/usr/src/castle-game-engine-5.2.0/window/castlewindowmenu.inc is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2004-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ CastleWindow menu bar. }
{$ifdef read_interface}
TMenu = class;
{ A basic class representing basic menu building block.
This can be a separator, clickable menu item or something that
expands to submenu. }
TMenuEntry = class
private
{ if CorrectParentWindow <> nil call CorrectParentWindow.Menu*. }
procedure MenuInitialize;
procedure MenuFinalize;
private
{ Stuff internal for proper communication between menu and
TCastleWindowCustom implementation. }
{ ParentWindow to call MenuFinalize, MenuInitialize.
Used only on root menu item
(the one with ParentMenu = @nil). From TMenuEntry implementations,
you should use CorrectParentWindow, that looks for it recursively.
This way we only have to update it on SetMainMenu (no need to keep
it recursively updated in all TMenuEntry instances). }
ParentWindow: TCastleWindowCustom;
{ Internal handle of this menu item within CastleWindow backend.
This is used by CastleWindow backend implementation, to store the
internal resource corresponding to this menu entry.
The exact interpretation depends on CastleWindow backend,
and should not be messed with. }
Handle: Pointer;
FParentMenu: TMenu;
FParentMenuPosition: Cardinal;
function CorrectParentWindow: TCastleWindowCustom;
protected
{ Recursively clear TMenuEntry.Handle values. }
procedure ClearHandles; virtual;
public
{ For optimization purposes, you may surround many menu changes
inside MenuUpdateBegin + MenuUpdateEnd calls.
Make sure window is not closed / opened between them.
@groupBegin }
procedure MenuUpdateBegin;
procedure MenuUpdateEnd;
{ @groupEnd }
{ This is the parent TMenu that has this item in it's Entries list.
@nil is there is not parent menu yet (e.g. because it's not assigned
yet, or because this is the main menu). }
property ParentMenu: TMenu read FParentMenu;
{ Position on ParentMenu. Indexed from 0, so
ParentMenu.Entries[ParentMenuPosition] should be always equal to Self
(as long as ParentMenu <> @nil. }
property ParentMenuPosition: Cardinal read FParentMenuPosition;
end;
TMenuEntryList = specialize TFPGObjectList<TMenuEntry>;
TMenuEntryWithCaption = class(TMenuEntry)
private
FCaption: String;
procedure SetCaption(const Value: String);
private
FEnabled: boolean;
procedure SetEnabled(Value: boolean);
public
constructor Create(const ACaption: String);
{ Caption of this menu entry. Will be shown to user.
To indicate that some letter of a caption is a mnemonic
for this menu item put '_' (underscore) char before this
letter. Depending on CastleWindow-backend-dependent,
mnemonics should allow user to easier activate this menu item
with keyboard (e.g. Alt+mnemonic to dropdown item in MainMenu).
You can put two consecutive underscore chars in Caption to
indicate that here Caption should display literally one underscore
character.
(Convention to mark mnemonics with '_' is just copied from gtk,
from gtk_label_new_with_mnemonic. So no, I didn't invent
another new convention here.)
It is undefined what will happen if you put underscore chars
before *two* or more letters in Caption.
I.e. you can't define multiple mnemonics for one menu item.
I.e. this will not crash your program,
but results may be CastleWindow-backend-dependent.
Just like in GTK toolkit gtk_label_new_with_mnemonic and
gtk_menu_item_new_with_mnemonic. }
property Caption: String read FCaption write SetCaption;
property Enabled: boolean read FEnabled write SetEnabled
default true;
end;
TMenuItemRadioGroup = class;
{ TMenuEntry that contains a list of menu entries.
This is the basic class to represent a drop-down menu, a submenu etc. }
TMenu = class(TMenuEntryWithCaption)
private
FEntries: TMenuEntryList;
function GetEntries(Index: Integer): TMenuEntry;
protected
procedure ClearHandles; override;
public
constructor Create(const ACaption: String);
destructor Destroy; override;
{ Items (entries) on the menu. Items are owned by this menu instance
(are automatically freed at destruction, at @link(Delete) and such). }
property Entries [Index: Integer]: TMenuEntry read GetEntries; default;
function Count: Integer;
procedure Insert(Index: Integer; Value: TMenuEntry);
{ Add at the end. Same as Insert(@link(Count), Value). }
procedure Append(Value: TMenuEntry);
procedure Delete(Index: Integer);
procedure Clear;
{ @deprecated Deprecated name for @link(Count). }
function EntriesCount: Integer; deprecated;
{ @deprecated Deprecated name for @link(Delete). }
procedure EntryDelete(Index: Integer); deprecated;
{ @deprecated Deprecated name for @link(Clear). }
procedure EntriesDeleteAll; deprecated;
{ @deprecated Deprecated name for @link(Clear). }
procedure DeleteAll;
{ Append a number of radio menu items.
