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960 lines
27 KiB
960 lines
27 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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// pfGameGUIMgr //
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// //
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//// History /////////////////////////////////////////////////////////////////
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// //
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// 11.13.2001 mcn - Created //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include <stdlib.h>
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#include "hsTimer.h"
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#include "hsTypes.h"
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#include "pfGameGUIMgr.h"
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#include "pfGUIDialogMod.h"
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#include "pfGUIDialogHandlers.h"
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#include "pfGUIDialogNotifyProc.h"
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#include "pfGUIControlMod.h"
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#include "pfGUIPopUpMenu.h"
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#include "../pfMessage/pfGameGUIMsg.h"
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#include "../plMessage/plInputEventMsg.h"
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#include "../plMessage/plInputIfaceMgrMsg.h"
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#include "../pnMessage/plClientMsg.h"
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#include "../pnNetCommon/plSynchedObject.h"
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#include "../plInputCore/plInputInterface.h"
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#include "../plInputCore/plInputDevice.h"
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#include "../plInputCore/plInputInterfaceMgr.h"
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#include "../pnInputCore/plKeyMap.h"
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#include "../pnKeyedObject/plFixedKey.h"
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#include "../pnSceneObject/plSceneObject.h" // So we can get the target sceneNode of a dialog
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#include "../plMessage/plConsoleMsg.h"
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#include "plgDispatch.h"
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#include "../plResMgr/plKeyFinder.h"
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#include "pfGUITagDefs.h"
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//////////////////////////////////////////////////////////////////////////////
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//// pfGameUIInputInterface Definition ///////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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class pfGameUIInputInterface : public plInputInterface
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{
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protected:
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pfGameGUIMgr * const fGUIManager;
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UInt8 fModifiers;
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UInt8 fButtonState;
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hsBool fHaveInterestingCursor;
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UInt32 fCurrentCursor;
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virtual hsBool IHandleCtrlCmd( plCtrlCmd *cmd );
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virtual hsBool IControlCodeEnabled( ControlEventCode code );
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public:
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pfGameUIInputInterface( pfGameGUIMgr * const mgr );
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virtual UInt32 GetPriorityLevel( void ) const { return kGUISystemPriority; }
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virtual hsBool InterpretInputEvent( plInputEventMsg *pMsg );
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virtual UInt32 GetCurrentCursorID( void ) const;
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virtual hsScalar GetCurrentCursorOpacity( void ) const;
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virtual hsBool HasInterestingCursorID( void ) const { return fHaveInterestingCursor; }
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virtual hsBool SwitchInterpretOrder( void ) const { return true; }
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virtual void RestoreDefaultKeyMappings( void )
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{
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if( fControlMap != nil )
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{
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fControlMap->UnmapAllBindings();
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fControlMap->BindKey( KEY_BACKSPACE, B_CONTROL_EXIT_GUI_MODE, plKeyMap::kFirstAlways );
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fControlMap->BindKey( KEY_ESCAPE, B_CONTROL_EXIT_GUI_MODE, plKeyMap::kSecondAlways );
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}
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}
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};
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//////////////////////////////////////////////////////////////////////////////
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//// pfGameGUIMgr Functions //////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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pfGameGUIMgr *pfGameGUIMgr::fInstance = nil;
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//// Constructor & Destructor ////////////////////////////////////////////////
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pfGameGUIMgr::pfGameGUIMgr()
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{
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fActivated = false;
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fInputCtlIndex = 0;
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fActiveDialogs = nil;
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fInputConfig = nil;
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fInstance = this;
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fDefaultCursor = plInputInterface::kCursorUp;
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fCursorOpacity = 1.f;
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fAspectRatio = 0;
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}
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pfGameGUIMgr::~pfGameGUIMgr()
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{
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int i;
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// the GUIMgr is dead!
