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166 lines
5.1 KiB
166 lines
5.1 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// pfGUIDragBarCtrl Definition //
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// //
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// DragBars are draggable controls that take their dialogs along with //
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// them. Because they're essentially part of the dialog directly (the part //
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// that can be dragged), they're processed after the normal hit testing. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "hsTypes.h"
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#include "pfGUIDragBarCtrl.h"
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#include "pfGameGUIMgr.h"
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#include "pfGUIDialogMod.h"
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#include "../plInputCore/plInputInterface.h"
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#include "../pnMessage/plRefMsg.h"
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#include "../pfMessage/pfGameGUIMsg.h"
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#include "../plMessage/plAnimCmdMsg.h"
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#include "../plAvatar/plAGModifier.h"
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#include "plgDispatch.h"
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#include "hsResMgr.h"
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//// Constructor/Destructor //////////////////////////////////////////////////
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pfGUIDragBarCtrl::pfGUIDragBarCtrl()
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{
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SetFlag( kWantsInterest );
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fDragging = false;
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fAnchored = false;
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}
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pfGUIDragBarCtrl::~pfGUIDragBarCtrl()
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{
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}
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//// IEval ///////////////////////////////////////////////////////////////////
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hsBool pfGUIDragBarCtrl::IEval( double secs, hsScalar del, UInt32 dirty )
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{
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return pfGUIControlMod::IEval( secs, del, dirty );
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}
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//// MsgReceive //////////////////////////////////////////////////////////////
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hsBool pfGUIDragBarCtrl::MsgReceive( plMessage *msg )
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{
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return pfGUIControlMod::MsgReceive( msg );
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}
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//// Read/Write //////////////////////////////////////////////////////////////
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void pfGUIDragBarCtrl::Read( hsStream *s, hsResMgr *mgr )
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{
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pfGUIControlMod::Read(s, mgr);
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}
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void pfGUIDragBarCtrl::Write( hsStream *s, hsResMgr *mgr )
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{
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pfGUIControlMod::Write( s, mgr );
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}
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//// UpdateBounds ////////////////////////////////////////////////////////////
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void pfGUIDragBarCtrl::UpdateBounds( hsMatrix44 *invXformMatrix, hsBool force )
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{
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pfGUIControlMod::UpdateBounds( invXformMatrix, force );
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fBoundsValid = false;
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}
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//// HandleMouseDown/Up //////////////////////////////////////////////////////
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void pfGUIDragBarCtrl::HandleMouseDown( hsPoint3 &mousePt, UInt8 modifiers )
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{
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// if we are anchored <to the floor> then don't let it be moved
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if ( fAnchored )
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return;
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fDragging = true;
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fDragOffset = fScreenCenter - mousePt;
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SetObjectCenter( mousePt.fX + fDragOffset.fX, mousePt.fY + fDragOffset.fY );
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// We know that the entire dialog is going to move, so we better make
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// sure to update the bounds on all the controls
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fDialog->UpdateAllBounds();
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}
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void pfGUIDragBarCtrl::HandleMouseUp( hsPoint3 &mousePt, UInt8 modifiers )
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{
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// if we are anchored <to the floor> then don't let it be moved
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if ( fAnchored )
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return;
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fDragging = false;
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SetObjectCenter( mousePt.fX + fDragOffset.fX, mousePt.fY + fDragOffset.fY );
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fDialog->UpdateAllBounds();
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}
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void pfGUIDragBarCtrl::HandleMouseDrag( hsPoint3 &mousePt, UInt8 modifiers )
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{
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// if we are anchored <to the floor> then don't let it be moved
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if ( fAnchored )
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return;
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SetObjectCenter( mousePt.fX + fDragOffset.fX, mousePt.fY + fDragOffset.fY );
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fDialog->UpdateAllBounds();
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}
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//// IGetDesiredCursor ///////////////////////////////////////////////////////
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UInt32 pfGUIDragBarCtrl::IGetDesiredCursor( void ) const
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{
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// if we are anchored, then no cursors that say we can move
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if ( fAnchored )
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return 0;
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if( fDragging )
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return plInputInterface::kCursor4WayDragging;
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return plInputInterface::kCursor4WayDraggable;
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}
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