues("Command", "command", command));
Panel::OnCommand(command);
}
//-----------------------------------------------------------------------------
// Purpose: Handle key presses, Activate shortcuts
//-----------------------------------------------------------------------------
void Menu::OnKeyCodeTyped(KeyCode code)
{
// Don't allow key inputs when disabled!
if ( !IsEnabled() )
return;
bool alt = (input()->IsKeyDown(KEY_LALT) || input()->IsKeyDown(KEY_RALT));
if (alt)
{
BaseClass::OnKeyCodeTyped( code );
PostActionSignal(new KeyValues("MenuClose"));
}
switch (code)
{
case KEY_ESCAPE:
case KEY_XBUTTON_B:
{
// hide the menu on ESC
SetVisible(false);
break;
}
// arrow keys scroll through items on the list.
// they should also scroll the scroll bar if needed
case KEY_UP:
case KEY_XBUTTON_UP:
case KEY_XSTICK1_UP:
{
MoveAlongMenuItemList(MENU_UP, 0);
if ( m_MenuItems.IsValidIndex( m_iCurrentlySelectedItemID ) )
{
m_MenuItems[m_iCurrentlySelectedItemID]->ArmItem();
}
break;
}
case KEY_DOWN:
case KEY_XBUTTON_DOWN:
case KEY_XSTICK1_DOWN:
{
MoveAlongMenuItemList(MENU_DOWN, 0);
if ( m_MenuItems.IsValidIndex( m_iCurrentlySelectedItemID ) )
{
m_MenuItems[m_iCurrentlySelectedItemID]->ArmItem();
}
break;
}
// for now left and right arrows just open or close submenus if they are there.
case KEY_RIGHT:
case KEY_XBUTTON_RIGHT:
case KEY_XSTICK1_RIGHT:
{
// make sure a menuItem is currently selected
if ( m_MenuItems.IsValidIndex(m_iCurrentlySelectedItemID) )
{
if (m_MenuItems[m_iCurrentlySelectedItemID]->HasMenu())
{
ActivateItem(m_iCurrentlySelectedItemID);
}
else
{
BaseClass::OnKeyCodeTyped( code );
}
}
else
{
BaseClass::OnKeyCodeTyped( code );
}
break;
}
case KEY_LEFT:
case KEY_XBUTTON_LEFT:
case KEY_XSTICK1_LEFT:
{
// if our parent is a menu item then we are a submenu so close us.
if (GetParentMenuItem())
{
SetVisible(false);
}
else
{
BaseClass::OnKeyCodeTyped( code );
}
break;
}
case KEY_ENTER:
case KEY_XBUTTON_A:
{
// make sure a menuItem is currently selected
if ( m_MenuItems.IsValidIndex(m_iCurrentlySelectedItemID) )
{
ActivateItem(m_iCurrentlySelectedItemID);
}
else
{
BaseClass::OnKeyCodeTyped( code ); // chain up
}
break;
}
}
// don't chain back
}
//-----------------------------------------------------------------------------
// Purpose: Handle key presses, Activate shortcuts
// Input : code -
//-----------------------------------------------------------------------------
void Menu::OnKeyTyped(wchar_t unichar)
{
//
// NOTE - if hotkeys are ever enabled you need to work out a way to differentiate between
// combo box menus (which can't have hot keys) and system style menus (which do have hot keys).