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fInstance = nil;
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for( i = 0; i < fDialogs.GetCount(); i++ )
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UnloadDialog( fDialogs[ i ] );
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for( i = 0; i < fDialogToSetKeyOf.GetCount(); i++ )
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delete fDialogToSetKeyOf[i];
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if( fActivated )
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IActivateGUI( false );
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delete fInputConfig;
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}
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//// Init ////////////////////////////////////////////////////////////////////
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hsBool pfGameGUIMgr::Init( void )
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{
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return true;
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}
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//// Draw ////////////////////////////////////////////////////////////////////
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void pfGameGUIMgr::Draw( plPipeline *p )
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{
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}
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//// MsgReceive //////////////////////////////////////////////////////////////
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hsBool pfGameGUIMgr::MsgReceive( plMessage* pMsg )
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{
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pfGameGUIMsg *guiMsg = pfGameGUIMsg::ConvertNoRef( pMsg );
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if( guiMsg != nil )
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{
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if( guiMsg->GetCommand() == pfGameGUIMsg::kLoadDialog )
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LoadDialog( guiMsg->GetString(), nil, guiMsg->GetAge() );
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else if( guiMsg->GetCommand() == pfGameGUIMsg::kShowDialog )
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IShowDialog( guiMsg->GetString() );
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else if( guiMsg->GetCommand() == pfGameGUIMsg::kHideDialog )
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IHideDialog( guiMsg->GetString() );
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return true;
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}
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plGenRefMsg *refMsg = plGenRefMsg::ConvertNoRef( pMsg );
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if( refMsg != nil )
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{
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if( refMsg->fType == kDlgModRef )
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{
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if( refMsg->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest ) )
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{
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IAddDlgToList( refMsg->GetRef() );
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}
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else if( refMsg->GetContext() & plRefMsg::kOnReplace )
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{
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IRemoveDlgFromList( refMsg->GetOldRef() );
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IAddDlgToList( refMsg->GetRef() );
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}
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else if( refMsg->GetContext() & ( plRefMsg::kOnRemove | plRefMsg::kOnDestroy ) )
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{
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IRemoveDlgFromList( refMsg->GetRef() );
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}
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}
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return true;
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}
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return hsKeyedObject::MsgReceive( pMsg );
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}
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//// IAddDlgToList ///////////////////////////////////////////////////////////
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void pfGameGUIMgr::IAddDlgToList( hsKeyedObject *obj )
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{
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int i;
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if( fDialogs.Find( (pfGUIDialogMod *)obj ) == fDialogs.kMissingIndex )
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{
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pfGUIDialogMod *mod = pfGUIDialogMod::ConvertNoRef( obj );
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if( mod != nil )
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{
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mod->UpdateAspectRatio(); // adding a new dialog, make sure the correct aspect ratio is set
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fDialogs.Append( mod );
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// check to see if it is the dialog we are waiting for to be loaded
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for ( i=0 ; i<fDialogToSetKeyOf.Count() ; i++ )
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{
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if ( hsStrEQ(fDialogToSetKeyOf[i]->GetName(), mod->GetName()) )
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{
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SetDialogToNotify(mod,fDialogToSetKeyOf[i]->GetKey());
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// now remove this entry... we did it
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delete fDialogToSetKeyOf[i];
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fDialogToSetKeyOf.Remove(i);
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// that's all the damage we can do for now...
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break;
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}
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}
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}
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}
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/* // It's now officially "loaded"; take it off the pending list
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for( i = 0; i < fDlgsPendingLoad.GetCount(); i++ )
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{
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if( stricmp( fDlgsPendingLoad[ i ]->GetName(), ( (pfGUIDialogMod *)obj )->GetName() ) == 0 )
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{
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// Here it is
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delete fDlgsPendingLoad[ i ];
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fDlgsPendingLoad.Remove( i );
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break;
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}
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}
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*/
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}
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//// IRemoveDlgFromList //////////////////////////////////////////////////////
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void pfGameGUIMgr::IRemoveDlgFromList( hsKeyedObject *obj )
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{
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int idx = fDialogs.Find( (pfGUIDialogMod *)obj );
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if( idx != fDialogs.kMissingIndex )
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{
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pfGUIDialogMod *mod = pfGUIDialogMod::ConvertNoRef( obj );
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hsAssert( mod != nil, "Non-dialog sent to gameGUIMgr::IRemoveDlg()" );
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if( mod != nil )
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{
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if( mod->IsEnabled() )
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{
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mod->SetEnabled( false );
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mod->Unlink();
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if( fActiveDialogs == nil )
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IActivateGUI( false );
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}
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// Needed?
