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2666 lines
75 KiB
2666 lines
75 KiB
//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "vgui_controls/pch_vgui_controls.h"
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// memdbgon must be the last include file in a .cpp file
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#include "tier0/memdbgon.h"
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#define MENU_SEPARATOR_HEIGHT 3
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#if defined(_PS3) || defined(POSIX)
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//!!BUG!! "wcsnicmp unsupported on PS3"
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#ifdef wcsicmp
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#undef wcsicmp
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#endif
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#define wcsnicmp wcsncmp
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#endif
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: divider line in a menu
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//-----------------------------------------------------------------------------
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class vgui::MenuSeparator : public Panel
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{
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public:
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DECLARE_CLASS_SIMPLE( MenuSeparator, Panel );
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MenuSeparator( Panel *parent, char const *panelName ) :
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BaseClass( parent, panelName )
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{
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SetPaintEnabled( true );
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SetPaintBackgroundEnabled( true );
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SetPaintBorderEnabled( false );
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}
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virtual void Paint()
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{
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int w, h;
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GetSize( w, h );
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surface()->DrawSetColor( GetFgColor() );
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surface()->DrawFilledRect( 4, 1, w-1, 2 );
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}
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virtual void ApplySchemeSettings( IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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SetFgColor( pScheme->GetColor( "Menu.SeparatorColor", Color( 142, 142, 142, 255 ) ) );
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SetBgColor( pScheme->GetColor( "Menu.BgColor", Color( 0, 0, 0, 255 ) ) );
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}
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};
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DECLARE_BUILD_FACTORY( Menu );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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Menu::Menu(Panel *parent, const char *panelName) : Panel(parent, panelName)
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{
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m_Alignment = Label::a_west;
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m_iFixedWidth = 0;
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m_iMinimumWidth = 0;
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m_iNumVisibleLines = -1; // No limit
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m_iCurrentlySelectedItemID = m_MenuItems.InvalidIndex();
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m_pScroller = new ScrollBar(this, "MenuScrollBar", true);
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m_pScroller->SetVisible(false);
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m_pScroller->AddActionSignalTarget(this);
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_sizedForScrollBar = false;
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SetZPos(1);
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SetVisible(false);
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MakePopup(false);
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SetParent(parent);
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_recalculateWidth = true;
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m_iInputMode = MOUSE;
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m_iCheckImageWidth = 0;
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m_iActivatedItem = 0;
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m_bUseFallbackFont = false;
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m_hFallbackItemFont = INVALID_FONT;
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if (IsProportional())
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{
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m_iMenuItemHeight = scheme()->GetProportionalScaledValueEx( GetScheme(), DEFAULT_MENU_ITEM_HEIGHT );
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}
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else
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{
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m_iMenuItemHeight = DEFAULT_MENU_ITEM_HEIGHT;
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}
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m_hItemFont = INVALID_FONT;
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m_eTypeAheadMode = COMPAT_MODE;
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m_szTypeAheadBuf[0] = '\0';
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m_iNumTypeAheadChars = 0;
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m_fLastTypeAheadTime = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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Menu::~Menu()
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{
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delete m_pScroller;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove all menu items from the menu.
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//-----------------------------------------------------------------------------
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void Menu::DeleteAllItems()
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{
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FOR_EACH_LL( m_MenuItems, i )
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{
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m_MenuItems[i]->MarkForDeletion();
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}
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m_MenuItems.RemoveAll();
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m_SortedItems.RemoveAll();
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m_VisibleSortedItems.RemoveAll();
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m_Separators.RemoveAll();
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int c = m_SeparatorPanels.Count();
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for ( int i = 0 ; i < c; ++i )
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{
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m_SeparatorPanels[ i ]->MarkForDeletion();
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}
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m_SeparatorPanels.RemoveAll();
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InvalidateLayout();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a menu item to the menu.