//
//
/* if (unichar)
{
// iterate the menu items looking for one with the matching hotkey
FOR_EACH_LL( m_MenuItems, i )
{
MenuItem *panel = m_MenuItems[i];
if (panel->IsVisible())
{
Panel *hot = panel->HasHotkey(unichar);
if (hot)
{
// post a message to the menuitem telling it it's hotkey was pressed
PostMessage(hot, new KeyValues("Hotkey"));
return;
}
// if the menuitem is a cascading menuitem and it is open, check its hotkeys too
Menu *cascadingMenu = panel->GetMenu();
if (cascadingMenu && cascadingMenu->IsVisible())
{
cascadingMenu->OnKeyTyped(unichar);
}
}
}
}
*/
int itemToSelect = m_iCurrentlySelectedItemID;
if ( itemToSelect < 0 )
{
itemToSelect = 0;
}
int i;
wchar_t menuItemName[255];
i = itemToSelect + 1;
if ( i >= m_MenuItems.Count() )
{
i = 0;
}
while ( i != itemToSelect )
{
m_MenuItems[i]->GetText(menuItemName, 254);
if ( towlower(menuItemName[0]) == towlower(unichar) )
{
itemToSelect = i;
break;
}
i++;
if ( i >= m_MenuItems.Count() )
{
i = 0;
}
}
if ( itemToSelect >= 0 )
{
SetCurrentlyHighlightedItem( itemToSelect );
InvalidateLayout();
}
// don't chain back
}
//-----------------------------------------------------------------------------
// Purpose: Handle the mouse wheel event, scroll the selection
//-----------------------------------------------------------------------------
void Menu::OnMouseWheeled(int delta)
{
if (!m_pScroller->IsVisible())
return;
int val = m_pScroller->GetValue();
val -= delta;
m_pScroller->SetValue(val);
// moving the slider redraws the scrollbar,
// and so we should redraw the menu since the
// menu draws the black border to the right of the scrollbar.
InvalidateLayout();
// don't chain back
}
//-----------------------------------------------------------------------------
// Purpose: Lose focus, hide menu
//-----------------------------------------------------------------------------
void Menu::OnKillFocus()
{
// check to see if it's a child taking it
if (!input()->GetFocus() || !ipanel()->HasParent(input()->GetFocus(), GetVPanel()))
{
// if we don't accept keyboard input, then we have to ignore the killfocus if it's not actually being stolen
if (!IsKeyBoardInputEnabled() && !input()->GetFocus())
return;
// get the parent of this menu.
MenuItem *item = GetParentMenuItem();
// if the parent is a menu item, this menu is a cascading menu
// if the panel that is getting focus is the parent menu, don't close this menu.
if ( (item) && (input()->GetFocus() == item->GetVParent()) )
{
// if we are in mouse mode and we clicked on the menuitem that
// triggers the cascading menu, leave it open.
if (m_iInputMode == MOUSE)
{
// return the focus to the cascading menu.
MoveToFront();
return;
}
}
// forward the message to the parent.
PostActionSignal(new KeyValues("MenuClose"));
// hide this menu
SetVisible(false);
}
}
namespace vgui
{
class CMenuManager
{
public:
void AddMenu( Menu *m )
{
if ( !m )
return;
int c = m_Menus.Count();
for ( int i = 0 ; i < c; ++i )
{
if ( m_Menus[ i ].Get() == m )
return;
}
DHANDLE< Menu > h;
h = m;
m_Menus.AddToTail( h );
}
void RemoveMenu( Menu *m )
{
if ( !m )
return;
int c = m_Menus.Count();
for ( int i = c - 1 ; i >= 0; --i )
{
if ( m_Menus[ i ].Get() == m )
{
m_Menus.Remove( i );
return;
}
}
}
void OnInternalMousePressed( Panel *other, MouseCode code )
{
int c = m_Menus.Count();
if ( !c )
return;
int x, y;
input()->GetCursorPos( x, y );
bool mouseInsideMenuRelatedPanel = false;
for ( int i = c - 1; i >= 0 ; --i )
{
Menu *m = m_Menus[ i ].Get();
if ( !m )
{
m_Menus.Remove( i );
continue;
}
// See if the mouse is within a menu
if ( IsWithinMenuOrRelative( m, x, y ) )
{
mouseInsideMenuRelatedPanel = true;
}
}
if ( mouseInsideMenuRelatedPanel )
{
return;
}
AbortMenus();
}
void AbortMenus()
{
// Close all of the menus
int c = m_Menus.Count();
for ( int i = c - 1; i >= 0 ; --i )
{
Menu *m = m_Menus[ i ].Get();
if ( !m )
{
continue;
}
m_Menus.Remove( i );
// Force it to close
m->SetVisible( false );
}
m_Menus.RemoveAll();
}
bool IsWithinMenuOrRelative( Panel *panel, int x, int y )
{
VPANEL topMost = panel->IsWithinTraverse( x, y, true );
if ( topMost )
{
// It's over the menu
if ( topMost == panel->GetVPanel() )
{
return true;
}
// It's over something which is parented to the menu (i.e., a menu item)
if ( ipanel()->HasParent( topMost, panel->GetVPanel() ) )
{
return true;
}
}
if ( panel->GetParent() )
{
Panel *parent = panel->GetParent();
topMost = parent->IsWithinTraverse( x, y, true );
if ( topMost )
{
if ( topMost == parent->GetVPanel() )
{
return true;
}
/*
// NOTE: this check used to not cast to MenuButton, but it seems wrong to me
// since if the mouse is over another child of the parent panel to the menu then
// the menu stays visible. I think this is bogus.