This is a comfortable shortcut for an often task of adding
many TMenuItemRadio items that create a new radio group
(TMenuItemRadioGroup).
For each item of Items list, we'll add a new TMenuItemRadio instance.
@unorderedList(
@item(TMenuItemRadio.Caption will be set to the Items[I]
string. Additionally it will be quoted by SQuoteMenuEntryCaption
to avoid interpreting underscore characters (if QuoteCaption).)
@item(TMenuItemRadio.IntData will be set to BaseIntData + the number
of this item. (This is usually most comfortable,
you can handle this radio group by "case" with a range.))
@item(TMenuItemRadio.Group will be equal. More precisely:
along with creating the first TMenuItemRadio, we will also
create new TMenuItemRadioGroup. For the rest of TMenuItemRadio,
we'll assign this group.)
@item(TMenuItemRadio.Checked will be set to @true on only
one item: the one numbered SelectedIndex.
Pass SelectedIndex negative (or >= than items count)
to have no radio item checked by default.)
@item(TMenuItemRadio.AutoCheckedToggle will be set according
to ou parameter AAutoCheckedToggle.)
)
We return the newly created TMenuItemRadioGroup.
If Items is empty, this does nothing and returns @nil.
}
function AppendRadioGroup(const Items: array of string;
BaseIntData: Cardinal; SelectedIndex: Integer;
AAutoCheckedToggle: boolean; QuoteCaption: boolean = true): TMenuItemRadioGroup;
end;
{ TMenuEntry that is a simple, clickable menu item.
User expects that something will happend when he clicks on TMenuItem.
You can also specify key shortcuts for this menu item. }
TMenuItem = class(TMenuEntryWithCaption)
private
FIntData: Integer;
FSmallId: Integer;
FCharKey: char;
FKey: TKey;
FModifiers: TModifierKeys;
public
{ An integer value, for any purpose you want. Useful to identify this item in
TCastleWindowCustom.OnMenuClick callback. }
property IntData: Integer read FIntData write FIntData;
{ Unique small identifier of this menu item.
This is initialized at creation of this object, to be unique among
all currently existing (created and not destroyed) TMenuItem instances.
The intention is that this SmallId should be the smallest possible value >= 0.
So it's not something like PtrUInt(Self).
This may be useful when you're constructing a menu
using some API --- you usually want to identify
your menu item by some unique id and you want this id to be small
(e.g. under WinAPI menu item's id must fit in 16 bit integer).
@seealso MenuItemFromSmallId }
property SmallId: Integer read FSmallId;
{ Called when this menu item will be choosen by user (by clicking,
or pressing the matching key shortcut).
You can override this and return true if you handled the event.
If this will return false, CastleWindow will call EventMenuClick
(OnMenuClick).
When entering this method, current OpenGL context is set to
the context of the window that the clicked menu belongs to.
Default implementation of this method in this class always returns false. }
function DoClick: boolean; virtual;
{ Key shortcut for this menu item.
When user presses indicated Key (if it's not K_None)
or CharKey (if it's not #0) then DoClick will be called
(which results in TCastleWindowCustom.EventMenuClick,
and TCastleWindowCustom.OnMenuClick,
if DoClick returns false).
Handling of menu key shortcuts is completely within the CastleWindow
(usually, it's even done by the underlying backend like GTK or WinAPI).
You will not get EventPress (OnPress) messages for keypresses that translate
to menu clicks. Although TCastleWindowCustom.Pressed.Keys will be
still appropriately updated.
Note that Caption of this object should not contain
description of Key or CharKey. The backend will automatically show the
key description in an appropriate way.
You should use at most one of these properties, not both.
So either use Key or CharKey, and leave the other one at default
value (Key = K_None, CharKey = #0).
Note that
CharKey = #8 (CharBackSpace = CtrlH) or
CharKey = #9 (CharTab = CtrlI) or
CharKey = #13 (CharEnter = CtrlM)
are interpreted to mean the combination of letter with Ctrl modfier.