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//-----------------------------------------------------------------------------
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int Menu::AddMenuItem( MenuItem *panel )
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{
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panel->SetParent( this );
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MEM_ALLOC_CREDIT();
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int itemID = m_MenuItems.AddToTail( panel );
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m_SortedItems.AddToTail(itemID);
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InvalidateLayout(false);
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_recalculateWidth = true;
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panel->SetContentAlignment( m_Alignment );
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if ( INVALID_FONT != m_hItemFont )
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{
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panel->SetFont( m_hItemFont );
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}
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if ( m_bUseFallbackFont && INVALID_FONT != m_hFallbackItemFont )
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{
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Label *l = panel;
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TextImage *ti = l->GetTextImage();
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if ( ti )
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{
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ti->SetUseFallbackFont( m_bUseFallbackFont, m_hFallbackItemFont );
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}
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}
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if ( panel->GetHotKey() )
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{
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SetTypeAheadMode( HOT_KEY_MODE );
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}
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return itemID;
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}
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//-----------------------------------------------------------------------------
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// Remove a single item
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//-----------------------------------------------------------------------------
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void Menu::DeleteItem( int itemID )
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{
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// FIXME: This doesn't work with separator panels yet
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Assert( m_SeparatorPanels.Count() == 0 );
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m_MenuItems[itemID]->MarkForDeletion();
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m_MenuItems.Remove( itemID );
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m_SortedItems.FindAndRemove( itemID );
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m_VisibleSortedItems.FindAndRemove( itemID );
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InvalidateLayout(false);
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_recalculateWidth = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a menu item to the menu.
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// Input : *item - MenuItem
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// *command - Command text to be sent when menu item is selected
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// *target - Target panel of the command
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// *userData - any user data associated with this menu item
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// Output: itemID - ID of this item
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//-----------------------------------------------------------------------------
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int Menu::AddMenuItemCharCommand(MenuItem *item, const char *command, Panel *target, const KeyValues *userData)
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{
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item->SetCommand(command);
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item->AddActionSignalTarget( target );
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item->SetUserData(userData);
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return AddMenuItem( item );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a menu item to the menu.
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// Input : *itemName - Name of item
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// *itemText - Name of item text that will appear in the manu.
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// *message - pointer to the message to send when the item is selected
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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// Output: itemID - ID of this item
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//-----------------------------------------------------------------------------
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int Menu::AddMenuItemKeyValuesCommand( MenuItem *item, KeyValues *message, Panel *target, const KeyValues *userData )
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{
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item->SetCommand(message);
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item->AddActionSignalTarget(target);
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item->SetUserData(userData);
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return AddMenuItem(item);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a menu item to the menu.
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// Input : *itemName - Name of item
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// *itemText - Name of item text that will appear in the manu.
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// *command - Command text to be sent when menu item is selected
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// *target - Target panel of the command
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// Output: itemID - ID of this item
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//-----------------------------------------------------------------------------
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int Menu::AddMenuItem( const char *itemName, const char *itemText, const char *command, Panel *target, const KeyValues *userData )
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{
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MenuItem *item = new MenuItem(this, itemName, itemText );
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return AddMenuItemCharCommand(item, command, target, userData);
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}
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int Menu::AddMenuItem( const char *itemName, const wchar_t *wszItemText, const char *command, Panel *target, const KeyValues *userData )
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{
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MenuItem *item = new MenuItem(this, itemName, wszItemText );
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return AddMenuItemCharCommand(item, command, target, userData);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a menu item to the menu.
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// Input : *itemText - Name of item text that will appear in the manu.
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// This will also be used as the name of the menu item panel.
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// *command - Command text to be sent when menu item is selected
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// *target - Target panel of the command
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// Output: itemID - ID of this item
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//-----------------------------------------------------------------------------
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int Menu::AddMenuItem( const char *itemText, const char *command, Panel *target, const KeyValues *userData )
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{
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return AddMenuItem(itemText, itemText, command, target, userData ) ;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a menu item to the menu.
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// Input : *itemName - Name of item
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// *itemText - Name of item text that will appear in the manu.
