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/*
Table.h - Table
Copyright (C) 2017 a1batross
This program 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 3 of the License, or
(at your option) any later version.
This program 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.
*/
#ifndef MENU_TABLE_H
#define MENU_TABLE_H
#include "BaseItem.h"
#include "BaseModel.h"
#define MAX_TABLE_COLUMNS 16
/*
* CMenuTable
*
* In order to keep simplicity, there is some limitations.
* If you will keep them in mind, you will find tables simple, easy and fast to add on your window
*
* 1. CMenuTable uses a very simple MVC pattern, but there controller is merged with model(OnDelete, OnActivate)
* It means, that you have to inherit from CMenuBaseModel, implement all pure methods and only then you can put your data on table.
*
* 2. CMenuTable will call Update() only when you will pass a model pointer to table.
*
* 3. Adding table on items holder before you have passed a model pointer is PROHIBITED and will lead to crash.
*
* 4. You can't use columns more than MAX_TABLE_COLUMNS
*
* 5. Header text is set per Table instance.
*
* 6. Column widths are constant(at this moment). You should not exceed 1.0 in total columns width
*
*/
class CMenuTable : public CMenuBaseItem
{
public:
typedef CMenuBaseItem BaseClass;
CMenuTable();
bool KeyUp( int key ) override;
bool KeyDown( int key ) override;
void Draw() override;
void VidInit() override;
bool MouseMove( int x, int y ) override;
bool MoveView( int delta );
bool MoveCursor( int delta );
int GetCurrentIndex() { return iCurItem; }
void SetCurrentIndex( int idx );
int GetSortingColumn( void ) { return m_iSortingColumn; }
bool IsAscend( void ) { return m_bAscend; }
void SetSortingColumn( int column, bool ascend = true )
{
m_iSortingColumn = column;
m_bAscend = ascend;
if( !m_pModel->Sort( column, ascend ) )
m_iSortingColumn = -1; // sorting is not supported
}
void SwapOrder( void )
{
SetSortingColumn( m_iSortingColumn, !m_bAscend );
}
void DisableSorting( void )
{
SetSortingColumn( -1 );
}
void SetUpArrowPicture( const char *upArrow, const char *upArrowFocus, const char *upArrowPressed )
{
szUpArrow = upArrow;
szUpArrowFocus = upArrowFocus;
szUpArrowPressed = upArrowPressed;
}
void SetDownArrowPicture( const char *downArrow, const char *downArrowFocus, const char *downArrowPressed )
{
szDownArrow = downArrow;
szDownArrowFocus = downArrowFocus;
szDownArrowPressed = downArrowPressed;
}
void SetModel( CMenuBaseModel *model )
{
m_pModel = model;
m_pModel->Update();
}
void SetHeaderText( int num, const char *text )
{
if( num < MAX_TABLE_COLUMNS && num >= 0 )
szHeaderTexts[num] = text;
}
// widths are in [0.0; 1.0]
// Total of all widths should be 1.0f, but not necessary.
// to keep everything simple, if first few columns exceeds 1.0, the other will not be shown
// if you have set fixed == true, then column size is set in logical units
void SetColumnWidth( int num, float width, bool fixed = false )
{
if( num < MAX_TABLE_COLUMNS && num >= 0 )
{
columns[num].flWidth = width;
columns[num].fStaticWidth = fixed;
}
}
// shortcut for SetHeaderText && SetColumnWidth
inline void SetupColumn( int num, const char *text, float width, bool fixed = false )
{
SetHeaderText( num, text );
SetColumnWidth( num, width, fixed );
}
bool bFramedHintText;
bool bAllowSorting;
bool bShowScrollBar;
CColor iStrokeFocusedColor;
CColor iBackgroundColor;
CColor iHeaderColor;
private:
float Step( void );
void DrawLine(Point p, const char **psz, size_t size, uint textColor, bool forceCol, uint fillColor = 0);
void DrawLine(Point p, int line, uint textColor, bool forceCol, uint fillColor = 0);
const char *szHeaderTexts[MAX_TABLE_COLUMNS];
struct
{
float flWidth;
bool fStaticWidth;
} columns[MAX_TABLE_COLUMNS];
float flFixedSumm, flDynamicSumm;
CImage szBackground;
CImage szUpArrow;
CImage szUpArrowFocus;
CImage szUpArrowPressed;
CImage szDownArrow;
CImage szDownArrowFocus;
CImage szDownArrowPressed;
int iTopItem;
int iNumRows;
// scrollbar stuff // ADAMIX
Point sbarPos;
Size sbarSize;
bool iScrollBarSliding;
// highlight // mittorn
int iHighlight;
int iCurItem;
int m_iLastItemMouseChange;
// sorting
int m_iSortingColumn;
bool m_bAscend;
// header
Size headerSize;
// arrows
Point upArrow;
Point downArrow;
Size arrow;
// actual table
Point boxPos;
Size boxSize;
CMenuBaseModel *m_pModel;
};
#endif // MENU_TABLE_H