Panel *pTopMost = ipanel()->GetPanel(topMost, GetControlsModuleName());
if ( pTopMost &&
ipanel()->HasParent( topMost, parent->GetVPanel() ) &&
dynamic_cast< MenuButton * >( pTopMost ) )
{
Msg( "topMost %s has parent %s\n",
ipanel()->GetName( topMost ),
parent->GetName() );
return true;
}
*/
}
}
return false;
}
#ifdef DBGFLAG_VALIDATE
void Validate( CValidator &validator, char *pchName )
{
validator.Push( "CMenuManager", this, pchName );
m_Menus.Validate( validator, "m_Menus" );
validator.Pop();
}
#endif
private:
// List of visible menus
CUtlVector< DHANDLE< Menu > > m_Menus;
};
// Singleton helper class
static CMenuManager g_MenuMgr;
void ValidateMenuGlobals( CValidator &validator )
{
#ifdef DBGFLAG_VALIDATE
g_MenuMgr.Validate( validator, "g_MenuMgr" );
#endif
}
} // end namespace vgui
//-----------------------------------------------------------------------------
// Purpose: Static method called on mouse released to see if Menu objects should be aborted
// Input : *other -
// code -
//-----------------------------------------------------------------------------
void Menu::OnInternalMousePressed( Panel *other, MouseCode code )
{
g_MenuMgr.OnInternalMousePressed( other, code );
}
//-----------------------------------------------------------------------------
// Purpose: Set visibility of menu and its children as appropriate.
//-----------------------------------------------------------------------------
void Menu::SetVisible(bool state)
{
if (state == IsVisible())
return;
if ( state == false )
{
PostActionSignal(new KeyValues("MenuClose"));
CloseOtherMenus(NULL);
SetCurrentlySelectedItem(-1);
g_MenuMgr.RemoveMenu( this );
}
else if ( state == true )
{
MoveToFront();
RequestFocus();
g_MenuMgr.AddMenu( this );
}
// must be after movetofront()
BaseClass::SetVisible(state);
_sizedForScrollBar = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Menu::ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetFgColor(GetSchemeColor("Menu.TextColor", pScheme));
SetBgColor(GetSchemeColor("Menu.BgColor", pScheme));
_borderDark = pScheme->GetColor("BorderDark", Color(255, 255, 255, 0));
FOR_EACH_LL( m_MenuItems, i )
{
if( m_MenuItems[i]->IsCheckable() )
{
int wide, tall;
m_MenuItems[i]->GetCheckImageSize( wide, tall );
m_iCheckImageWidth = MAX ( m_iCheckImageWidth, wide );
}
}
_recalculateWidth = true;
CalculateWidth();
InvalidateLayout();
}
void Menu::SetBgColor( Color newColor )
{
BaseClass::SetBgColor( newColor );
FOR_EACH_LL( m_MenuItems, i )
{
if( m_MenuItems[i]->HasMenu() )
{
m_MenuItems[i]->GetMenu()->SetBgColor( newColor );
}
}
}
void Menu::SetFgColor( Color newColor )
{
BaseClass::SetFgColor( newColor );
FOR_EACH_LL( m_MenuItems, i )
{
if( m_MenuItems[i]->HasMenu() )
{
m_MenuItems[i]->GetMenu()->SetFgColor( newColor );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Menu::SetBorder(class IBorder *border)
{
Panel::SetBorder(border);
}
//-----------------------------------------------------------------------------
// Purpose: returns a pointer to a MenuItem that is this menus parent, if it has one
//-----------------------------------------------------------------------------
MenuItem *Menu::GetParentMenuItem()
{
return dynamic_cast<MenuItem *>(GetParent());
}
//-----------------------------------------------------------------------------
// Purpose: Hide the menu when an item has been selected
//-----------------------------------------------------------------------------
void Menu::OnMenuItemSelected(Panel *panel)
{
SetVisible(false);
m_pScroller->SetVisible(false);
// chain this message up through the hierarchy so
// all the parent menus will close
// get the parent of this menu.