They do @bold(not) mean the backspace or tab or enter keys.
If you want to have backspace/tab/enter keys to activate the menu item,
use Key = K_BackSpace, Key = K_Tab or Key = K_Enter.
TODO: for now, this must be assigned before adding this menu item
to parent (actually, before the parent menu is added to window MainMenu)
to work reliably. Don't change this property afterwards.
Usually, you will set this property by an argument to the constructor.
@groupBegin }
property CharKey: char read FCharKey write FCharKey default #0;
property Key: TKey read FKey write FKey default K_None;
{ @groupEnd }
{ Modifiers (shift, ctrl and such) required to activate this menu item.
These have to be pressed along with @link(Key) or @link(CharKey).
Note that CharKey may already indicate some modifiers,
if it's one of the CtrlA ... CtrlZ then the Ctrl key is required
and if it's an uppercase letter then the Shift key is required.
There's no need to include this modifier in this property then.
TODO: for now, this must be assigned before adding this menu item
to parent (actually, before the parent menu is added to window MainMenu)
to work reliably. Don't change this property afterwards. }
property Modifiers: TModifierKeys read FModifiers write FModifiers;
{ Returns as S the string that describes key shortcut
(@link(CharKey), @link(Key), @link(Modifiers)) and then returns true.
If both CharKey = #0 and Key = K_None then returns false and
S is undefined. }
function KeyString(out S: string): boolean;
function KeyMatches(const AKey: TKey; const ACharKey: char;
const AModifiers: TModifierKeys): boolean;
{ Caption with optional key description (returned by KeyString)
appended. }
function CaptionWithKey: string;
constructor Create(const ACaption: String; AIntData: Integer);
constructor Create(const ACaption: String; AIntData: Integer; ACharKey: char);
constructor Create(const ACaption: String; AIntData: Integer; AKey: TKey);
destructor Destroy; override;
end;
{ TMenuEntry that acts as a visual separator (horizontal line
or something like that) between menu items. This is not clickable
by the user. Separators may be sometimes ignored in toplevel menus
(e.g. WinAPI does not allow separator in toplevel menu bar). }
TMenuSeparator = class(TMenuEntry)
end;
{ TMenuItem that should visualize Checked state somehow to the user. }
TMenuItemChecked = class(TMenuItem)
private
FChecked: boolean;
FAutoCheckedToggle: boolean;
protected
{ Called when Checked property is assigned. }
procedure SetChecked(Value: boolean); virtual;
{ Called from DoClick when AutoCheckedToggle is @true.
It's supposed to actually implement the AutoCheckedToggle behavior.
Note that this is overriden ina a "dirty" way
(i.e. not calling "inherited") in TMenuItemRadio descendant. }
procedure DoAutoCheckedToggle; virtual;
public
property Checked: boolean read FChecked write SetChecked;
{ If @true then each time user chooses this menu item,
@link(Checked) is changed to @code(not Checked). }
property AutoCheckedToggle: boolean read FAutoCheckedToggle
write FAutoCheckedToggle;
{ Overriden to handle AutoCheckedToggle. In this class,
DoClick still returns false (like in ancestor class). }
function DoClick: boolean; override;
constructor Create(const ACaption: String; AIntData: Integer;
AChecked, AAutoCheckedToggle: boolean);
constructor Create(const ACaption: String; AIntData: Integer; ACharKey: char;
AChecked, AAutoCheckedToggle: boolean);
constructor Create(const ACaption: String; AIntData: Integer; AKey: TKey;
AChecked, AAutoCheckedToggle: boolean);
end;
{ Menu radio item. Similar to TMenuItemChecked, but it belongs to a group and
within this group only one (or none) radio button can be checked.
Note that AutoCheckedToggle property has a little different
meaning in this class: whenever user will click on some item,
it will be automatically set to Checked = @true and the rest
of items within this group will be set to Checked = @false.
You can of course operate on Checked property explicitly,
setting it to @true or @false. }
TMenuItemRadio = class(TMenuItemChecked)
private
FGroup: TMenuItemRadioGroup;
procedure SetGroup(Value: TMenuItemRadioGroup);
procedure CreateCommon;
protected
procedure SetChecked(Value: boolean); override;
procedure DoAutoCheckedToggle; override;
public
constructor Create(const ACaption: String; AIntData: Integer;
AChecked, AAutoCheckedToggle: boolean);
constructor Create(const ACaption: String; AIntData: Integer; ACharKey: char;
AChecked, AAutoCheckedToggle: boolean);
constructor Create(const ACaption: String; AIntData: Integer; AKey: TKey;
AChecked, AAutoCheckedToggle: boolean);
destructor Destroy; override;
{ The list of radio items within this group. This is never @nil.