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// GetKey()->Release( mod->GetKey() );
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fDialogs.Remove( idx );
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}
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}
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// It's now officially "unloaded"; take it off the pending list
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/* int i;
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for( i = 0; i < fDlgsPendingUnload.GetCount(); i++ )
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{
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if( stricmp( fDlgsPendingUnload[ i ]->GetName(), ( (pfGUIDialogMod *)obj )->GetName() ) == 0 )
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{
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// Here it is
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delete fDlgsPendingUnload[ i ];
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fDlgsPendingUnload.Remove( i );
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break;
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}
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}
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*/
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}
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//// LoadDialog //////////////////////////////////////////////////////////////
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void pfGameGUIMgr::LoadDialog( const char *name, plKey recvrKey, const char *ageName )
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{
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// see if they want to set the receiver key once the dialog is loaded
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if ( recvrKey != nil )
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{
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// first see if we are loading a dialog that is already being loaded
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bool alreadyLoaded = false;
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int i;
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for ( i=0 ; i<fDialogToSetKeyOf.Count() ; i++ )
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{
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if ( hsStrEQ(fDialogToSetKeyOf[i]->GetName(), name) )
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{
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alreadyLoaded = true;
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break;
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}
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}
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if (!alreadyLoaded)
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{
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pfDialogNameSetKey* pDNSK = TRACKED_NEW pfDialogNameSetKey(name,recvrKey);
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fDialogToSetKeyOf.Append(pDNSK);
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}
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}
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hsStatusMessageF("\nLoading Dialog %s %s ... %f\n", name, ( ageName != nil ) ? ageName : "GUI", hsTimer::GetSeconds() );
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plKey clientKey = hsgResMgr::ResMgr()->FindKey( kClient_KEY );
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plClientMsg *msg = TRACKED_NEW plClientMsg( plClientMsg::kLoadRoomHold );
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msg->AddReceiver( clientKey );
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msg->AddRoomLoc(plKeyFinder::Instance().FindLocation(ageName ? ageName : "GUI", name));
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msg->Send();
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// Now add this dialog to a list of pending loads (will remove it once it's fully loaded)
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// fDlgsPendingLoad.Append( TRACKED_NEW pfDialogNameSetKey( name, nil ) );
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}
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//// IShowDialog /////////////////////////////////////////////////////////////
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void pfGameGUIMgr::IShowDialog( const char *name )
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{
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int i;
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for( i = 0; i < fDialogs.GetCount(); i++ )
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{
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if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
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{
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ShowDialog( fDialogs[ i ] );
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fDialogs[i]->RefreshAllControls();
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break;
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}
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}
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}
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//// IHideDialog /////////////////////////////////////////////////////////////
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void pfGameGUIMgr::IHideDialog( const char *name )
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{
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int i;
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for( i = 0; i < fDialogs.GetCount(); i++ )
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{
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if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
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{
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HideDialog( fDialogs[ i ] );
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break;
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}
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}
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}
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//// ShowDialog //////////////////////////////////////////////////////////////
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void pfGameGUIMgr::ShowDialog( pfGUIDialogMod *dlg, bool resetClickables /* = true */ )
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{
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if ( resetClickables )
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plInputInterfaceMgr::GetInstance()->ResetClickableState();
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if( !dlg->IsEnabled() )
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{
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dlg->SetEnabled( true );
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// Add to active list
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if( fActiveDialogs == nil )
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IActivateGUI( true );
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dlg->LinkToList( &fActiveDialogs );
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return;
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}
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}
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//// HideDialog //////////////////////////////////////////////////////////////
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void pfGameGUIMgr::HideDialog( pfGUIDialogMod *dlg )
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{
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if( dlg->IsEnabled() )
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{
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dlg->SetEnabled( false );
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dlg->Unlink();
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if( fActiveDialogs == nil )
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IActivateGUI( false );
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}
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}
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//// UnloadDialog ////////////////////////////////////////////////////////////
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// Destroy the dialog and all the things associated with it. Fun fun.
