Show GLWDropDown.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <GLW/GLWDropDown.h>
#include <GLW/GLWTranslate.h>
#include <GLW/GLWFont.h>
#include <GLW/GLWToolTip.h>
#include <client/ScorchedClient.h>
GLWDropDownI::~GLWDropDownI()
{
}
REGISTER_CLASS_SOURCE(GLWDropDown);
GLWDropDown::GLWDropDown(float x, float y, float w) :
GLWidget(x, y, w, 25.0f),
button_(x + w - 22.0f, y + 2.0f, 20.0f, 21.0f),
handler_(0), current_(0)
{
button_.setHandler(this);
}
GLWDropDown::~GLWDropDown()
{
}
void GLWDropDown::setHandler(GLWDropDownI *handler)
{
handler_ = handler;
}
void GLWDropDown::clear()
{
current_ = 0;
texts_.clear();
}
GLWSelectorEntry *GLWDropDown::getCurrentEntry()
{
return current_;
}
int GLWDropDown::getCurrentPosition()
{
std::list<GLWSelectorEntry>::iterator itor;
int pos = 0;
for (itor = texts_.begin();
itor != texts_.end();
itor++, pos++)
{
GLWSelectorEntry &entry = *itor;
if (current_ == &entry)
{
return pos;
}
}
return -1;
}
void GLWDropDown::setCurrentPosition(int pos)
{
int position = 0;
std::list<GLWSelectorEntry>::iterator itor;
for (itor = texts_.begin();
itor != texts_.end();
itor++)
{
GLWSelectorEntry &entry = *itor;
current_ = &entry;
if (position++ >= pos) break;
}
if (handler_)
{
handler_->select(id_, pos, *current_);
}
}
void GLWDropDown::addEntry(GLWSelectorEntry text)
{
texts_.push_back(text);
if (!current_)
{
current_ = &texts_.back();
}
}
void GLWDropDown::draw()
{
GLWidget::draw();
float mouseX = float(ScorchedClient::instance()->getGameState().getMouseX());
mouseX -= GLWTranslate::getPosX();
float mouseY = float(ScorchedClient::instance()->getGameState().getMouseY());
mouseY -= GLWTranslate::getPosY();
glBegin(GL_LINE_LOOP);
drawShadedRoundBox(x_, y_, w_, h_, 10.0f, false);
glEnd();
button_.draw();
float offset = 0.0f;
if(button_.getPressed()) offset = 1.0f;
glColor3f(0.2f, 0.2f, 0.2f);
glBegin(GL_TRIANGLES);
glVertex2d(x_ + w_ - 6.0f + offset, y_ + 17.0f - offset);
glVertex2d(x_ + w_ - 17.0f + offset, y_ + 17.0f - offset);
glVertex2d(x_ + w_ - 12.0f + offset, y_ + 7.0f - offset);
glEnd();
}
void GLWDropDown::buttonDown(unsigned int id)
{
if (button_.getPressed())
{
GLWSelector::instance()->showSelector(
this,
GLWTranslate::getPosX() + x_,
GLWTranslate::getPosY() + y_ - 7.0f,
texts_,
0,
false);
}
}
void GLWDropDown::buttonUp(unsigned int id)
{
}
void GLWDropDown::mouseDown(int button, float x, float y, bool &skipRest)
{
button_.mouseDown(button, x, y, skipRest);
if (!skipRest)
{
if (inBox(x, y, x_, y_, w_, h_))
{
skipRest = true;
button_.getPressed() = true;
buttonDown(0);
}
}
}
void GLWDropDown::setX(float x)
{
GLWidget::setX(x);
button_.setX(x + w_ - 22.0f);
}
void GLWDropDown::setY(float y)
{
GLWidget::setY(y);
button_.setY(y + 2.0f);
}
void GLWDropDown::itemSelected(GLWSelectorEntry *entry, int pos)
{
button_.getPressed() = false;
int position = 0;
std::list<GLWSelectorEntry>::iterator itor;
for (itor = texts_.begin();
itor != texts_.end();
itor++)
{
GLWSelectorEntry &entry = *itor;
current_ = &entry;
if (position++ >= pos) break;
}
if (handler_)
{
handler_->select(id_, position, *current_);
}
}
void GLWDropDown::noItemSelected()
{
button_.getPressed() = false;
}
void GLWDropDown::mouseUp(int button, float x, float y, bool &skipRest)
{
button_.mouseUp(button, x, y, skipRest);
}
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