MenuItem *item = GetParentMenuItem();
// if the parent is a menu item, this menu is a cascading menu
if (item)
{
// get the parent of the menuitem. it should be a menu.
Menu *parentMenu = item->GetParentMenu();
if (parentMenu)
{
// send the message to this parent menu
KeyValues *kv = new KeyValues("MenuItemSelected");
kv->SetPtr("panel", panel);
ivgui()->PostMessage(parentMenu->GetVPanel(), kv, GetVPanel());
}
}
bool activeItemSet = false;
FOR_EACH_LL( m_MenuItems, i )
{
if( m_MenuItems[i] == panel )
{
activeItemSet = true;
m_iActivatedItem = i;
break;
}
}
if( !activeItemSet )
{
FOR_EACH_LL( m_MenuItems, i )
{
if(m_MenuItems[i]->HasMenu() )
{
/*
// GetActiveItem needs to return -1 or similar if it hasn't been set...
if( m_MenuItems[i]->GetActiveItem() )
{
m_iActivatedItem = m_MenuItems[i]->GetActiveItem();
}*/
}
}
}
// also pass it to the parent so they can respond if they like
if (GetVParent())
{
KeyValues *kv = new KeyValues("MenuItemSelected");
kv->SetPtr("panel", panel);
ivgui()->PostMessage(GetVParent(), kv, GetVPanel());
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int Menu::GetActiveItem()
{
return m_iActivatedItem;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
KeyValues *Menu::GetItemUserData(int itemID)
{
if ( m_MenuItems.IsValidIndex( itemID ) )
{
MenuItem *menuItem = dynamic_cast<MenuItem *>(m_MenuItems[itemID]);
// make sure its enabled since disabled items get highlighted.
if (menuItem && menuItem->IsEnabled())
{
return menuItem->GetUserData();
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
void Menu::GetItemText(int itemID, wchar_t *text, int bufLenInBytes)
{
if ( m_MenuItems.IsValidIndex( itemID ) )
{
MenuItem *menuItem = dynamic_cast<MenuItem *>(m_MenuItems[itemID]);
if (menuItem)
{
menuItem->GetText(text, bufLenInBytes);
return;
}
}
text[0] = 0;
}
void Menu::GetItemText(int itemID, char *text, int bufLenInBytes)
{
if ( m_MenuItems.IsValidIndex( itemID ) )
{
MenuItem *menuItem = dynamic_cast<MenuItem *>(m_MenuItems[itemID]);
if (menuItem)
{
menuItem->GetText( text, bufLenInBytes );
return;
}
}
text[0] = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Activate the n'th item in the menu list, as if that menu item had been selected by the user
//-----------------------------------------------------------------------------
void Menu::ActivateItem(int itemID)
{
if ( m_MenuItems.IsValidIndex( itemID ) )
{
MenuItem *menuItem = dynamic_cast<MenuItem *>(m_MenuItems[itemID]);
// make sure its enabled since disabled items get highlighted.