Assigning this property is equivalent to adding yourself to the
wanted group. I.e. @code(Item.Group := NewGroup;)
is equivalent to NewGroup.Add(Item). }
property Group: TMenuItemRadioGroup read FGroup write SetGroup;
end;
{ A group of radio buttons.
An instance of this object is always
created and destroyed automatically by TMenuItemRadio objects.
All TMenuItemRadio within the same group share the same
TMenuItemRadioGroup instance.
Never modify anything within this group using general TFPGObjectList
properties. Instead always use methods defined here. }
TMenuItemRadioGroup = class(specialize TFPGObjectList<TMenuItemRadio>)
private
FSelected: TMenuItemRadio;
procedure SetSelected(Value: TMenuItemRadio);
{ Index of @link(Selected) menu item. -1 if Selected is @nil. }
function SelectedIndex: Integer;
public
{ Adds an existing radio menu item to this group.
After this, Item.Group will point to this group object.
Note that Item.Checked may be changed to @false if there
already is a selected item in this group. If the added
item already has Item.Checked = @false then for sure
it will not be changed (SelectedIndex can be left as -1). }
procedure Add(Item: TMenuItemRadio);
procedure Remove(Item: TMenuItemRadio);
{ This is the only currently Checked item.
It can be nil if no item is checked currently
(this can happen if you added all initial items with
Checked = @false, or if you later removed the checked item from the
group; we need a state to represent this situation, that's why
it's allowed for radio group to have none radio item chosen). }
property Selected: TMenuItemRadio read FSelected write SetSelected;
{ Return previous (from @link(Selected)) menu item in this group.
If there is no previous item, but still @link(Selected) <> nil,
return @link(Selected).
Only when there's no @link(Selected) item, returns @false. }
function Previous(out Item: TMenuItemRadio): boolean;
{ Return next (from @link(Selected)) menu item in this group.
If there is no next item, but still @link(Selected) <> nil,
return @link(Selected).
Only when there's no @link(Selected) item, returns @false. }
function Next(out Item: TMenuItemRadio): boolean;
(* procedure DebugWriteln; *)
end;
{ Menu item that toggles TCastleWindowCustom.FullScreen.
This already has a nice caption, key shortcut (F11 on most platforms,
except Mac OS X where it's Command+F11 (on LCL backend) or Ctrl+F11
(on other backends), since the bare F11 is reserved on Mac OS X).
And it has a DoClick implementation that takes care of the actual job.
So you can just add it to your menu, and forget about it. }
TMenuItemToggleFullScreen = class(TMenuItemChecked)
constructor Create(const InitialFullScreen: boolean);
function DoClick: boolean; override;
end;
{$endif read_interface}
{$ifdef read_interface_2}
{ Search for menu item with given SmallId.
SearchSmallId must be a SmallId of some existing (i.e. created and not
destroyed yet) TMenuItem. This function returns this TMenuItem. }
function MenuItemFromSmallId(SearchSmallId: Integer): TMenuItem;
{ Returns S with each '__' replaced with single '_',
any other '_' removed.
In other words: with mnemonics (as defined by
@link(TMenuEntryWithCaption.Caption) removed. }
function SRemoveMnemonics(const S: string): string;
{ Returns S with each underscore '_' replaced by two underscores, '__'.
In other words: S will not contain any mnemonics.
If you will assign S to @link(TMenuEntryWithCaption.Caption),
then this menu entry caption will display exactly S,
without any mnemonics. Single '_' in S will be displayed exactly
as single '_'. }
function SQuoteMenuEntryCaption(const S: string): string;
{$endif read_interface_2}
{$ifdef read_implementation}
{ Implementation of these classes is NOT dependent on CastleWindow
implementation (i.e. it's not GTK or WinAPI specific).
That was the original idea of this unit. Once these classes
were even declared in a separate unit (that was not dependent on CastleWindow
unit).
Such separation makes implementation of these things simple --
it's not cluttered with GTK/WinAPI specific details.