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void pfGameGUIMgr::UnloadDialog( const char *name )
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{
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int i;
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for( i = 0; i < fDialogs.GetCount(); i++ )
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{
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if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
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{
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UnloadDialog( fDialogs[ i ] );
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break;
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}
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}
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}
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void pfGameGUIMgr::UnloadDialog( pfGUIDialogMod *dlg )
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{
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// IRemoveDlgFromList( dlg );
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// Add the name to our list of dialogs pending unload
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// fDlgsPendingUnload.Append( TRACKED_NEW pfDialogNameSetKey( dlg->GetName(), nil ) );
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plKey sceneNodeKey = dlg->GetSceneNodeKey();
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if( sceneNodeKey == nil )
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{
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hsStatusMessageF( "Warning: Unable to grab sceneNodeKey to unload dialog %s; searching for it...", dlg->GetName() );
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sceneNodeKey = plKeyFinder::Instance().FindSceneNodeKey( dlg->GetKey()->GetUoid().GetLocation() );
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}
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// if( dlg->GetTarget() )
|
||
|
if( sceneNodeKey != nil )
|
||
|
{
|
||
|
plKey clientKey = hsgResMgr::ResMgr()->FindKey( kClient_KEY );
|
||
|
|
||
|
plClientMsg *msg = TRACKED_NEW plClientMsg( plClientMsg::kUnloadRoom );
|
||
|
msg->AddReceiver( clientKey );
|
||
|
// msg->SetProgressBarSuppression( true );
|
||
|
msg->AddRoomLoc(sceneNodeKey->GetUoid().GetLocation());
|
||
|
msg->Send();
|
||
|
}
|
||
|
// GetKey()->Release( dlg->GetKey() );
|
||
|
}
|
||
|
|
||
|
//// IsDialogLoaded ////// see if the dialog is in our list of loaded dialogs
|
||
|
|
||
|
hsBool pfGameGUIMgr::IsDialogLoaded( const char *name )
|
||
|
{
|
||
|
// search through all the dialogs we've loaded
|
||
|
int i;
|
||
|
for( i = 0; i < fDialogs.GetCount(); i++ )
|
||
|
{
|
||
|
if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
|
||
|
{
|
||
|
// found 'em
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
// nota
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
pfGUIPopUpMenu *pfGameGUIMgr::FindPopUpMenu( const char *name )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
|
||
|
for( i = 0; i < fDialogs.GetCount(); i++ )
|
||
|
{
|
||
|
pfGUIPopUpMenu *menu = pfGUIPopUpMenu::ConvertNoRef( fDialogs[ i ] );
|
||
|
if( menu != nil && stricmp( menu->GetName(), name ) == 0 )
|
||
|
return menu;
|
||
|
}
|
||
|
|
||
|
return nil;
|
||
|
}
|
||
|
|
||
|
std::vector<plPostEffectMod*> pfGameGUIMgr::GetDlgRenderMods( void ) const
|
||
|
{
|
||
|
std::vector<plPostEffectMod*> retVal;
|
||
|
pfGUIDialogMod* curDialog = fActiveDialogs;
|
||
|
while (curDialog)
|
||
|
{
|
||
|
retVal.push_back(curDialog->GetRenderMod());
|
||
|
curDialog = curDialog->GetNext();
|
||
|
}
|
||
|
return retVal;
|
||
|
}
|
||
|
|
||
|
///// SetDialogToNotify - based on name
|
||
|
// This will Set the handler to a Notify Handler that will send a GUINotifyMsg to the receiver
|
||
|
//
|
||
|
void pfGameGUIMgr::SetDialogToNotify(const char *name, plKey recvrKey)
|
||
|
{
|
||
|
int i;
|
||
|
for( i = 0; i < fDialogs.GetCount(); i++ )
|
||
|
{
|
||
|
if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
|
||
|
{
|
||
|
SetDialogToNotify( fDialogs[ i ], recvrKey );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
///// SetDialogToNotify - pfGUIDialogMod*
|
||
|
// This will Set the handler to a Notify Handler that will send a GUINotifyMsg to the receiver
|
||
|
//
|
||
|
void pfGameGUIMgr::SetDialogToNotify(pfGUIDialogMod *dlg, plKey recvrKey)
|
||
|
{
|
||
|
pfGUIDialogNotifyProc* handler = TRACKED_NEW pfGUIDialogNotifyProc(recvrKey);
|
||
|
dlg->SetHandler(handler);
|
||
|
handler->OnInit();
|
||
|
}
|
||
|
|
||
|
|
||
|
//// IActivateGUI ////////////////////////////////////////////////////////////
|
||
|
// "Activates" the GUI manager. This means enabling the drawing of GUI
|
||
|
// elements on the screen as well as rerouting input to us.
