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509 lines
17 KiB
509 lines
17 KiB
14 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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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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// pfGUICtrlGenerator Definitions //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "hsTypes.h"
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#include "pfGUICtrlGenerator.h"
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#include "pfGameGUIMgr.h"
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#include "pfGUIControlMod.h"
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#include "pfGUIDialogMod.h"
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#include "pfGUIButtonMod.h"
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#include "pfGUIDragBarCtrl.h"
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#include "pfGUIControlHandlers.h"
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#include "pfGUIMenuItem.h"
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#include "../plSurface/hsGMaterial.h"
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#include "../plSurface/plLayer.h"
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#include "../plGImage/plMipmap.h"
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#include "../pnKeyedObject/plFixedKey.h"
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#include "../plDrawable/plDrawableSpans.h"
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#include "../plDrawable/plDrawableGenerator.h"
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#include "../pnSceneObject/plSceneObject.h"
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#include "../pnSceneObject/plDrawInterface.h"
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#include "../pnSceneObject/plCoordinateInterface.h"
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#include "../pnMessage/plIntRefMsg.h"
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#include "../pnMessage/plObjRefMsg.h"
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#include "../pnMessage/plNodeRefMsg.h"
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#include "../plPipeline/plTextGenerator.h"
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#include "../plScene/plPostEffectMod.h"
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#include "../plScene/plSceneNode.h"
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#include "../pnMessage/plClientMsg.h"
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#include "../plMessage/plLayRefMsg.h"
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#include "../pnMessage/plAttachMsg.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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pfGUICtrlGenerator::pfGUICtrlGenerator()
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{
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strcpy( fFontFace, "Arial" );
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fFontSize = 18;
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}
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pfGUICtrlGenerator::~pfGUICtrlGenerator()
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{
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Shutdown();
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}
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void pfGUICtrlGenerator::Shutdown( void )
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{
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int i;
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// Destroy our scene nodes and dialogs
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for( i = 0; i < fDynDlgNodes.GetCount(); i++ )
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{
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pfGameGUIMgr::GetInstance()->UnloadDialog( fDynDialogs[ i ] );
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fDynDlgNodes[ i ]->GetKey()->UnRefObject();
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}
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fDynDlgNodes.Reset();
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fDynDialogs.Reset();
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for( i = 0; i < fTextGens.GetCount(); i++ )
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delete fTextGens[ i ];
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fTextGens.Reset();
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}
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//// Instance ////////////////////////////////////////////////////////////////
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pfGUICtrlGenerator &pfGUICtrlGenerator::Instance( void )
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{
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static pfGUICtrlGenerator myInstance;
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return myInstance;
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}
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//// IGetNextKeyName /////////////////////////////////////////////////////////
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void pfGUICtrlGenerator::IGetNextKeyName( char *name, const char *prefix )
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{
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static UInt32 keyCount = 0;
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sprintf( name, "%s%d", prefix, keyCount++ );
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}
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//// IAddKey /////////////////////////////////////////////////////////////////
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plKey pfGUICtrlGenerator::IAddKey( hsKeyedObject *ko, const char *prefix )
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{
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char keyName[ 128 ];
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IGetNextKeyName( keyName, prefix );
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return hsgResMgr::ResMgr()->NewKey( keyName, ko, plLocation::kGlobalFixedLoc );
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}
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//// SetFont /////////////////////////////////////////////////////////////////
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void pfGUICtrlGenerator::SetFont( const char *face, UInt16 size )
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{
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strcpy( fFontFace, face );
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fFontSize = size;
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}
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//// ICreateSolidMaterial ////////////////////////////////////////////////////
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// Creates a material with no texture, just color.
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hsGMaterial *pfGUICtrlGenerator::ICreateSolidMaterial( hsColorRGBA &color )
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{
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hsColorRGBA black;
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// Create a material with a simple blank layer, fully ambient
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hsGMaterial *material = TRACKED_NEW hsGMaterial;
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IAddKey( material, "GUIMaterial" );
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plLayer *lay = material->MakeBaseLayer();
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black.Set( 0.f,0.f,0.f,1.f );
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lay->SetRuntimeColor( black );
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lay->SetPreshadeColor( black );
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lay->SetAmbientColor( color );
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return material;
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}
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//// ICreateTextMaterial /////////////////////////////////////////////////////
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// Creates a material with a texture that has a string centered on it.