if (menuItem && menuItem->IsEnabled())
{
menuItem->FireActionSignal();
m_iActivatedItem = itemID;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Menu::ActivateItemByRow(int row)
{
if (m_SortedItems.IsValidIndex(row))
{
ActivateItem(m_SortedItems[row]);
}
}
//-----------------------------------------------------------------------------
// Purpose: Return the number of items currently in the menu list
//-----------------------------------------------------------------------------
int Menu::GetItemCount()
{
return m_MenuItems.Count();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int Menu::GetMenuID(int index)
{
if ( !m_SortedItems.IsValidIndex(index) )
return m_MenuItems.InvalidIndex();
return m_SortedItems[index];
}
//-----------------------------------------------------------------------------
// Purpose: Return the number of items currently visible in the menu list
//-----------------------------------------------------------------------------
int Menu::GetCurrentlyVisibleItemsCount()
{
if (m_MenuItems.Count() < m_iNumVisibleLines)
{
int cMenuItems = 0;
FOR_EACH_LL(m_MenuItems, i)
{
if (m_MenuItems[i]->IsVisible())
{
++cMenuItems;
}
}
return cMenuItems;
}
return m_iNumVisibleLines;
}
//-----------------------------------------------------------------------------
// Purpose: Enables/disables choices in the list
// itemText - string name of item in the list
// state - true enables, false disables
//-----------------------------------------------------------------------------
void Menu::SetItemEnabled(const char *itemName, bool state)
{
FOR_EACH_LL( m_MenuItems, i )
{
if ((Q_stricmp(itemName, m_MenuItems[i]->GetName())) == 0)
{
m_MenuItems[i]->SetEnabled(state);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Enables/disables choices in the list
//-----------------------------------------------------------------------------
void Menu::SetItemEnabled(int itemID, bool state)
{
if ( !m_MenuItems.IsValidIndex(itemID) )
return;
m_MenuItems[itemID]->SetEnabled(state);
}
//-----------------------------------------------------------------------------
// Purpose: shows/hides choices in the list
//-----------------------------------------------------------------------------
void Menu::SetItemVisible(const char *itemName, bool state)
{
FOR_EACH_LL( m_MenuItems, i )
{
if ((Q_stricmp(itemName, m_MenuItems[i]->GetName())) == 0)
{
m_MenuItems[i]->SetVisible(state);
InvalidateLayout();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: shows/hides choices in the list
//-----------------------------------------------------------------------------
void Menu::SetItemVisible(int itemID, bool state)
{
if ( !m_MenuItems.IsValidIndex(itemID) )
return;
m_MenuItems[itemID]->SetVisible(state);
}
//-----------------------------------------------------------------------------
// Purpose: Make the scroll bar visible and narrow the menu
// also make items visible or invisible in the list as appropriate
//-----------------------------------------------------------------------------
void Menu::AddScrollBar()
{
m_pScroller->SetVisible(true);
_sizedForScrollBar = true;
}
//-----------------------------------------------------------------------------
// Purpose: Make the scroll bar invisible and widen the menu
//-----------------------------------------------------------------------------
void Menu::RemoveScrollBar()
{
m_pScroller->SetVisible(false);
_sizedForScrollBar = false;
}
//-----------------------------------------------------------------------------
// Purpose: Invalidate layout if the slider is moved so items scroll
//-----------------------------------------------------------------------------
void Menu::OnSliderMoved()
{
CloseOtherMenus(NULL); // close any cascading menus
// Invalidate so we redraw the menu!
InvalidateLayout();
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: Toggle into mouse mode.
//-----------------------------------------------------------------------------
void Menu::OnCursorMoved(int x, int y)
{
m_iInputMode = MOUSE;
// chain up
CallParentFunction(new KeyValues("OnCursorMoved", "x", x, "y", y));
RequestFocus();
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose: Toggle into keyboard mode.
