forked from 0ad/0ad
wraitii
595c964d77
Adds the ability to access an element in a dropdown box by typing the first letters (Refs #1532). This was SVN commit r13556.
141 lines
3.6 KiB
C++
141 lines
3.6 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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GUI Object - Drop Down (list)
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--Overview--
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Works just like a list-box, but it hides
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all the elements that aren't selected. They
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can be brought up by pressing the control.
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--More info--
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Check GUI.h
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*/
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#ifndef INCLUDED_CDROPDOWN
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#define INCLUDED_CDROPDOWN
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//--------------------------------------------------------
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// Includes / Compiler directives
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//--------------------------------------------------------
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#include "GUI.h"
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#include "CList.h"
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//class CList;
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//--------------------------------------------------------
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// Macros
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//--------------------------------------------------------
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//--------------------------------------------------------
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// Types
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//--------------------------------------------------------
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//--------------------------------------------------------
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// Declarations
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//--------------------------------------------------------
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/**
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* Drop Down
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*
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* The control can be pressed, but we will not inherent
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* this behavior from IGUIButtonBehavior, because when
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* you press this control, the list with elements will
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* immediately appear, and not first after release
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* (which is the whole gist of the IGUIButtonBehavior).
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*/
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class CDropDown : public CList
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{
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GUI_OBJECT(CDropDown)
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public:
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CDropDown();
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virtual ~CDropDown();
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// virtual void ResetStates() { IGUIButtonBehavior::ResetStates(); }
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/**
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* @see IGUIObject#HandleMessage()
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*/
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virtual void HandleMessage(SGUIMessage &Message);
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/**
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* Handle events manually to catch keyboard inputting.
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*/
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virtual InReaction ManuallyHandleEvent(const SDL_Event_* ev);
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/**
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* Draws the Button
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*/
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virtual void Draw();
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// This is one of the few classes we actually need to redefine this function
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// this is because the size of the control changes whether it is open
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// or closed.
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virtual bool MouseOver();
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virtual float GetBufferedZ() const;
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protected:
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/**
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* Sets up text, should be called every time changes has been
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* made that can change the visual.
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*/
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void SetupText();
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// Sets up the cached GetListRect. Decided whether it should
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// have a scrollbar, and so on.
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virtual void SetupListRect();
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// Specify a new List rectangle.
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virtual CRect GetListRect() const;
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/**
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* Placement of text.
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*/
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CPos m_TextPos;
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// Is the dropdown opened?
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bool m_Open;
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// I didn't cache this at first, but it's just as easy as caching
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// m_CachedActualSize, so I thought, what the heck it's used a lot.
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CRect m_CachedListRect;
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// Hide scrollbar when it's not needed
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bool m_HideScrollBar;
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// Not necessarily the element that is selected, this is just
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// which element should be highlighted. When opening the dropdown
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// it is set to "selected", but then when moving the mouse it will
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// change.
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int m_ElementHighlight;
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// Stores any text entered by the user for quick access to an element
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// (ie if you type "acro" it will take you to acropolis).
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std::string m_InputBuffer;
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// used to know if we want to restart anew or add to m_inputbuffer.
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double m_TimeOfLastInput;
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};
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#endif
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