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// *message - pointer to the message to send when the item is selected
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddMenuItem( const char *itemName, const char *itemText, KeyValues *message, Panel *target, const KeyValues *userData )
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{
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MenuItem *item = new MenuItem(this, itemName, itemText );
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return AddMenuItemKeyValuesCommand(item, message, target, userData);
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}
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int Menu::AddMenuItem( const char *itemName, const wchar_t *wszItemText, KeyValues *message, Panel *target, const KeyValues *userData )
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{
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MenuItem *item = new MenuItem(this, itemName, wszItemText );
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return AddMenuItemKeyValuesCommand(item, message, target, userData);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a menu item to the menu.
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// Input : *itemText - Name of item text that will appear in the manu.
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// This will also be used as the name of the menu item panel.
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// *message - pointer to the message to send when the item is selected
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddMenuItem( const char *itemText, KeyValues *message, Panel *target, const KeyValues *userData )
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{
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return AddMenuItem(itemText, itemText, message, target, userData );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a menu item to the menu.
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// Input : *itemText - Name of item text that will appear in the manu.
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// This will also be the text of the command sent when the
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// item is selected.
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddMenuItem( const char *itemText, Panel *target , const KeyValues *userData )
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{
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return AddMenuItem(itemText, itemText, target, userData );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a checkable menu item to the menu.
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// Input : *itemName - Name of item
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// *itemText - Name of item text that will appear in the manu.
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// *command - Command text to be sent when menu item is selected
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// *target - Target panel of the command
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//-----------------------------------------------------------------------------
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int Menu::AddCheckableMenuItem( const char *itemName, const char *itemText, const char *command, Panel *target, const KeyValues *userData )
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{
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MenuItem *item = new MenuItem(this, itemName, itemText, NULL, true);
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return AddMenuItemCharCommand(item, command, target, userData);
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}
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int Menu::AddCheckableMenuItem( const char *itemName, const wchar_t *wszItemText, const char *command, Panel *target, const KeyValues *userData )
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{
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MenuItem *item = new MenuItem(this, itemName, wszItemText, NULL, true);
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return AddMenuItemCharCommand(item, command, target, userData);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a checkable menu item to the menu.
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// Input : *itemText - Name of item text that will appear in the manu.
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// This will also be used as the name of the menu item panel.
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// *command - Command text to be sent when menu item is selected
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddCheckableMenuItem( const char *itemText, const char *command, Panel *target, const KeyValues *userData )
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{
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return AddCheckableMenuItem(itemText, itemText, command, target, userData );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a checkable menu item to the menu.
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// Input : *itemName - Name of item
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// *itemText - Name of item text that will appear in the manu.
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// *message - pointer to the message to send when the item is selected
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddCheckableMenuItem( const char *itemName, const char *itemText, KeyValues *message, Panel *target, const KeyValues *userData )
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{
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MenuItem *item = new MenuItem(this, itemName, itemText, NULL, true);
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return AddMenuItemKeyValuesCommand(item, message, target, userData);
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}
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int Menu::AddCheckableMenuItem( const char *itemName, const wchar_t *wszItemText, KeyValues *message, Panel *target, const KeyValues *userData )
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{
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MenuItem *item = new MenuItem(this, itemName, wszItemText, NULL, true);
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return AddMenuItemKeyValuesCommand(item, message, target, userData);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a checkable menu item to the menu.
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// Input : *itemText - Name of item text that will appear in the manu.
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// This will also be used as the name of the menu item panel.
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// *message - pointer to the message to send when the item is selected
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddCheckableMenuItem( const char *itemText, KeyValues *message, Panel *target, const KeyValues *userData )
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{
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return AddCheckableMenuItem(itemText, itemText, message, target, userData );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a checkable menu item to the menu.
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// Input : *itemText - Name of item text that will appear in the manu.
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// This will also be the text of the command sent when the
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// item is selected.
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddCheckableMenuItem( const char *itemText, Panel *target, const KeyValues *userData )
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{
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return AddCheckableMenuItem(itemText, itemText, target, userData );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a Cascading menu item to the menu.