//-----------------------------------------------------------------------------
void Menu::OnKeyCodePressed(KeyCode code)
{
m_iInputMode = KEYBOARD;
// send the message to this parent in case this is a cascading menu
if (GetVParent())
{
ivgui()->PostMessage(GetVParent(), new KeyValues("KeyModeSet"), GetVPanel());
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the item currently highlighted in the menu by ptr
//-----------------------------------------------------------------------------
void Menu::SetCurrentlySelectedItem(MenuItem *item)
{
int itemNum = -1;
// find it in our list of menuitems
FOR_EACH_LL( m_MenuItems, i )
{
MenuItem *child = m_MenuItems[i];
if (child == item)
{
itemNum = i;
break;
}
}
Assert( itemNum >= 0 );
SetCurrentlySelectedItem(itemNum);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Menu::ClearCurrentlyHighlightedItem()
{
if ( m_MenuItems.IsValidIndex(m_iCurrentlySelectedItemID) )
{
m_MenuItems[m_iCurrentlySelectedItemID]->DisarmItem();
}
m_iCurrentlySelectedItemID = m_MenuItems.InvalidIndex();
}
//-----------------------------------------------------------------------------
// Purpose: Sets the item currently highlighted in the menu by index
//-----------------------------------------------------------------------------
void Menu::SetCurrentlySelectedItem(int itemID)
{
// dont deselect if its the same item
if (itemID == m_iCurrentlySelectedItemID)
return;
if ( m_MenuItems.IsValidIndex(m_iCurrentlySelectedItemID) )
{
m_MenuItems[m_iCurrentlySelectedItemID]->DisarmItem();
}
PostActionSignal(new KeyValues("MenuItemHighlight", "itemID", itemID));
m_iCurrentlySelectedItemID = itemID;
}
//-----------------------------------------------------------------------------
// This will set the item to be currenly selected and highlight it
// will not open cascading menu. This was added for comboboxes
// to have the combobox item highlighted in the menu when they open the
// dropdown.
//-----------------------------------------------------------------------------
void Menu::SetCurrentlyHighlightedItem(int itemID)
{
SetCurrentlySelectedItem(itemID);
int row = m_SortedItems.Find(itemID);
Assert(row != -1);
// if there is a scroll bar, and we scroll off lets move it.
if ( m_pScroller->IsVisible() )
{
// now if we are off the scroll bar, it means we moved the scroll bar
// by hand or set the item off the list
// so just snap the scroll bar straight to the item.
if ( ( row > m_pScroller->GetValue() + m_iNumVisibleLines - 1 ) ||
( row < m_pScroller->GetValue() ) )
{
if ( !m_pScroller->IsVisible() )
return;
m_pScroller->SetValue(row);
}
}
if ( m_MenuItems.IsValidIndex(m_iCurrentlySelectedItemID) )
{
if ( !m_MenuItems[m_iCurrentlySelectedItemID]->IsArmed() )
{
m_MenuItems[m_iCurrentlySelectedItemID]->ArmItem();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int Menu::GetCurrentlyHighlightedItem()
{
return m_iCurrentlySelectedItemID;
}
//-----------------------------------------------------------------------------
// Purpose: Respond to cursor entering a menuItem.
//-----------------------------------------------------------------------------
void Menu::OnCursorEnteredMenuItem(int VPanel)
{
VPANEL menuItem = (VPANEL)VPanel;
// if we are in mouse mode
if (m_iInputMode == MOUSE)
{
MenuItem *item = static_cast<MenuItem *>(ipanel()->GetPanel(menuItem, GetModuleName()));
// arm the menu
item->ArmItem();
// open the cascading menu if there is one.
item->OpenCascadeMenu();
SetCurrentlySelectedItem(item);
}
}
//-----------------------------------------------------------------------------
// Purpose: Respond to cursor exiting a menuItem
//-----------------------------------------------------------------------------
void Menu::OnCursorExitedMenuItem(int VPanel)
{
VPANEL menuItem = (VPANEL)VPanel;
// only care if we are in mouse mode
if (m_iInputMode == MOUSE)
{
MenuItem *item = static_cast<MenuItem *>(ipanel()->GetPanel(menuItem, GetModuleName()));
// unhighlight the item.