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hsGMaterial *pfGUICtrlGenerator::ICreateTextMaterial( const char *text, hsColorRGBA &bgColor,
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hsColorRGBA &textColor, float objWidth, float objHeight )
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{
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UInt16 pixWidth, pixHeight, strWidth, strHeight;
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hsColorRGBA black, white;
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// Guess at some pixel width and heights we want. We're guessing b/c we want it to look reasonably
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// good on the screen, but we don't know exactly how big is big, so we guess
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pixWidth = (UInt16)(objWidth * 64.f);
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pixHeight = (UInt16)(objHeight * 64.f);
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// Create blank mipmap
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plMipmap *bitmap = TRACKED_NEW plMipmap( 1, 1, plMipmap::kRGB32Config, 1 );
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IAddKey( bitmap, "GUIMipmap" );
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// Create textGen to write string with
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plTextGenerator *textGen = TRACKED_NEW plTextGenerator( bitmap, pixWidth, pixHeight );
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textGen->SetFont( fFontFace, (UInt16)fFontSize );
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textGen->ClearToColor( bgColor );
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textGen->SetTextColor( textColor );
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strWidth = textGen->CalcStringWidth( text, &strHeight );
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textGen->DrawString( ( pixWidth - strWidth ) >> 1, ( pixHeight - strHeight ) >> 1, text );
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textGen->FlushToHost();
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fTextGens.Append( textGen );
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// Create a material with a simple blank layer, fully ambient
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hsGMaterial *material = TRACKED_NEW hsGMaterial;
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IAddKey( material, "GUIMaterial" );
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plLayer *lay = material->MakeBaseLayer();
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white.Set( 1.f,1.f,1.f,1.f );
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black.Set( 0.f,0.f,0.f,1.f );
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lay->SetRuntimeColor( black );
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lay->SetPreshadeColor( black );
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lay->SetAmbientColor( white );
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hsgResMgr::ResMgr()->AddViaNotify( bitmap->GetKey(), TRACKED_NEW plLayRefMsg( lay->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kTexture ), plRefFlags::kActiveRef );
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// lay->SetTexture( bitmap );
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lay->SetTransform( textGen->GetLayerTransform() );
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return material;
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}
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//// GenerateDialog //////////////////////////////////////////////////////////
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void pfGUICtrlGenerator::GenerateDialog( const char *name )
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{
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IGenerateDialog( name, 20.f, false );
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}
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//// IGenSceneObject /////////////////////////////////////////////////////////
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plSceneObject *pfGUICtrlGenerator::IGenSceneObject( pfGUIDialogMod *dlg, plDrawable *myDraw, plSceneObject *parent,
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hsMatrix44 *l2w, hsMatrix44 *w2l )
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{
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plKey snKey = ( dlg != nil ) ? ( dlg->GetTarget() != nil ? dlg->GetTarget()->GetSceneNode() : nil ) : nil;
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if( snKey == nil )
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snKey = fDynDlgNodes.Peek()->GetKey();
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hsgResMgr::ResMgr()->SendRef( myDraw->GetKey(), TRACKED_NEW plNodeRefMsg( snKey, plRefMsg::kOnCreate, 0, plNodeRefMsg::kDrawable ), plRefFlags::kActiveRef );
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plDrawInterface *newDI = TRACKED_NEW plDrawInterface;
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IAddKey( newDI, "GUIDrawIFace" );
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plSceneObject *newObj = TRACKED_NEW plSceneObject;
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IAddKey( newObj, "GUISceneObject" );
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plCoordinateInterface *newCI = TRACKED_NEW plCoordinateInterface;
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IAddKey( newCI, "GUICoordIFace" );
