aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/irrlicht-1.8.1/source/Irrlicht/CGUITable.h
blob: 69cfea564d994e787c8b762965501901d0fd851d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

// 07.10.2005 - Multicolor-Listbox addet by A. Buschhueter (Acki)
//                                          A_Buschhueter@gmx.de

#ifndef __C_GUI_TABLE_BAR_H_INCLUDED__
#define __C_GUI_TABLE_BAR_H_INCLUDED__

#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_GUI_

#include "IGUITable.h"
#include "irrArray.h"

namespace irr
{
namespace gui
{

	class IGUIFont;
	class IGUIScrollBar;

	class CGUITable : public IGUITable
	{
	public:
		//! constructor
		CGUITable(IGUIEnvironment* environment, IGUIElement* parent,
			s32 id, const core::rect<s32>& rectangle, bool clip=true,
			bool drawBack=false, bool moveOverSelect=true);

		//! destructor
		~CGUITable();

		//! Adds a column
		//! If columnIndex is outside the current range, do push new colum at the end
		virtual void addColumn(const wchar_t* caption, s32 columnIndex=-1);

		//! remove a column from the table
		virtual void removeColumn(u32 columnIndex);

		//! Returns the number of columns in the table control
		virtual s32 getColumnCount() const;

		//! Makes a column active. This will trigger an ordering process.
		/** \param idx: The id of the column to make active.
		\return True if successful. */
		virtual bool setActiveColumn(s32 columnIndex, bool doOrder=false);

		//! Returns which header is currently active
		virtual s32 getActiveColumn() const;

		//! Returns the ordering used by the currently active column
		virtual EGUI_ORDERING_MODE getActiveColumnOrdering() const;

		//! set a column width
		virtual void setColumnWidth(u32 columnIndex, u32 width);

		//! Get the width of a column
		virtual u32 getColumnWidth(u32 columnIndex) const;

		//! columns can be resized by drag 'n drop
		virtual void setResizableColumns(bool resizable);

		//! can columns be resized by dran 'n drop?
		virtual bool hasResizableColumns() const;

		//! This tells the table control which ordering mode should be used when
		//! a column header is clicked.
		/** \param columnIndex: The index of the column header.
		\param state: If true, a EGET_TABLE_HEADER_CHANGED message will be sent and you can order the table data as you whish.*/
		//! \param mode: One of the modes defined in EGUI_COLUMN_ORDERING
		virtual void setColumnOrdering(u32 columnIndex, EGUI_COLUMN_ORDERING mode);

		//! Returns which row is currently selected
		virtual s32 getSelected() const;

		//! set wich row is currently selected
		virtual void setSelected( s32 index );

		//! Returns amount of rows in the tabcontrol
		virtual s32 getRowCount() const;

		//! adds a row to the table
		/** \param rowIndex: zero based index of rows. The row will be
			inserted at this position. If a row already exists
			there, it will be placed after it. If the row is larger
			than the actual number of rows by more than one, it
			won't be created. Note that if you create a row that is
			not at the end, there might be performance issues*/
		virtual u32 addRow(u32 rowIndex);

		//! Remove a row from the table
		virtual void removeRow(u32 rowIndex);

		//! clear the table rows, but keep the columns intact
		virtual void clearRows();

		//! Swap two row positions. This is useful for a custom ordering algo.
		virtual void swapRows(u32 rowIndexA, u32 rowIndexB);

		//! This tells the table to start ordering all the rows. You
		//! need to explicitly tell the table to reorder the rows when
		//! a new row is added or the cells data is changed. This makes
		//! the system more flexible and doesn't make you pay the cost
		//! of ordering when adding a lot of rows.
		//! \param columnIndex: When set to -1 the active column is used.
		virtual void orderRows(s32 columnIndex=-1, EGUI_ORDERING_MODE mode=EGOM_NONE);


		//! Set the text of a cell
		virtual void setCellText(u32 rowIndex, u32 columnIndex, const core::stringw& text);

		//! Set the text of a cell, and set a color of this cell.
		virtual void setCellText(u32 rowIndex, u32 columnIndex, const core::stringw& text, video::SColor color);

		//! Set the data of a cell
		//! data will not be serialized.
		virtual void setCellData(u32 rowIndex, u32 columnIndex, void *data);

		//! Set the color of a cell text
		virtual void setCellColor(u32 rowIndex, u32 columnIndex, video::SColor color);

		//! Get the text of a cell
		virtual const wchar_t* getCellText(u32 rowIndex, u32 columnIndex ) const;

		//! Get the data of a cell
		virtual void* getCellData(u32 rowIndex, u32 columnIndex ) const;

		//! clears the table, deletes all items in the table
		virtual void clear();

		//! called if an event happened.
		virtual bool OnEvent(const SEvent &event);

		//! draws the element and its children
		virtual void draw();

		//! Set flags, as defined in EGUI_TABLE_DRAW_FLAGS, which influence the layout
		virtual void setDrawFlags(s32 flags);

		//! Get the flags, as defined in EGUI_TABLE_DRAW_FLAGS, which influence the layout
		virtual s32 getDrawFlags() const;

		//! Writes attributes of the object.
		//! Implement this to expose the attributes of your scene node animator for
		//! scripting languages, editors, debuggers or xml serialization purposes.
		virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;

		//! Reads attributes of the object.
		//! Implement this to set the attributes of your scene node animator for
		//! scripting languages, editors, debuggers or xml deserialization purposes.
		virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);

	protected:
		virtual void refreshControls();
		virtual void checkScrollbars();

	private:

		struct Cell
		{
			Cell() : IsOverrideColor(false), Data(0)  {}
			core::stringw Text;
			core::stringw BrokenText;
			bool IsOverrideColor;
			video::SColor Color;
			void *Data;
		};

		struct Row
		{
			Row() {}
			core::array<Cell> Items;
		};

		struct Column
		{
			Column() : Width(0), OrderingMode(EGCO_NONE) {}
			core::stringw Name;
			u32 Width;
			EGUI_COLUMN_ORDERING OrderingMode;
		};

		void breakText(const core::stringw &text, core::stringw & brokenText, u32 cellWidth);
		void selectNew(s32 ypos, bool onlyHover=false);
		bool selectColumnHeader(s32 xpos, s32 ypos);
		bool dragColumnStart(s32 xpos, s32 ypos);
		bool dragColumnUpdate(s32 xpos);
		void recalculateHeights();
		void recalculateWidths();

		core::array< Column > Columns;
		core::array< Row > Rows;
		gui::IGUIFont* Font;
		gui::IGUIScrollBar* VerticalScrollBar;
		gui::IGUIScrollBar* HorizontalScrollBar;
		bool Clip;
		bool DrawBack;
		bool MoveOverSelect;
		bool Selecting;
		s32  CurrentResizedColumn;
		s32  ResizeStart;
		bool ResizableColumns;

		s32 ItemHeight;
		s32 TotalItemHeight;
		s32 TotalItemWidth;
		s32 Selected;
		s32 CellHeightPadding;
		s32 CellWidthPadding;
		s32 ActiveTab;
		EGUI_ORDERING_MODE CurrentOrdering;
		s32 DrawFlags;
	};

} // end namespace gui
} // end namespace irr

#endif // _IRR_COMPILE_WITH_GUI_

#endif