}
{ TMenuEntry ------------------------------------------------------------ }
function TMenuEntry.CorrectParentWindow: TCastleWindowCustom;
begin
if ParentMenu = nil then
Result := ParentWindow else
Result := ParentMenu.CorrectParentWindow;
end;
procedure TMenuEntry.MenuInitialize;
var
P: TCastleWindowCustom;
begin
P := CorrectParentWindow;
if P <> nil then P.MenuInitialize;
end;
procedure TMenuEntry.MenuFinalize;
var
P: TCastleWindowCustom;
begin
P := CorrectParentWindow;
if P <> nil then P.MenuFinalize;
end;
procedure TMenuEntry.MenuUpdateBegin;
var
P: TCastleWindowCustom;
begin
P := CorrectParentWindow;
if P <> nil then P.MenuUpdateBegin;
end;
procedure TMenuEntry.MenuUpdateEnd;
var
P: TCastleWindowCustom;
begin
P := CorrectParentWindow;
if P <> nil then P.MenuUpdateEnd;
end;
procedure TMenuEntry.ClearHandles;
begin
Handle := nil;
end;
{ TMenuEntryWithCaption ---------------------------------------- }
constructor TMenuEntryWithCaption.Create(const ACaption: String);
begin
inherited Create;
FCaption := ACaption;
FEnabled := true;
end;
procedure TMenuEntryWithCaption.SetCaption(const Value: String);
var
P: TCastleWindowCustom;
begin
FCaption := Value;
P := CorrectParentWindow;
if (P <> nil) and (not P.Closed) then P.MenuUpdateCaption(Self);
end;
procedure TMenuEntryWithCaption.SetEnabled(Value: boolean);
var
P: TCastleWindowCustom;
begin
if FEnabled <> Value then
begin
FEnabled := Value;
P := CorrectParentWindow;
if (P <> nil) and (not P.Closed) then P.MenuUpdateEnabled(Self);
end;
end;
{ TMenu ------------------------------------------------------------ }
constructor TMenu.Create(const ACaption: String);
begin
inherited Create(ACaption);
FEntries := TMenuEntryList.Create(true);
end;
destructor TMenu.Destroy;
begin
FreeAndNil(FEntries);
inherited;
end;
function TMenu.GetEntries(Index: Integer): TMenuEntry;
begin
Result := FEntries[Index];
end;
function TMenu.EntriesCount: Integer;
begin
Result := Count;
end;
function TMenu.Count: Integer;
begin
Result := FEntries.Count;
end;
procedure TMenu.Insert(Index: Integer; Value: TMenuEntry);
var
I: Integer;
P: TCastleWindowCustom;
begin
FEntries.Insert(Index, Value);
{ update Value.FParentMenu }
Value.FParentMenu := Self;
{ update changed FParentMenuPosition values (this includes
Value.FParentMenuPosition) }
for I := Index to Count - 1 do
FEntries[I].FParentMenuPosition := I;
P := CorrectParentWindow;
if (P <> nil) and (not P.Closed) then P.MenuInsert(Self, Index, Value);
end;
procedure TMenu.Append(Value: TMenuEntry);
begin
Insert(FEntries.Count, Value);
end;
procedure TMenu.EntryDelete(Index: Integer);
begin
Delete(Index);
end;
procedure TMenu.Delete(Index: Integer);
var
I: Integer;
Entry: TMenuEntry;
P: TCastleWindowCustom;
begin
{ extract Entry from Entries list }
Entry := FEntries[Index];
FEntries.FreeObjects := false; // temporarily disable FreeObjects
FEntries.Delete(Index);
FEntries.FreeObjects := true;
{ update changed FParentMenuPosition values }
for I := Index to Count - 1 do
FEntries[I].FParentMenuPosition := I;
P := CorrectParentWindow;
if (P <> nil) and (not P.Closed) then P.MenuDelete(Self, Index, Entry);
FreeAndNil(Entry);
end;
procedure TMenu.EntriesDeleteAll;
begin
Clear;
end;
procedure TMenu.DeleteAll;
begin
Clear;
end;
procedure TMenu.Clear;
var
I: Integer;
begin
MenuUpdateBegin;
for I := Count - 1 downto 0 do
Delete(I);
MenuUpdateEnd;
end;
function TMenu.AppendRadioGroup(const Items: array of string;
BaseIntData: Cardinal; SelectedIndex: Integer;
AAutoCheckedToggle: boolean; QuoteCaption: boolean): TMenuItemRadioGroup;
var
Radio: TMenuItemRadio;
I: Integer;
S: string;
begin
Result := nil;
for I := 0 to High(Items) do
begin
S := Items[I];
if QuoteCaption then
S := SQuoteMenuEntryCaption(S);
Radio := TMenuItemRadio.Create(S,
Cardinal(I) + BaseIntData, I = SelectedIndex, AAutoCheckedToggle);
if Result = nil then
Result := Radio.Group else
Radio.Group := Result;
Append(Radio);
end;
end;
procedure TMenu.ClearHandles;
var
I: Integer;
begin
inherited;
for I := 0 to Count - 1 do
Entries[I].ClearHandles;
end;
{ TMenuItem ------------------------------------------------------------ }
var
{ This list contains only TMenuItem objects (and some nils).