// note menuItems with cascading menus will stay lit.
item->DisarmItem();
}
}
//-----------------------------------------------------------------------------
// Purpose: Move up or down one in the list of items in the menu
// Direction is MENU_UP or MENU_DOWN
//-----------------------------------------------------------------------------
void Menu::MoveAlongMenuItemList(int direction, int loopCount)
{
int itemID = m_iCurrentlySelectedItemID;
int row = m_SortedItems.Find(itemID);
row += direction;
if ( row > m_SortedItems.Count() - 1 )
{
if ( m_pScroller->IsVisible() )
{
// stop at bottom of scrolled list
row = m_SortedItems.Count() - 1;
}
else
{
// if no scroll bar we circle around
row = 0;
}
}
else if (row < 0)
{
if ( m_pScroller->IsVisible() )
{
// stop at top of scrolled list
row = m_pScroller->GetValue();
}
else
{
// if no scroll bar circle around
row = m_SortedItems.Count()-1;
}
}
// if there is a scroll bar, and we scroll off lets move it.
if ( m_pScroller->IsVisible() )
{
if ( row > m_pScroller->GetValue() + m_iNumVisibleLines - 1)
{
int val = m_pScroller->GetValue();
val -= -direction;
m_pScroller->SetValue(val);
// moving the slider redraws the scrollbar,
// and so we should redraw the menu since the
// menu draws the black border to the right of the scrollbar.
InvalidateLayout();
}
else if ( row < m_pScroller->GetValue() )
{
int val = m_pScroller->GetValue();
val -= -direction;
m_pScroller->SetValue(val);
// moving the slider redraws the scrollbar,
// and so we should redraw the menu since the
// menu draws the black border to the right of the scrollbar.
InvalidateLayout();
}
// now if we are still off the scroll bar, it means we moved the scroll bar
// by hand and created a situation in which we moved an item down, but the
// scroll bar is already too far down and should scroll up or vice versa
// so just snap the scroll bar straight to the item.
if ( ( row > m_pScroller->GetValue() + m_iNumVisibleLines - 1) ||
( row < m_pScroller->GetValue() ) )
{
m_pScroller->SetValue(row);
}
}
// switch it back to an itemID from row
if ( m_SortedItems.IsValidIndex( row ) )
{
SetCurrentlySelectedItem( m_SortedItems[row] );
}
// don't allow us to loop around more than once
if (loopCount < m_MenuItems.Count())
{
// see if the text is empty, if so skip
wchar_t text[256];
m_MenuItems[m_iCurrentlySelectedItemID]->GetText(text, 255);
if (text[0] == 0 || !m_MenuItems[m_iCurrentlySelectedItemID]->IsVisible())
{
// menu item is empty, keep moving along
MoveAlongMenuItemList(direction, loopCount + 1);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return which type of events the menu is currently interested in
// MenuItems need to know because behaviour is different depending on mode.
//-----------------------------------------------------------------------------
int Menu::GetMenuMode()
{
return m_iInputMode;
}
//-----------------------------------------------------------------------------
// Purpose: Set the menu to key mode if a child menu goes into keymode
// This mode change has to be chained up through the menu heirarchy
// so cascading menus will work when you do a bunch of stuff in keymode
// in high level menus and then switch to keymode in lower level menus.
//-----------------------------------------------------------------------------
void Menu::OnKeyModeSet()
{
m_iInputMode = KEYBOARD;
}
//-----------------------------------------------------------------------------
// Purpose: Set the checked state of a menuItem
//-----------------------------------------------------------------------------
void Menu::SetMenuItemChecked(int itemID, bool state)
{
m_MenuItems[itemID]->SetChecked(state);
}
//-----------------------------------------------------------------------------
// Purpose: Check if item is checked.