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hsgResMgr::ResMgr()->SendRef( newCI->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kInterface ), plRefFlags::kActiveRef );
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hsgResMgr::ResMgr()->SendRef( newDI->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kInterface ), plRefFlags::kActiveRef );
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hsgResMgr::ResMgr()->SendRef( myDraw->GetKey(), TRACKED_NEW plIntRefMsg( newDI->GetKey(), plRefMsg::kOnCreate, 0, plIntRefMsg::kDrawable ), plRefFlags::kActiveRef );
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if( parent == nil )
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{
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parent = ( fDynDragBars.GetCount() > 0 ) ? fDynDragBars.Peek() : nil;
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if( parent == nil )
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parent = dlg->GetTarget();
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}
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if( parent != nil )
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// hsgResMgr::ResMgr()->SendRef( newCI->GetKey(), TRACKED_NEW plIntRefMsg( parent->GetKey(), plRefMsg::kOnCreate, 0, plIntRefMsg::kChild ), plRefFlags::kActiveRef );
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hsgResMgr::ResMgr()->SendRef( newCI->GetKey(), TRACKED_NEW plAttachMsg( parent->GetKey(), nil, plRefMsg::kOnRequest ), plRefFlags::kActiveRef );
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newObj->SetSceneNode( snKey );
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if( l2w != nil )
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{
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newObj->SetTransform( *l2w, *w2l );
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// newCI->SetLocalToParent( *l2w, *w2l );
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// myDraw->SetTransform( -1, *l2w, *w2l );
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}
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return newObj;
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}
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//// GenerateRectButton //////////////////////////////////////////////////////
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pfGUIButtonMod *pfGUICtrlGenerator::GenerateRectButton( const char *title, float x, float y, float width, float height,
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const char *consoleCmd, hsColorRGBA &color, hsColorRGBA &textColor )
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{
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hsGMaterial *material;
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hsMatrix44 l2w, w2l;
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hsVector3 vec;
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pfGUIDialogMod *dlgToAddTo = IGetDialog();
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// Get us a material
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material = ICreateTextMaterial( title, color, textColor, width * 20.f, height * 20.f );
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pfGUIButtonMod *but = CreateRectButton( dlgToAddTo, title, x, y, width, height, material );
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if( but != nil )
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but->SetHandler( TRACKED_NEW pfGUIConsoleCmdProc( consoleCmd ) );
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return but;
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}
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//// CreateRectButton ////////////////////////////////////////////////////////
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pfGUIButtonMod *pfGUICtrlGenerator::CreateRectButton( pfGUIDialogMod *parent, const char *title, float x, float y, float width, float height,
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hsGMaterial *material, hsBool asMenuItem )
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{
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wchar_t *wTitle = hsStringToWString(title);
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pfGUIButtonMod *retVal = CreateRectButton(parent,wTitle,x,y,width,height,material,asMenuItem);
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delete [] wTitle;
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return retVal;
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}
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pfGUIButtonMod *pfGUICtrlGenerator::CreateRectButton( pfGUIDialogMod *parent, const wchar_t *title, float x, float y, float width, float height,
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hsGMaterial *material, hsBool asMenuItem )
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{
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plDrawableSpans *myDraw;
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hsMatrix44 l2w, w2l;
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hsVector3 vec;
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// Translate x and y from (0:1) to (-10:10)
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x = ( x - 0.5f ) * 20.f;
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y = ( y - 0.5f ) * 20.f;
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// Translate width and height from (0:1) to (-10:10)
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width *= 20.f;