Position on this list is object's SmallId.
The current implementation of SmallId in this unit is a resource-eater
(MenuItems only grows !), it can be optimized in many ways.
But I don't do it because I don't need
it for now -- all my programs use a limited set of menu items, and usually
free those menu items right before exiting. So there's no need to optimize
this for them. }
MenuItems: TMenuEntryList;
function TMenuItem.DoClick: boolean;
begin
Result := false;
end;
function TMenuItem.KeyString(out S: string): boolean;
begin
Result := CastleWindow.KeyString(CharKey, Key, Modifiers, S);
end;
function TMenuItem.KeyMatches(const AKey: TKey; const ACharKey: char;
const AModifiers: TModifierKeys): boolean;
begin
{ AModifiers (currently pressed) must be a superset of required Modifiers. }
if not (AModifiers >= Modifiers) then
Exit(false);
{ For CtrlH (= CharBackspace), *do not* match backspace key. }
if (Key = K_None) and (CharKey = CharBackSpace) then
Result := (ACharKey = CharBackSpace) and not (AKey = K_BackSpace) else
if (Key = K_None) and (CharKey = CharEnter) then
Result := (ACharKey = CharEnter) and not (AKey = K_Enter) else
if (Key = K_None) and (CharKey = CharTab) then
Result := (ACharKey = CharTab) and not (AKey = K_Tab) else
Result :=
( (AKey <> K_None) and (Key = AKey) ) or
( (ACharKey <> #0) and (CharKey = ACharKey) );
end;
function TMenuItem.CaptionWithKey: string;
var KeyStr: string;
begin
Result := Caption;
if KeyString(KeyStr) then
Result += ' [' + KeyStr + ']';
end;
constructor TMenuItem.Create(const ACaption: String; AIntData: Integer);
begin
inherited Create(ACaption);
FIntData := AIntData;
FSmallId := MenuItems.Count;
MenuItems.Add(Self);
end;
constructor TMenuItem.Create(const ACaption: String; AIntData: Integer;
ACharKey: char);
begin
Create(ACaption, AIntData);
FCharKey := ACharKey;
end;
constructor TMenuItem.Create(const ACaption: String; AIntData: Integer;
AKey: TKey);
begin
Create(ACaption, AIntData);
FKey := AKey;
end;
destructor TMenuItem.Destroy;
begin
{ We must set MenuItems[SmallId] so that MenuItemFromSmallId
will never try to dereference a non-existing object.
