/** * @file llmenugl.h * @brief Declaration of the opengl based menu system. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_LLMENUGL_H #define LL_LLMENUGL_H #include #include "llstring.h" #include "v4color.h" #include "llframetimer.h" #include "llevent.h" #include "llkeyboard.h" #include "llfloater.h" #include "lluistring.h" #include "llview.h" extern S32 MENU_BAR_HEIGHT; extern S32 MENU_BAR_WIDTH; // These callbacks are used by the LLMenuItemCallGL and LLMenuItemCheckGL // classes during their work. typedef void (*menu_callback)(void*); // These callbacks are used by the LLMenuItemCallGL // classes during their work. typedef void (*on_disabled_callback)(void*); // This callback is used by the LLMenuItemCallGL and LLMenuItemCheckGL // to determine if the current menu is enabled. typedef BOOL (*enabled_callback)(void*); // This callback is used by LLMenuItemCheckGL to determine it's // 'checked' state. typedef BOOL (*check_callback)(void*); // This callback is potentially used by LLMenuItemCallGL. If provided, // this function is called whenever it's time to determine the label's // contents. Put the contents of the label in the provided parameter. typedef void (*label_callback)(LLString&,void*); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLMenuItemGL // // The LLMenuItemGL represents a single menu item in a menu. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLMenuItemGL : public LLView { public: // static functions to control the global color scheme. static void setEnabledColor( const LLColor4& color ) { sEnabledColor = color; } static const LLColor4& getEnabledColor() { return sEnabledColor; } static void setDisabledColor( const LLColor4& color ) { sDisabledColor = color; } static const LLColor4& getDisabledColor() { return sDisabledColor; } static void setHighlightBGColor( const LLColor4& color ) { sHighlightBackground = color; } static const LLColor4& getHighlightBGColor() { return sHighlightBackground; } static void setHighlightFGColor( const LLColor4& color ) { sHighlightForeground = color; } static const LLColor4& getHighlightFGColor() { return sHighlightForeground; } LLMenuItemGL( const LLString& name, const LLString& label, KEY key = KEY_NONE, MASK = MASK_NONE ); virtual void setValue(const LLSD& value) { setLabel(value.asString()); } virtual LLXMLNodePtr getXML(bool save_children = true) const; virtual LLString getType() const { return "item"; } virtual BOOL handleHover(S32 x, S32 y, MASK mask); virtual BOOL handleAcceleratorKey(KEY key, MASK mask); void setJumpKey(KEY key); KEY getJumpKey() const { return mJumpKey; } // set the font used by this item. void setFont(const LLFontGL* font) { mFont = font; } const LLFontGL* getFont() const { return mFont; } void setFontStyle(U8 style) { mStyle = style; } U8 getFontStyle() const { return mStyle; } // returns the height in pixels for the current font. virtual U32 getNominalHeight( void ) const; // Marks item as not needing space for check marks or accelerator keys virtual void setBriefItem(BOOL brief) { mBriefItem = brief; } virtual BOOL isBriefItem() const { return mBriefItem; } virtual BOOL addToAcceleratorList(std::list *listp); void setAllowKeyRepeat(BOOL allow) { mAllowKeyRepeat = allow; } BOOL getAllowKeyRepeat() const { return mAllowKeyRepeat; } // change the label void setLabel( const LLStringExplicit& label ) { mLabel = label; } LLString getLabel( void ) const { return mLabel.getString(); } virtual BOOL setLabelArg( const LLString& key, const LLStringExplicit& text ); // Get the parent menu for this item virtual class LLMenuGL* getMenu(); // returns the normal width of this control in pixels - this is // used for calculating the widest item, as well as for horizontal // arrangement. virtual U32 getNominalWidth( void ) const; // buildDrawLabel() - constructs the string used during the draw() // function. This reduces the overall string manipulation, but can // lead to visual errors if the state of the object changes // without the knowledge of the menu item. For example, if a // boolean being watched is changed outside of the menu item's // doIt() function, the draw buffer will not be updated and will // reflect the wrong value. If this ever becomes an issue, there // are ways to fix this. // Returns the enabled state of the item. virtual void buildDrawLabel( void ); // for branching menu items, bring sub menus up to root level of menu hierarchy virtual void updateBranchParent( LLView* parentp ){}; // doIt() - do the primary funcationality of the menu item. virtual void doIt( void ); virtual void setHighlight( BOOL highlight ); virtual BOOL getHighlight() const { return mHighlight; } // determine if this represents an active sub-menu virtual BOOL isActive( void ) const { return FALSE; } // determine if this represents an open sub-menu virtual BOOL isOpen( void ) const { return FALSE; } virtual void setEnabledSubMenus(BOOL enable){}; // LLView Functionality virtual BOOL handleKeyHere( KEY key, MASK mask ); virtual BOOL handleMouseDown( S32 x, S32 y, MASK mask ); virtual BOOL handleMouseUp( S32 x, S32 y, MASK mask ); virtual void draw( void ); BOOL getHover() const { return mGotHover; } void setDrawTextDisabled(BOOL disabled) { mDrawTextDisabled = disabled; } BOOL getDrawTextDisabled() const { return mDrawTextDisabled; } protected: void setHover(BOOL hover) { mGotHover = hover; } // This function appends the character string representation of // the current accelerator key and mask to the provided string. void appendAcceleratorString( LLString& st ) const; KEY mAcceleratorKey; MASK mAcceleratorMask; // mLabel contains the actual label specified by the user. LLUIString mLabel; // The draw labels contain some of the labels that we draw during // the draw() routine. This optimizes away some of the string // manipulation. LLUIString mDrawBoolLabel; LLUIString mDrawAccelLabel; LLUIString mDrawBranchLabel; BOOL mHighlight; private: static LLColor4 sEnabledColor; static LLColor4 sDisabledColor; static LLColor4 sHighlightBackground; static LLColor4 sHighlightForeground; // Keyboard and mouse variables BOOL mAllowKeyRepeat; BOOL mGotHover; // If true, suppress normal space for check marks on the left and accelerator // keys on the right. BOOL mBriefItem; // Font for this item const LLFontGL* mFont; U8 mStyle; BOOL mDrawTextDisabled; KEY mJumpKey; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLMenuItemCallGL // // The LLMenuItemCallerGL represents a single menu item in a menu that // calls a user defined callback. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLMenuItemCallGL : public LLMenuItemGL, public LLObservable { public: // normal constructor LLMenuItemCallGL( const LLString& name, menu_callback clicked_cb, enabled_callback enabled_cb = NULL, void* user_data = NULL, KEY key = KEY_NONE, MASK mask = MASK_NONE, BOOL enabled = TRUE, on_disabled_callback on_disabled_cb = NULL); LLMenuItemCallGL( const LLString& name, const LLString& label, menu_callback clicked_cb, enabled_callback enabled_cb = NULL, void* user_data = NULL, KEY key = KEY_NONE, MASK mask = MASK_NONE, BOOL enabled = TRUE, on_disabled_callback on_disabled_cb = NULL); // constructor for when you want to trap the arrange method. LLMenuItemCallGL( const LLString& name, const LLString& label, menu_callback clicked_cb, enabled_callback enabled_cb, label_callback label_cb, void* user_data, KEY key = KEY_NONE, MASK mask = MASK_NONE, BOOL enabled = TRUE, on_disabled_callback on_disabled_c = NULL); LLMenuItemCallGL( const LLString& name, menu_callback clicked_cb, enabled_callback enabled_cb, label_callback label_cb, void* user_data, KEY key = KEY_NONE, MASK mask = MASK_NONE, BOOL enabled = TRUE, on_disabled_callback on_disabled_c = NULL); virtual LLXMLNodePtr getXML(bool save_children = true) const; virtual LLString getType() const { return "call"; } void setEnabledControl(LLString enabled_control, LLView *context); void setVisibleControl(LLString enabled_control, LLView *context); void setMenuCallback(menu_callback callback, void* data) { mCallback = callback; mUserData = data; }; menu_callback getMenuCallback() const { return mCallback; } void setEnabledCallback(enabled_callback callback) { mEnabledCallback = callback; }; void setUserData(void *userdata) { mUserData = userdata; } void* getUserData() const { return mUserData; } // called to rebuild the draw label virtual void buildDrawLabel( void ); // doIt() - do the primary funcationality of the menu item. virtual void doIt( void ); virtual BOOL handleAcceleratorKey(KEY key, MASK mask); //virtual void draw(); private: menu_callback mCallback; // mEnabledCallback should return TRUE if the item should be enabled enabled_callback mEnabledCallback; label_callback mLabelCallback; void* mUserData; on_disabled_callback mOnDisabledCallback; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLMenuItemCheckGL // // The LLMenuItemCheckGL is an extension of the LLMenuItemCallGL // class, by allowing another method to be specified which determines // if the menu item should consider itself checked as true or not. Be // careful that the provided callback is fast - it needs to be VERY // FUCKING EFFICIENT, because it may need to be checked a lot. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLMenuItemCheckGL : public LLMenuItemCallGL { public: LLMenuItemCheckGL( const LLString& name, const LLString& label, menu_callback callback, enabled_callback enabled_cb, check_callback check, void* user_data, KEY key = KEY_NONE, MASK mask = MASK_NONE ); LLMenuItemCheckGL( const LLString& name, menu_callback callback, enabled_callback enabled_cb, check_callback check, void* user_data, KEY key = KEY_NONE, MASK mask = MASK_NONE ); LLMenuItemCheckGL( const LLString& name, const LLString& label, menu_callback callback, enabled_callback enabled_cb, LLString control_name, LLView *context, void* user_data, KEY key = KEY_NONE, MASK mask = MASK_NONE ); virtual LLXMLNodePtr getXML(bool save_children = true) const; void setCheckedControl(LLString checked_control, LLView *context); virtual void setValue(const LLSD& value); virtual LLString getType() const { return "check"; } // called to rebuild the draw label virtual void buildDrawLabel( void ); private: check_callback mCheckCallback; BOOL mChecked; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLMenuItemToggleGL // // The LLMenuItemToggleGL is a menu item that wraps around a user // specified and controlled boolean. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLMenuItemToggleGL : public LLMenuItemGL { public: LLMenuItemToggleGL( const LLString& name, const LLString& label, BOOL* toggle, KEY key = KEY_NONE, MASK mask = MASK_NONE ); LLMenuItemToggleGL( const LLString& name, BOOL* toggle, KEY key = KEY_NONE, MASK mask = MASK_NONE ); virtual LLString getType() const { return "toggle"; } // called to rebuild the draw label virtual void buildDrawLabel( void ); // doIt() - do the primary funcationality of the menu item. virtual void doIt( void ); // LLView Functionality //virtual void draw( void ); private: BOOL* mToggle; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLMenuGL // // The Menu class represents a normal rectangular menu somewhere on // screen. A Menu can have menu items (described above) or sub-menus // attached to it. Sub-menus are implemented via a specialized // menu-item type known as a branch. Since it's easy to do wrong, I've // taken the branch functionality out of public view, and encapsulate // it in the appendMenu() method. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLMenuGL : public LLUICtrl // TODO: The menu and menu item classes share a great deal of functionality and perhaps should be united. // I think it may make the most sense to make LLMenuGL be a subclass of LLMenuItemGL. -MG { // let branching menu items use my protected traversal methods friend class LLMenuItemBranchGL; public: LLMenuGL( const LLString& name, const LLString& label, LLHandle parent_floater = LLHandle()); LLMenuGL( const LLString& label, LLHandle parent_floater = LLHandle() ); virtual ~LLMenuGL( void ); virtual LLXMLNodePtr getXML(bool save_children = true) const; static LLView* fromXML(LLXMLNodePtr node, LLView *parent, LLUICtrlFactory *factory); void parseChildXML(LLXMLNodePtr child, LLView *parent, LLUICtrlFactory *factory); // LLView Functionality virtual BOOL handleUnicodeCharHere( llwchar uni_char ); virtual BOOL handleHover( S32 x, S32 y, MASK mask ); virtual void draw( void ); virtual void drawBackground(LLMenuItemGL* itemp, LLColor4& color); virtual void setVisible(BOOL visible); virtual BOOL handleAcceleratorKey(KEY key, MASK mask); LLMenuGL* getChildMenuByName(const LLString& name, BOOL recurse) const; BOOL clearHoverItem(); // return the name label const LLString& getLabel( void ) const { return mLabel.getString(); } void setLabel(const LLStringExplicit& label) { mLabel = label; } // background colors static void setDefaultBackgroundColor( const LLColor4& color ) { sDefaultBackgroundColor = color; } void setBackgroundColor( const LLColor4& color ) { mBackgroundColor = color; } const LLColor4& getBackgroundColor() const { return mBackgroundColor; } void setBackgroundVisible( BOOL b ) { mBgVisible = b; } void setCanTearOff(BOOL tear_off, LLHandle parent_floater_handle = LLHandle()); // Add the menu item to this menu. virtual BOOL append( LLMenuItemGL* item ); // add a separator to this menu virtual BOOL appendSeparator( const LLString &separator_name = "separator" ); // add a menu - this will create a cascading menu virtual BOOL appendMenu( LLMenuGL* menu ); // for branching menu items, bring sub menus up to root level of menu hierarchy virtual void updateParent( LLView* parentp ); // setItemEnabled() - pass the name and the enable flag for a // menu item. TRUE will make sure it's enabled, FALSE will disable // it. void setItemEnabled( const LLString& name, BOOL enable ); // propagate message to submenus void setEnabledSubMenus(BOOL enable); void setItemVisible( const LLString& name, BOOL visible); // sets the left,bottom corner of menu, useful for popups void setLeftAndBottom(S32 left, S32 bottom); virtual BOOL handleJumpKey(KEY key); virtual BOOL jumpKeysActive(); virtual BOOL isOpen(); // Shape this menu to fit the current state of the children, and // adjust the child rects to fit. This is called automatically // when you add items. *FIX: We may need to deal with visibility // arrangement. virtual void arrange( void ); // remove all items on the menu void empty( void ); // Rearrange the components, and do the right thing if the menu doesn't // fit in the bounds. // virtual void arrangeWithBounds(LLRect bounds); void setItemLastSelected(LLMenuItemGL* item); // must be in menu U32 getItemCount(); // number of menu items LLMenuItemGL* getItem(S32 number); // 0 = first item LLMenuItemGL* getHighlightedItem(); LLMenuItemGL* highlightNextItem(LLMenuItemGL* cur_item, BOOL skip_disabled = TRUE); LLMenuItemGL* highlightPrevItem(LLMenuItemGL* cur_item, BOOL skip_disabled = TRUE); void buildDrawLabels(); void createJumpKeys(); // Show popup in global screen space based on last mouse location. static void showPopup(LLMenuGL* menu); // Show popup at a specific location. static void showPopup(LLView* spawning_view, LLMenuGL* menu, S32 x, S32 y); // Whether to drop shadow menu bar void setDropShadowed( const BOOL shadowed ); void setParentMenuItem( LLMenuItemGL* parent_menu_item ) { mParentMenuItem = parent_menu_item; } LLMenuItemGL* getParentMenuItem() { return mParentMenuItem; } void setTornOff(BOOL torn_off); BOOL getTornOff() { return mTornOff; } BOOL getCanTearOff() { return mTearOffItem != NULL; } KEY getJumpKey() const { return mJumpKey; } void setJumpKey(KEY key) { mJumpKey = key; } static void setKeyboardMode(BOOL mode) { sKeyboardMode = mode; } static BOOL getKeyboardMode() { return sKeyboardMode; } static void onFocusLost(LLView* old_focus); static class LLMenuHolderGL* sMenuContainer; protected: void createSpilloverBranch(); void cleanupSpilloverBranch(); // TODO: create accessor methods for these? typedef std::list< LLMenuItemGL* > item_list_t; item_list_t mItems; typedef std::map navigation_key_map_t; navigation_key_map_t mJumpKeys; S32 mLastMouseX; S32 mLastMouseY; S32 mMouseVelX; S32 mMouseVelY; BOOL mHorizontalLayout; BOOL mKeepFixedSize; private: static LLColor4 sDefaultBackgroundColor; static BOOL sKeyboardMode; LLColor4 mBackgroundColor; BOOL mBgVisible; LLMenuItemGL* mParentMenuItem; LLUIString mLabel; BOOL mDropShadowed; // Whether to drop shadow BOOL mHasSelection; LLFrameTimer mFadeTimer; BOOL mTornOff; class LLMenuItemTearOffGL* mTearOffItem; class LLMenuItemBranchGL* mSpilloverBranch; LLMenuGL* mSpilloverMenu; LLHandle mParentFloaterHandle; KEY mJumpKey; }; // end class LLMenuGL //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLMenuItemBranchGL // // The LLMenuItemBranchGL represents a menu item that has a // sub-menu. This is used to make cascading menus. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLMenuItemBranchGL : public LLMenuItemGL { public: LLMenuItemBranchGL( const LLString& name, const LLString& label, LLMenuGL* branch, KEY key = KEY_NONE, MASK mask = MASK_NONE ); virtual LLXMLNodePtr getXML(bool save_children = true) const; virtual LLString getType() const { return "menu"; } virtual BOOL handleMouseUp(S32 x, S32 y, MASK mask); virtual BOOL handleAcceleratorKey(KEY key, MASK mask); // check if we've used these accelerators already virtual BOOL addToAcceleratorList(std::list *listp); // called to rebuild the draw label virtual void buildDrawLabel( void ); // doIt() - do the primary funcationality of the menu item. virtual void doIt( void ); virtual BOOL handleKey(KEY key, MASK mask, BOOL called_from_parent); virtual BOOL handleUnicodeChar(llwchar uni_char, BOOL called_from_parent); // set the hover status (called by it's menu) and if the object is // active. This is used for behavior transfer. virtual void setHighlight( BOOL highlight ); virtual BOOL handleKeyHere(KEY key, MASK mask); virtual BOOL isActive() const { return isOpen() && mBranch->getHighlightedItem(); } virtual BOOL isOpen() const { return mBranch->isOpen(); } LLMenuGL *getBranch() const { return mBranch; } virtual void updateBranchParent( LLView* parentp ); // LLView Functionality virtual void onVisibilityChange( BOOL curVisibilityIn ); virtual void draw(); virtual void setEnabledSubMenus(BOOL enabled) { mBranch->setEnabledSubMenus(enabled); } virtual void openMenu(); virtual LLView* getChildView(const LLString& name, BOOL recurse = TRUE, BOOL create_if_missing = TRUE) const; private: LLMenuGL* mBranch; }; // end class LLMenuItemBranchGL //----------------------------------------------------------------------------- // class LLPieMenu // A circular menu of items, icons, etc. //----------------------------------------------------------------------------- class LLPieMenu : public LLMenuGL { public: LLPieMenu(const LLString& name, const LLString& label); LLPieMenu(const LLString& name); virtual ~LLPieMenu() {} void initXML(LLXMLNodePtr node, LLView *context, LLUICtrlFactory *factory); // LLView Functionality // can't set visibility directly, must call show or hide virtual void setVisible(BOOL visible); virtual BOOL handleHover( S32 x, S32 y, MASK mask ); virtual BOOL handleMouseDown( S32 x, S32 y, MASK mask ); virtual BOOL handleRightMouseDown(S32 x, S32 y, MASK mask); virtual BOOL handleRightMouseUp( S32 x, S32 y, MASK mask ); virtual BOOL handleMouseUp( S32 x, S32 y, MASK mask ); virtual void draw(); virtual void drawBackground(LLMenuItemGL* itemp, LLColor4& color); virtual BOOL append(LLMenuItemGL* item); virtual BOOL appendSeparator( const LLString &separator_name = "separator" ); // the enabled callback is meant for the submenu. The api works // this way because the menu branch item responsible for the pie // submenu is constructed here. virtual BOOL appendMenu(LLPieMenu *menu, enabled_callback enabled_cb = NULL, void* user_data = NULL ); virtual void arrange( void ); // Display the menu centered on this point on the screen. void show(S32 x, S32 y, BOOL mouse_down); void hide(BOOL item_selected); private: LLMenuItemGL *pieItemFromXY(S32 x, S32 y); S32 pieItemIndexFromXY(S32 x, S32 y); // These cause menu items to be spuriously selected by right-clicks // near the window edge at low frame rates. I don't think they are // needed unless you shift the menu position in the draw() function. JC //S32 mShiftHoriz; // non-zero if menu had to shift this frame //S32 mShiftVert; // non-zero if menu had to shift this frame BOOL mFirstMouseDown; // true from show until mouse up BOOL mUseInfiniteRadius; // allow picking pie menu items anywhere outside of center circle LLMenuItemGL* mHoverItem; BOOL mHoverThisFrame; BOOL mHoveredAnyItem; LLFrameTimer mShrinkBorderTimer; F32 mOuterRingAlpha; // for rendering pie menus as both bounded and unbounded F32 mCurRadius; BOOL mRightMouseDown; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLMenuBarGL // // A menu bar displays menus horizontally. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLMenuBarGL : public LLMenuGL { public: LLMenuBarGL( const LLString& name ); virtual ~LLMenuBarGL(); virtual LLXMLNodePtr getXML(bool save_children = true) const; static LLView* fromXML(LLXMLNodePtr node, LLView *parent, LLUICtrlFactory *factory); virtual BOOL handleAcceleratorKey(KEY key, MASK mask); virtual BOOL handleKeyHere(KEY key, MASK mask); virtual BOOL handleJumpKey(KEY key); // rearrange the child rects so they fit the shape of the menu // bar. virtual void arrange( void ); virtual void draw(); virtual BOOL jumpKeysActive(); // add a vertical separator to this menu virtual BOOL appendSeparator( const LLString &separator_name = "separator" ); // add a menu - this will create a drop down menu. virtual BOOL appendMenu( LLMenuGL* menu ); // LLView Functionality virtual BOOL handleHover( S32 x, S32 y, MASK mask ); // Returns x position of rightmost child, usually Help menu S32 getRightmostMenuEdge(); void resetMenuTrigger() { mAltKeyTrigger = FALSE; } private: void checkMenuTrigger(); std::list mAccelerators; BOOL mAltKeyTrigger; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLMenuHolderGL // // High level view that serves as parent for all menus //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLMenuHolderGL : public LLPanel { public: LLMenuHolderGL(); LLMenuHolderGL(const LLString& name, const LLRect& rect, BOOL mouse_opaque, U32 follows = FOLLOWS_NONE); virtual ~LLMenuHolderGL() {} virtual BOOL hideMenus(); void reshape(S32 width, S32 height, BOOL called_from_parent); void setCanHide(BOOL can_hide) { mCanHide = can_hide; } // LLView functionality virtual void draw(); virtual BOOL handleMouseDown( S32 x, S32 y, MASK mask ); virtual BOOL handleRightMouseDown( S32 x, S32 y, MASK mask ); virtual const LLRect getMenuRect() const { return getLocalRect(); } virtual BOOL hasVisibleMenu() const; static void setActivatedItem(LLMenuItemGL* item); private: static LLHandle sItemLastSelectedHandle; static LLFrameTimer sItemActivationTimer; BOOL mCanHide; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLTearOffMenu // // Floater that hosts a menu // https://wiki.lindenlab.com/mediawiki/index.php?title=LLTearOffMenu&oldid=81344 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLTearOffMenu : public LLFloater { public: static LLTearOffMenu* create(LLMenuGL* menup); virtual ~LLTearOffMenu() {} virtual void onClose(bool app_quitting); virtual void draw(void); virtual void onFocusReceived(); virtual void onFocusLost(); virtual BOOL handleUnicodeChar(llwchar uni_char, BOOL called_from_parent); virtual BOOL handleKeyHere(KEY key, MASK mask); virtual void translate(S32 x, S32 y); private: LLTearOffMenu(LLMenuGL* menup); LLView* mOldParent; LLMenuGL* mMenu; F32 mTargetHeight; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Class LLMenuItemTearOffGL // // This class represents a separator. //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class LLMenuItemTearOffGL : public LLMenuItemGL { public: LLMenuItemTearOffGL( LLHandle parent_floater_handle = LLHandle()); virtual LLString getType() const { return "tearoff_menu"; } virtual void doIt(void); virtual void draw(void); virtual U32 getNominalHeight() const; private: LLHandle mParentHandle; }; // *TODO: this is currently working, so finish implementation class LLEditMenuHandlerMgr { public: LLEditMenuHandlerMgr& getInstance() { static LLEditMenuHandlerMgr instance; return instance; } virtual ~LLEditMenuHandlerMgr() {} private: LLEditMenuHandlerMgr() {}; }; #endif // LL_LLMENUGL_H