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height *= 20.f;
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// Create drawable that is rectangular
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l2w.Reset();
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hsPoint3 corner( x, -y, -100 );
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hsVector3 xVec( width, 0, 0 ), yVec( 0, height, 0 ), zVec( 0, 0, 0.1f );
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myDraw = plDrawableGenerator::GeneratePlanarDrawable( corner, xVec, yVec, material, l2w );
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plSceneObject *newObj = IGenSceneObject( parent, myDraw );
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pfGUIButtonMod *newBtn = asMenuItem ? TRACKED_NEW pfGUIMenuItem : TRACKED_NEW pfGUIButtonMod;
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IAddKey( newBtn, "GUIButton" );
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hsgResMgr::ResMgr()->SendRef( newBtn->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
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parent->AddControl( newBtn );
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hsgResMgr::ResMgr()->AddViaNotify( newBtn->GetKey(), TRACKED_NEW plGenRefMsg( parent->GetKey(), plRefMsg::kOnCreate, parent->GetNumControls() - 1, pfGUIDialogMod::kControlRef ), plRefFlags::kActiveRef );
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return newBtn;
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}
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//// GenerateSphereButton ////////////////////////////////////////////////////
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pfGUIButtonMod *pfGUICtrlGenerator::GenerateSphereButton( float x, float y, float radius,
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const char *consoleCmd, hsColorRGBA &color )
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{
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hsGMaterial *material;
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plDrawableSpans *myDraw;
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hsMatrix44 l2w, w2l;
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hsVector3 vec;
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hsPoint3 pt( x, -y, -100.f );
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pfGUIDialogMod *dlgToAddTo = IGetDialog();
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// Translate x and y from (0:1) to (-10:10)
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x = ( x - 0.5f ) * 20.f;
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y = ( y - 0.5f ) * 20.f;
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// Translate width and height from (0:1) to (-10:10)
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radius *= 20.f;
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// Get us a material
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material = ICreateSolidMaterial( color );
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// Create drawable that is rectangular
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l2w.Reset();
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// We bump up the quality since we're actually far closer to these things then the normal
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// world camera would put us
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myDraw = plDrawableGenerator::GenerateSphericalDrawable( pt, radius, material, l2w,
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false, nil, nil, nil, 100.f );
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vec.Set( x, -y, 0 );
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l2w.MakeTranslateMat( &vec );
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l2w.GetInverse( &w2l );
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plSceneObject *newObj = IGenSceneObject( dlgToAddTo, myDraw );//, nil, &l2w, &w2l );
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pfGUIButtonMod *newBtn = TRACKED_NEW pfGUIButtonMod;
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IAddKey( newBtn, "GUIButton" );
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newBtn->SetHandler( TRACKED_NEW pfGUIConsoleCmdProc( consoleCmd ) );
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hsgResMgr::ResMgr()->AddViaNotify( newBtn->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
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dlgToAddTo->AddControl( newBtn );
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return newBtn;
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}
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//// GenerateDragBar //////////////////////////////////////////////////////
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pfGUIDragBarCtrl *pfGUICtrlGenerator::GenerateDragBar( float x, float y, float width, float height, hsColorRGBA &color )
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{
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hsGMaterial *material;
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plDrawableSpans *myDraw;
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hsMatrix44 l2w, w2l;
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hsVector3 vec;
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pfGUIDialogMod *dlgToAddTo = IGetDialog();
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// Translate x and y from (0:1) to (-10:10)