Note that we can't simply delete SmallId item from MenuItems
because that would shift all following objects (and made their SmallId
not corresponging to their index on MenuItems). }
MenuItems[SmallId] := nil;
inherited;
end;
function MenuItemFromSmallId(SearchSmallId: Integer): TMenuItem;
var MenuItem: TMenuItem;
i: Integer;
begin
for i := 0 to MenuItems.Count-1 do
begin
MenuItem := TMenuItem(MenuItems[i]);
if (MenuItem <> nil) and (MenuItem.SmallId = SearchSmallId) then
Exit(MenuItem);
end;
raise EInternalError.CreateFmt(
'MenuItemFromSmallId: SearchSmallId %d not found', [SearchSmallId]);
end;
{ TMenuItemChecked ------------------------------------------------------------ }
procedure TMenuItemChecked.DoAutoCheckedToggle;
begin
Checked := not Checked;
end;
function TMenuItemChecked.DoClick: boolean;
begin
if inherited DoClick then Exit(true);
if AutoCheckedToggle then
DoAutoCheckedToggle;
Result := false;
end;
procedure TMenuItemChecked.SetChecked(Value: boolean);
var
P: TCastleWindowCustom;
begin
if Value <> Checked then
begin
FChecked := Value;
P := CorrectParentWindow;
if (P <> nil) and (not P.Closed) then P.MenuUpdateChecked(Self);
end;
end;
constructor TMenuItemChecked.Create(const ACaption: String; AIntData: Integer;
AChecked, AAutoCheckedToggle: boolean);
begin
inherited Create(ACaption, AIntData);
FChecked := AChecked;
FAutoCheckedToggle := AAutoCheckedToggle;
end;
constructor TMenuItemChecked.Create(const ACaption: String; AIntData: Integer;
ACharKey: char;
AChecked, AAutoCheckedToggle: boolean);
begin
inherited Create(ACaption, AIntData, ACharKey);
FChecked := AChecked;
FAutoCheckedToggle := AAutoCheckedToggle;
end;
constructor TMenuItemChecked.Create(const ACaption: String; AIntData: Integer;
AKey: TKey;
AChecked, AAutoCheckedToggle: boolean);
begin
inherited Create(ACaption, AIntData, AKey);
FChecked := AChecked;
FAutoCheckedToggle := AAutoCheckedToggle;
end;
{ TMenuItemRadio ------------------------------------------------------------- }
constructor TMenuItemRadio.Create(const ACaption: String; AIntData: Integer;
AChecked, AAutoCheckedToggle: boolean);
begin
inherited;
CreateCommon;
end;
constructor TMenuItemRadio.Create(const ACaption: String; AIntData: Integer;
ACharKey: char;
AChecked, AAutoCheckedToggle: boolean);
begin
inherited;
CreateCommon;
end;
constructor TMenuItemRadio.Create(const ACaption: String; AIntData: Integer;
AKey: TKey;
AChecked, AAutoCheckedToggle: boolean);
begin
inherited;
CreateCommon;
end;
procedure TMenuItemRadio.CreateCommon;
begin
FGroup := TMenuItemRadioGroup.Create(false);
FGroup.Add(Self);
end;
destructor TMenuItemRadio.Destroy;
begin
if FGroup.Count > 1 then
FGroup.Remove(Self) else
FreeAndNil(FGroup);
inherited;
end;
procedure TMenuItemRadio.SetGroup(Value: TMenuItemRadioGroup);
begin
Value.Add(Self);
end;
procedure TMenuItemRadio.SetChecked(Value: boolean);
begin
{ MenuUpdateChecked inside inherited here is only for this menu item.
Later Group.SetSelected takes care to notify about the changes
the rest of the group. }
inherited;
if Group.Selected <> Self then
begin
if Checked then
Group.Selected := Self;
end else
begin
if not Checked then
Group.Selected := nil;
end;
end;
procedure TMenuItemRadio.DoAutoCheckedToggle;
begin
Group.Selected := Self;
end;
{ TMenuItemRadioGroup -------------------------------------------------------- }
procedure TMenuItemRadioGroup.Add(Item: TMenuItemRadio);
begin
if Count = 0 then
begin
{ Then this is the addition of the first radio item called from
TMenuItemRadio.CreateCommon. Handle this just by calling inherited. }
inherited Add(Item);
end else
begin
{ Remove item from it's previous group }
if Item.FGroup.Count > 1 then
Item.FGroup.Remove(Item) else
SysUtils.FreeAndNil(Item.FGroup);
inherited Add(Item);
Item.FGroup := Self;
end;
if Item.Checked then
begin
if Selected <> nil then
Item.Checked := false else
FSelected := Item;
end;
end;
procedure TMenuItemRadioGroup.Remove(Item: TMenuItemRadio);
begin
if Selected = Item then
FSelected := nil;
inherited Remove(Item);
Item.FGroup := nil;
end;
procedure TMenuItemRadioGroup.SetSelected(Value: TMenuItemRadio);
var
I: Integer;
Item: TMenuItemRadio;
CheckedFast, SelectedFound: boolean;
P: TCastleWindowCustom;
begin
{ When count is 0, we have no items belonging to our group.
So selected may only be nil.
This case is never used now: existing TMenuItemRadioGroup are always
created when needed, and are automatically managed by TMenuItemRadio
items, and are freed when there are no more items.