//-----------------------------------------------------------------------------
bool Menu::IsChecked(int itemID)
{
return m_MenuItems[itemID]->IsChecked();
}
//-----------------------------------------------------------------------------
// Purpose: Set the minmum width the menu has to be. This
// is useful if you have a menu that is sized to the largest item in it
// but you don't want the menu to be thinner than the menu button
//-----------------------------------------------------------------------------
void Menu::SetMinimumWidth(int width)
{
m_iMinimumWidth = width;
}
//-----------------------------------------------------------------------------
// Purpose: Get the minmum width the menu
//-----------------------------------------------------------------------------
int Menu::GetMinimumWidth()
{
return m_iMinimumWidth;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
void Menu::AddSeparator()
{
int lastID = m_MenuItems.Count() - 1;
m_Separators.AddToTail( lastID );
m_SeparatorPanels.AddToTail( new MenuSeparator( this, "MenuSeparator" ) );
}
void Menu::AddSeparatorAfterItem( int itemID )
{
Assert( m_MenuItems.IsValidIndex( itemID ) );
m_Separators.AddToTail( itemID );
m_SeparatorPanels.AddToTail( new MenuSeparator( this, "MenuSeparator" ) );
}
void Menu::MoveMenuItem( int itemID, int moveBeforeThisItemID )
{
int c = m_SortedItems.Count();
int i;
for ( i = 0; i < c; ++i )
{
if ( m_SortedItems[i] == itemID )
{
m_SortedItems.Remove( i );
break;
}
}
// Didn't find it
if ( i >= c )
{
return;
}
// Now find insert pos
c = m_SortedItems.Count();
for ( i = 0; i < c; ++i )
{
if ( m_SortedItems[i] == moveBeforeThisItemID )
{
m_SortedItems.InsertBefore( i, itemID );
break;
}
}
}
void Menu::SetFont( HFont font )
{
m_hItemFont = font;
if ( font )
{
m_iMenuItemHeight = surface()->GetFontTall( font ) + 2;
}
InvalidateLayout();
}
void Menu::SetCurrentKeyBinding( int itemID, char const *hotkey )
{
if ( m_MenuItems.IsValidIndex( itemID ) )
{
MenuItem *menuItem = dynamic_cast<MenuItem *>(m_MenuItems[itemID]);
menuItem->SetCurrentKeyBinding( hotkey );
}
}
//-----------------------------------------------------------------------------
// Purpose: Static method to display a context menu
// Input : *parent -
// *menu -
//-----------------------------------------------------------------------------
void Menu::PlaceContextMenu( Panel *parent, Menu *menu )
{
Assert( parent );
Assert( menu );
if ( !menu || !parent )
return;
menu->SetVisible(false);
menu->SetParent( parent );
menu->AddActionSignalTarget( parent );
// get cursor position, this is local to this text edit window
int cursorX, cursorY;
input()->GetCursorPos(cursorX, cursorY);
menu->SetVisible(true);
// relayout the menu immediately so that we know it's size
menu->InvalidateLayout(true);
int menuWide, menuTall;
menu->GetSize(menuWide, menuTall);
// work out where the cursor is and therefore the best place to put the menu
int wide, tall;
surface()->GetScreenSize(wide, tall);
if (wide - menuWide > cursorX)
{
// menu hanging right
if (tall - menuTall > cursorY)
{
// menu hanging down
menu->SetPos(cursorX, cursorY);
}
else
{
// menu hanging up
menu->SetPos(cursorX, cursorY - menuTall);
}
}
else
{
// menu hanging left
if (tall - menuTall > cursorY)
{
// menu hanging down
menu->SetPos(cursorX - menuWide, cursorY);
}
else
{
// menu hanging up
menu->SetPos(cursorX - menuWide, cursorY - menuTall);
}
}
menu->RequestFocus();
}
void Menu::SetUseFallbackFont( bool bState, HFont hFallback )
{
m_hFallbackItemFont = hFallback;
m_bUseFallbackFont = bState;
}
#ifdef DBGFLAG_VALIDATE
//-----------------------------------------------------------------------------
// Purpose: Run a global validation pass on all of our data structures and memory
// allocations.
// Input: validator - Our global validator object
// pchName - Our name (typically a member var in our container)
//-----------------------------------------------------------------------------
void Menu::Validate( CValidator &validator, char *pchName )
{
validator.Push( "vgui::Menu", this, pchName );
m_MenuItems.Validate( validator, "m_MenuItems" );
m_SortedItems.Validate( validator, "m_SortedItems" );
BaseClass::Validate( validator, "vgui::Menu" );
validator.Pop();
}
#endif // DBGFLAG_VALIDATE