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// Input : *itemName - Name of item
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// *itemText - Name of item text that will appear in the manu.
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// *command - Command text to be sent when menu item is selected
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddCascadingMenuItem( const char *itemName, const char *itemText, const char *command, Panel *target, Menu *cascadeMenu , const KeyValues *userData )
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{
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MenuItem *item = new MenuItem(this, itemName, itemText, cascadeMenu );
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return AddMenuItemCharCommand(item, command, target, userData);
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}
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int Menu::AddCascadingMenuItem( const char *itemName, const wchar_t *wszItemText, const char *command, Panel *target, Menu *cascadeMenu , const KeyValues *userData )
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{
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MenuItem *item = new MenuItem(this, itemName, wszItemText, cascadeMenu );
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return AddMenuItemCharCommand(item, command, target, userData);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a Cascading menu item to the menu.
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// Input : *itemText - Name of item text that will appear in the manu.
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// This will also be used as the name of the menu item panel.
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// *command - Command text to be sent when menu item is selected
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddCascadingMenuItem( const char *itemText, const char *command, Panel *target, Menu *cascadeMenu , const KeyValues *userData )
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{
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return AddCascadingMenuItem( itemText, itemText, command, target, cascadeMenu, userData );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a Cascading menu item to the menu.
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// Input : *itemName - Name of item
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// *itemText - Name of item text that will appear in the manu.
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// *message - pointer to the message to send when the item is selected
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddCascadingMenuItem( const char *itemName, const char *itemText, KeyValues *message, Panel *target, Menu *cascadeMenu, const KeyValues *userData )
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{
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MenuItem *item = new MenuItem( this, itemName, itemText, cascadeMenu);
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return AddMenuItemKeyValuesCommand(item, message, target, userData);
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}
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int Menu::AddCascadingMenuItem( const char *itemName, const wchar_t *wszItemText, KeyValues *message, Panel *target, Menu *cascadeMenu, const KeyValues *userData )
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{
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MenuItem *item = new MenuItem( this, itemName, wszItemText, cascadeMenu);
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return AddMenuItemKeyValuesCommand(item, message, target, userData);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a Cascading menu item to the menu.
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// Input : *itemText - Name of item text that will appear in the manu.
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// This will also be used as the name of the menu item panel.
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// *message - pointer to the message to send when the item is selected
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddCascadingMenuItem( const char *itemText, KeyValues *message, Panel *target, Menu *cascadeMenu, const KeyValues *userData )
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{
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return AddCascadingMenuItem(itemText, itemText, message, target, cascadeMenu, userData );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a Cascading menu item to the menu.
|
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// Input : *itemText - Name of item text that will appear in the manu.
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// This will also be the text of the command sent when the
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// item is selected.
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// *target - Target panel of the command
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// *cascadeMenu - if the menu item opens a cascading menu, this is a
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// ptr to the menu that opens on selecting the item
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//-----------------------------------------------------------------------------
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int Menu::AddCascadingMenuItem( const char *itemText, Panel *target, Menu *cascadeMenu, const KeyValues *userData )
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{
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return AddCascadingMenuItem(itemText, itemText, target, cascadeMenu, userData);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the values of a menu item at the specified index
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// Input : index - the index of this item entry
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// *message - pointer to the message to send when the item is selected
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//-----------------------------------------------------------------------------
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void Menu::UpdateMenuItem(int itemID, const char *itemText, KeyValues *message, const KeyValues *userData)
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|
{
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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 )
|
|
{
|
|
MenuItem *pItem = m_MenuItems[ i ];
|
|
pItem->SetContentAlignment( alignment );
|
|
// Recurse on cascading menus
|
|
Menu *pSubMenu = pItem->GetMenu();
|
|
if ( pSubMenu )
|
|
{
|
|
pSubMenu->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 keycode)
|
|
{
|
|
vgui::KeyCode code = GetBaseButtonCode( keycode );
|
|
|
|
// Don't allow key inputs when disabled!