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x = ( x - 0.5f ) * 20.f;
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y = ( y - 0.5f ) * 20.f;
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// Translate width and height from (0:1) to (-10:10)
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width *= 20.f;
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height *= 20.f;
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// Get us a material
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material = ICreateSolidMaterial( color );
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// Create drawable that is rectangular
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l2w.Reset();
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hsPoint3 corner( x, -y, -100 );//x - width / 2.f, -y - height / 2.f, -100 );
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hsVector3 xVec( width, 0, 0 ), yVec( 0, height, 0 ), zVec( 0, 0, 0.1f );
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myDraw = plDrawableGenerator::GenerateBoxDrawable( corner, xVec, yVec, zVec,/*width, height, 0.01f, */material, l2w );
|
||
|
|
||
|
// Drag bars are special--everything else gets attached to them and they get attached to the dialog
|
||
|
vec.Set( x, -y, -100 );
|
||
|
l2w.MakeTranslateMat( &vec );
|
||
|
l2w.GetInverse( &w2l );
|
||
|
|
||
|
plSceneObject *newObj = IGenSceneObject( dlgToAddTo, myDraw, dlgToAddTo->GetTarget(), &l2w, &w2l );
|
||
|
|
||
|
fDynDragBars[ fDynDragBars.GetCount() - 1 ] = newObj;
|
||
|
|
||
|
pfGUIDragBarCtrl *newBtn = TRACKED_NEW pfGUIDragBarCtrl;
|
||
|
IAddKey( newBtn, "GUIDragBar" );
|
||
|
hsgResMgr::ResMgr()->AddViaNotify( newBtn->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
|
||
|
dlgToAddTo->AddControl( newBtn );
|
||
|
|
||
|
/* vec.Set( -x, y, 100 );
|
||
|
l2w.MakeTranslateMat( &vec );
|
||
|
l2w.GetInverse( &w2l );
|
||
|
|
||
|
plCoordinateInterface *ci = (plCoordinateInterface *)dlgToAddTo->GetTarget()->GetCoordinateInterface();
|
||
|
ci->SetLocalToParent( l2w, w2l );
|
||
|
*/
|
||
|
return newBtn;
|
||
|
}
|
||
|
|
||
|
//// IGetDialog //////////////////////////////////////////////////////////////
|
||
|
|
||
|
pfGUIDialogMod *pfGUICtrlGenerator::IGetDialog( void )
|
||
|
{
|
||
|
if( fDynDialogs.GetCount() == 0 )
|
||
|
IGenerateDialog( "GUIBaseDynamicDlg", 20.f );
|
||
|
|
||
|
hsAssert( fDynDialogs.GetCount() > 0, "Unable to get a dynamic dialog to add buttons to" );
|
||
|
return fDynDialogs.Peek();
|
||
|
}
|
||
|
|
||
|
//// IGenerateDialog /////////////////////////////////////////////////////////
|
||
|
|
||
|
pfGUIDialogMod *pfGUICtrlGenerator::IGenerateDialog( const char *name, float scrnWidth, hsBool show )
|
||
|
{
|
||
|
float fovX, fovY;
|
||
|
plSceneNode *node;
|
||
|
pfGUIDialogMod *dialog;
|
||
|
|
||
|
|
||
|
// Create the rendermod
|
||
|
plPostEffectMod *renderMod = TRACKED_NEW plPostEffectMod;
|
||
|
IAddKey( renderMod, "GUIRenderMod" );
|
||
|
|
||
|
renderMod->SetHither( 0.5f );
|
||
|
renderMod->SetYon( 200.f );
|
||
|
|
||
|
// fovX should be such that scrnWidth is the projected width at z=100
|
||
|
fovX = atan( scrnWidth / ( 2.f * 100.f ) ) * 2.f;
|
||
|
fovY = fovX;// * 3.f / 4.f;
|
||
|
|
||
|
renderMod->SetFovX( fovX * 180.f / hsScalarPI );
|
||
|
renderMod->SetFovY( fovY * 180.f / hsScalarPI );
|
||
|
|
||
|
// Create the sceneNode to go with it
|
||
|
node = TRACKED_NEW plSceneNode;
|
||
|
IAddKey( node, "GUISceneNode" );
|
||
|
node->GetKey()->RefObject();
|
||
|
fDynDlgNodes.Append( node );
|
||
|
fDynDragBars.Append( nil );
|
||
|
|
||
|
hsgResMgr::ResMgr()->AddViaNotify( node->GetKey(), TRACKED_NEW plGenRefMsg( renderMod->GetKey(), plRefMsg::kOnCreate, 0, plPostEffectMod::kNodeRef ), plRefFlags::kPassiveRef );
|
||
|
|
||
|
// Create the dialog
|
||
|
dialog = TRACKED_NEW pfGUIDialogMod;
|
||
|
IAddKey( dialog, "GUIDialog" );
|
||
|
|
||
|
dialog->SetRenderMod( renderMod );
|
||
|
dialog->SetName( name );
|
||
|
|
||
|
// Create the dummy scene object to hold the dialog
|
||
|
plSceneObject *newObj = TRACKED_NEW plSceneObject;
|
||
|
IAddKey( newObj, "GUISceneObject" );
|
||
|
|
||
|
// *#&$(*@&#$ need a coordIface...
|
||
|
plCoordinateInterface *newCI = TRACKED_NEW plCoordinateInterface;
|
||
|
IAddKey( newCI, "GUICoordIFace" );
|
||
|
|
||
|
hsMatrix44 l2w, w2l;
|
||
|
l2w.Reset();
|
||
|
// l2w.NotIdentity();
|
||
|
|
||
|
l2w.GetInverse( &w2l );
|
||
|
|
||
|
// Using SendRef here because AddViaNotify will queue the messages up, which doesn't do us any good
|
||
|
// if we need these refs right away
|
||
|
hsgResMgr::ResMgr()->SendRef( dialog->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
|
||
|
|
||
|
hsgResMgr::ResMgr()->AddViaNotify( newCI->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kInterface ), plRefFlags::kActiveRef );
|
||
|
hsgResMgr::ResMgr()->AddViaNotify( renderMod->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
|
||
|
|
||
|
// Add the dialog to the GUI mgr
|
||
|
plGenRefMsg *refMsg = TRACKED_NEW plGenRefMsg( pfGameGUIMgr::GetInstance()->GetKey(),
|
||
|
plRefMsg::kOnCreate, 0, pfGameGUIMgr::kDlgModRef );
|
||
|
hsgResMgr::ResMgr()->AddViaNotify( dialog->GetKey(), refMsg, plRefFlags::kActiveRef );
|
||
|
|
||
|
newObj->SetSceneNode( node->GetKey() );
|
||
|
|
||
|
newObj->SetTransform( l2w, w2l );
|
||
|
// newCI->SetLocalToParent( l2w, w2l );
|
||
|
|
||
|
if( show )
|
||
|
pfGameGUIMgr::GetInstance()->ShowDialog( dialog );
|
||
|
|
||
|
fDynDialogs.Append( dialog );
|
||
|
return dialog;
|
||
|
}
|