/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* GUI Object - Drop Down (list) --Overview-- Works just like a list-box, but it hides all the elements that aren't selected. They can be brought up by pressing the control. --More info-- Check GUI.h */ #ifndef INCLUDED_CDROPDOWN #define INCLUDED_CDROPDOWN //-------------------------------------------------------- // Includes / Compiler directives //-------------------------------------------------------- #include "GUI.h" #include "CList.h" //class CList; //-------------------------------------------------------- // Macros //-------------------------------------------------------- //-------------------------------------------------------- // Types //-------------------------------------------------------- //-------------------------------------------------------- // Declarations //-------------------------------------------------------- /** * Drop Down * * The control can be pressed, but we will not inherent * this behavior from IGUIButtonBehavior, because when * you press this control, the list with elements will * immediately appear, and not first after release * (which is the whole gist of the IGUIButtonBehavior). */ class CDropDown : public CList { GUI_OBJECT(CDropDown) public: CDropDown(); virtual ~CDropDown(); // virtual void ResetStates() { IGUIButtonBehavior::ResetStates(); } /** * Handle Messages * * @param Message GUI Message */ virtual void HandleMessage(const SGUIMessage &Message); /** * Handle events manually to catch keyboard inputting. */ virtual InReaction ManuallyHandleEvent(const SDL_Event_* ev); /** * Draws the Button */ virtual void Draw(); // This is one of the few classes we actually need to redefine this function // this is because the size of the control changes whether it is open // or closed. virtual bool MouseOver(); virtual float GetBufferedZ() const; protected: /** * Sets up text, should be called every time changes has been * made that can change the visual. */ void SetupText(); // Sets up the cached GetListRect. Decided whether it should // have a scrollbar, and so on. virtual void SetupListRect(); // Specify a new List rectangle. virtual CRect GetListRect() const; /** * Placement of text. */ CPos m_TextPos; // Is the dropdown opened? bool m_Open; // I didn't cache this at first, but it's just as easy as caching // m_CachedActualSize, so I thought, what the heck it's used a lot. CRect m_CachedListRect; // Hide scrollbar when it's not needed bool m_HideScrollBar; // Not necessarily the element that is selected, this is just // which element should be highlighted. When opening the dropdown // it is set to "selected", but then when moving the mouse it will // change. int m_ElementHighlight; }; #endif