So actually count is never 0, *for now*. We may allow creating
and keeping empty TMenuItemRadioGroup at some point. }
if Count = 0 then
begin
Assert(Value = nil, 'TMenuItemRadioGroup has no items, SetSelected may only be called with nil parameter');
FSelected := nil;
Exit;
end;
P := Items[0].CorrectParentWindow;
if (P <> nil) and P.Closed then P := nil;
{ When not CheckedFast, then each SetChecked is expensive.
So it's better to operate here on internal FChecked field
and call MenuFinalize/MenuInitialize only once.
When CheckedFast, don't do this, as using MenuFinalize/MenuInitialize
would be slower then (and would recreate menu,
e.g. hiding detached menus on GTK). }
CheckedFast := (P = nil) or P.MenuUpdateCheckedFast;
if not CheckedFast then
P.MenuFinalize;
FSelected := Value;
if FSelected <> nil then
begin
SelectedFound := false;
for I := 0 to Count - 1 do
begin
Item := Items[I];
Item.FChecked := Item = Selected;
if Item.FChecked then
SelectedFound := true;
if CheckedFast then
if P <> nil then P.MenuUpdateChecked(Item);
end;
Assert(SelectedFound, 'Menu item set as TMenuItemRadioGroup.Selected is not part of this TMenuItemRadioGroup');
end;
if not CheckedFast then
P.MenuInitialize;
end;
(*
procedure TMenuItemRadioGroup.DebugWriteln;
var
I: Integer;
begin
Writeln('--------------------');
for I := 0 to Count - 1 do
begin
Writeln(I, ': ', Items[I].Caption:20, ' ', Items[I].Checked);
Assert(Items[I].Group = Self);
Assert((not Items[I].Checked) or (Selected = Items[I]));
end;
Writeln('--------------------');
end;
*)
function TMenuItemRadioGroup.SelectedIndex: Integer;
begin
if Selected <> nil then
begin
Result := IndexOf(Selected);
Assert(Result <> -1, 'Selected item of TMenuItemRadioGroup does not belong to this group');
end else
Result := -1;
end;
function TMenuItemRadioGroup.Previous(out Item: TMenuItemRadio): boolean;
var
SI: Integer;
begin
SI := SelectedIndex;
if SI <> -1 then
begin
Item := Items[Max(SI - 1, 0)];
Result := true;
end else
begin
Item := nil;
Result := false;
end;
end;
function TMenuItemRadioGroup.Next(out Item: TMenuItemRadio): boolean;
var
SI: Integer;
begin
SI := SelectedIndex;
if SI <> -1 then
begin
Item := Items[Min(SI + 1, Count - 1)];
Result := true;
end else
begin
Item := nil;
Result := false;
end;
end;
{ TMenuItemToggleFullScreen -------------------------------------------------- }
constructor TMenuItemToggleFullScreen.Create(const InitialFullScreen: boolean);
begin
inherited Create('_Full Screen', 0, K_F11, InitialFullScreen, true);
{$ifdef DARWIN} Modifiers := [mkCtrl]; {$endif}
end;
function TMenuItemToggleFullScreen.DoClick: boolean;
begin
Result := inherited;
if not Result then
begin
with CorrectParentWindow do FullScreen := not FullScreen;
Result := true;
end;
end;
{ init/fini ------------------------------------------------------------ }
procedure CastleWindowMenu_Init;
begin
MenuItems := TMenuEntryList.Create(false);
end;
procedure CastleWindowMenu_Fini;
begin
FreeAndNil(MenuItems);
end;
{ Some useful things ---------------------------------------- }
function SRemoveMnemonics(const S: string): string;
var SPos, ResultPos: Integer;
begin
{ I'm utlizing here the fact that Result for sure will be
shorter or equal to S }
SetLength(Result, Length(S));
ResultPos := 1;
SPos := 1;
while SPos <= Length(S) do
begin
if S[SPos] = '_' then
begin
if (SPos < Length(S)) and (S[SPos + 1] = '_') then
begin
Result[ResultPos] := '_';
Inc(ResultPos);
Inc(SPos, 2);
end else
begin
Inc(SPos);
end;
end else
begin
Result[ResultPos] := S[SPos];
Inc(ResultPos);
Inc(SPos);
end;
end;
SetLength(Result, ResultPos - 1);
end;
function SQuoteMenuEntryCaption(const S: string): string;
begin
Result := StringReplace(S, '_', '__', [rfReplaceAll]);
end;
{$endif read_implementation}
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