|
|
if ( !IsEnabled() )
|
|
return;
|
|
|
|
bool alt = (input()->IsKeyDown(KEY_LALT) || input()->IsKeyDown(KEY_RALT));
|
|
if (alt)
|
|
{
|
|
BaseClass::OnKeyCodeTyped( keycode );
|
|
// Ignore alt when in combobox mode
|
|
if (m_eTypeAheadMode != TYPE_AHEAD_MODE)
|
|
{
|
|
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( keycode );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
BaseClass::OnKeyCodeTyped( keycode );
|
|
}
|
|
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( keycode );
|
|
}
|
|
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( keycode ); // chain up
|
|
}
|
|
break;
|
|
}
|
|
|
|
case KEY_PAGEUP:
|
|
{
|
|
if ( m_iNumVisibleLines > 1 )
|
|
{
|
|
if ( m_iCurrentlySelectedItemID < m_iNumVisibleLines )
|
|
{
|
|
MoveAlongMenuItemList( MENU_UP * m_iCurrentlySelectedItemID, 0 );
|
|
}
|
|
else
|
|
{
|
|
MoveAlongMenuItemList(MENU_UP * m_iNumVisibleLines - 1, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MoveAlongMenuItemList(MENU_UP, 0);
|
|
}
|
|
|
|
if ( m_MenuItems.IsValidIndex( m_iCurrentlySelectedItemID ) )
|
|
{
|
|
m_MenuItems[m_iCurrentlySelectedItemID]->ArmItem();
|
|
}
|
|
break;
|
|
}
|
|
|
|
|
|
case KEY_PAGEDOWN:
|
|
{
|
|
if ( m_iNumVisibleLines > 1 )
|
|
{
|
|
if ( m_iCurrentlySelectedItemID + m_iNumVisibleLines >= GetItemCount() )
|
|
{
|
|
MoveAlongMenuItemList(MENU_DOWN * ( GetItemCount() - m_iCurrentlySelectedItemID - 1), 0);
|
|
}
|
|
else
|
|
{
|
|
MoveAlongMenuItemList(MENU_DOWN * m_iNumVisibleLines - 1, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MoveAlongMenuItemList(MENU_DOWN, 0);
|
|
}
|
|
|
|
if ( m_MenuItems.IsValidIndex( m_iCurrentlySelectedItemID ) )
|
|
{
|
|
m_MenuItems[m_iCurrentlySelectedItemID]->ArmItem();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case KEY_HOME:
|
|
{
|
|
MoveAlongMenuItemList( MENU_UP * m_iCurrentlySelectedItemID, 0 );
|
|
if ( m_MenuItems.IsValidIndex( m_iCurrentlySelectedItemID ) )
|
|
{
|
|
m_MenuItems[m_iCurrentlySelectedItemID]->ArmItem();
|
|
}
|
|
break;
|
|
}
|
|
|
|
|
|
case KEY_END:
|
|
{
|
|
MoveAlongMenuItemList(MENU_DOWN * ( GetItemCount() - m_iCurrentlySelectedItemID - 1), 0);
|
|
if ( m_MenuItems.IsValidIndex( m_iCurrentlySelectedItemID ) )
|
|
{
|
|
m_MenuItems[m_iCurrentlySelectedItemID]->ArmItem();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// don't chain back
|
|
}
|
|
|
|
void Menu::OnHotKey(wchar_t 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Menu::OnTypeAhead(wchar_t unichar)
|
|
{
|
|
// Don't do anything if the menu is empty since there cannot be a selected item.
|
|
if ( m_MenuItems.Count() <= 0)
|
|
return;
|
|
|
|
// expire the type ahead buffer after 0.5 seconds
|
|
double tCurrentTime = Sys_FloatTime();
|
|
if ( (tCurrentTime - m_fLastTypeAheadTime) > 0.5f )
|
|
{
|
|
m_iNumTypeAheadChars = 0;
|
|
m_szTypeAheadBuf[0] = '\0';
|
|
}
|
|
m_fLastTypeAheadTime = tCurrentTime;
|
|
|
|
// add current character to the type ahead buffer
|
|
if ( m_iNumTypeAheadChars+1 < TYPEAHEAD_BUFSIZE )
|
|
{
|
|
m_szTypeAheadBuf[m_iNumTypeAheadChars++] = unichar;
|
|
}
|
|
|
|
int itemToSelect = m_iCurrentlySelectedItemID;
|
|
if ( itemToSelect < 0 || itemToSelect >= m_MenuItems.Count())
|
|
{
|
|
itemToSelect = 0;
|
|
}
|
|
|
|
int i = itemToSelect;
|
|
do
|
|
{
|
|
wchar_t menuItemName[255];
|
|
m_MenuItems[i]->GetText(menuItemName, 254);
|
|
|
|
if ( wcsnicmp( m_szTypeAheadBuf, menuItemName, m_iNumTypeAheadChars) == 0 )
|
|
{
|
|
itemToSelect = i;
|
|
break;
|
|
}
|
|
|
|
i = (i+1) % m_MenuItems.Count();
|
|
} while ( i != itemToSelect );
|
|
|
|
if ( itemToSelect >= 0 )
|
|
{
|
|
SetCurrentlyHighlightedItem( itemToSelect );
|
|
InvalidateLayout();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle key presses, Activate shortcuts
|
|
// Input : code -
|
|
//-----------------------------------------------------------------------------
|
|
void Menu::OnKeyTyped(wchar_t unichar)
|
|
{
|
|
if (! unichar)
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch( m_eTypeAheadMode )
|
|
{
|
|
case HOT_KEY_MODE:
|
|
OnHotKey(unichar);
|
|
return;
|
|
|
|
case TYPE_AHEAD_MODE:
|
|
OnTypeAhead(unichar);
|
|
return;
|
|
|
|
case COMPAT_MODE:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if ( m_MenuItems.Count() <= 0)
|
|
return;
|
|
|
|
int itemToSelect = m_iCurrentlySelectedItemID;
|
|
if ( itemToSelect < 0 || itemToSelect >= m_MenuItems.Count())
|
|
{
|
|
itemToSelect = 0;
|
|
}
|
|
|
|
int i = (itemToSelect+1) % m_MenuItems.Count();
|
|
while ( i != itemToSelect )
|
|
{
|
|
wchar_t menuItemName[255];
|
|
m_MenuItems[i]->GetText(menuItemName, 254);
|
|
|
|
if ( tolower( unichar ) == tolower( menuItemName[0] ) )
|
|
{
|
|
itemToSelect = i;
|
|
break;
|
|
}
|
|
|
|
i = (i+1) % m_MenuItems.Count();
|
|
}
|
|
|
|
if ( itemToSelect >= 0 )
|
|
{
|
|
SetCurrentlyHighlightedItem( itemToSelect );
|
|
InvalidateLayout();
|
|
}
|
|
|
|
// don't chain back
|
|
}
|
|
|
|
|
|
void Menu::SetTypeAheadMode(MenuTypeAheadMode mode)
|
|
{
|
|
m_eTypeAheadMode = mode;
|
|
}
|
|
|
|
int Menu::GetTypeAheadMode()
|
|
{
|
|
return m_eTypeAheadMode;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
|
|
} // 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);
|
|
|
|
// Clearing the selected item when hiding the menu caused keyboard selection
|
|
// of items within the combo box to not work properly because the combo box
|
|
// would try to change the selection from the current to the next or previous
|
|
// item, but the current was always -1 because of this line, so it always
|
|
// reset the first time you pressed a key.
|
|
//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 ( row == -1 )
|
|
return;
|
|
|
|
// 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(vgui::Panel* 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(vgui::Panel* 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)
|
|
{
|
|
// Early out if no menu items to scroll through
|
|
if (m_MenuItems.Count() <= 0)
|
|
return;
|
|
|
|
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
|