|
||
|
|
||
|
void pfGameGUIMgr::IActivateGUI( hsBool activate )
|
||
|
{
|
||
|
if( fActivated == activate )
|
||
|
return;
|
||
|
|
||
|
if( activate )
|
||
|
{
|
||
|
fInputConfig = TRACKED_NEW pfGameUIInputInterface( this );
|
||
|
plInputIfaceMgrMsg *msg = TRACKED_NEW plInputIfaceMgrMsg( plInputIfaceMgrMsg::kAddInterface );
|
||
|
msg->SetIFace( fInputConfig );
|
||
|
plgDispatch::MsgSend( msg );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
plInputIfaceMgrMsg *msg = TRACKED_NEW plInputIfaceMgrMsg( plInputIfaceMgrMsg::kRemoveInterface );
|
||
|
msg->SetIFace( fInputConfig );
|
||
|
plgDispatch::MsgSend( msg );
|
||
|
|
||
|
hsRefCnt_SafeUnRef( fInputConfig );
|
||
|
fInputConfig = nil;
|
||
|
}
|
||
|
|
||
|
fActivated = activate;
|
||
|
}
|
||
|
|
||
|
//// IHandleMouse ////////////////////////////////////////////////////////////
|
||
|
// Distributes mouse events to the dialogs currently active
|
||
|
|
||
|
hsBool pfGameGUIMgr::IHandleMouse( EventType event, hsScalar mouseX, hsScalar mouseY, UInt8 modifiers, UInt32 *desiredCursor )
|
||
|
{
|
||
|
pfGUIDialogMod *dlg;
|
||
|
|
||
|
|
||
|
// Update interesting things first, no matter what, for ALL dialogs
|
||
|
hsBool modalPresent = false;
|
||
|
for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() )
|
||
|
{
|
||
|
dlg->UpdateInterestingThings( mouseX, mouseY, modifiers, modalPresent );
|
||
|
if (dlg->HasFlag( pfGUIDialogMod::kModal ))
|
||
|
modalPresent = true;
|
||
|
}
|
||
|
|
||
|
for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() )
|
||
|
{
|
||
|
if( dlg->HandleMouseEvent( event, mouseX, mouseY, modifiers ) ||
|
||
|
( dlg->HasFlag( pfGUIDialogMod::kModal ) && event != pfGameGUIMgr::kMouseUp ) )
|
||
|
{
|
||
|
// If this dialog handled it, also get the cursor it wants
|
||
|
*desiredCursor = dlg->GetDesiredCursor();
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//// IHandleKeyEvt ///////////////////////////////////////////////////////////
|
||
|
// Distributes mouse events to the dialogs currently active
|
||
|
|
||
|
hsBool pfGameGUIMgr::IHandleKeyEvt( EventType event, plKeyDef key, UInt8 modifiers )
|
||
|
{
|
||
|
pfGUIDialogMod *dlg;
|
||
|
|
||
|
|
||
|
for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() )
|
||
|
{
|
||
|
if( dlg->HandleKeyEvent( event, key, modifiers ) )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//// IHandleKeyPress /////////////////////////////////////////////////////////
|
||
|
// Like IHandleKeyPress, but takes in a char for distributing actual
|
||
|
// characters typed.
|
||
|
|
||
|
hsBool pfGameGUIMgr::IHandleKeyPress( char key, UInt8 modifiers )
|
||
|
{
|
||
|
pfGUIDialogMod *dlg;
|
||
|
|
||
|
|
||
|
for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() )
|
||
|
{
|
||
|
if( dlg->HandleKeyPress( key, modifiers ) )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//// IModalBlocking //////////////////////////////////////////////////////////
|
||
|
// Looks at the chain of active dialogs and determines if there's any modals
|
||
|
// blocking input. Returns true if so.
|
||
|
|
||
|
hsBool pfGameGUIMgr::IModalBlocking( void )
|
||
|
{
|
||
|
return ( IGetTopModal() != nil ) ? true : false;
|
||
|
}
|
||
|
|
||
|
//// IGetTopModal ////////////////////////////////////////////////////////////
|
||
|
// Returns the topmost (visible) modal dialog, nil if none.
|
||
|
|
||
|
pfGUIDialogMod *pfGameGUIMgr::IGetTopModal( void ) const
|
||
|
{
|
||
|
pfGUIDialogMod *dlg;
|
||
|
|
||
|
|
||
|
for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() )
|
||
|
{
|
||
|
if( dlg->HasFlag( pfGUIDialogMod::kModal ) )
|
||
|
return dlg;
|
||
|
}
|
||
|
|
||
|
return nil;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//// Control Config Class ////////////////////////////////////////////////////
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
pfGameUIInputInterface::pfGameUIInputInterface( pfGameGUIMgr * const mgr ) : plInputInterface(), fGUIManager( mgr )
|
||
|
{
|
||
|
fModifiers = pfGameGUIMgr::kNoModifiers;
|
||
|
fButtonState = 0;
|
||
|
fHaveInterestingCursor = false;
|
||
|
SetEnabled( true ); // Always enabled
|
||
|
fCurrentCursor = kCursorUp;
|
||
|
|
||
|
// Add our control codes to our control map. Do NOT add the key bindings yet.
|
||
|
// Note: HERE is where you specify the actions for each command, i.e. net propagate and so forth.
|
||
|
// This part basically declares us master of the bindings for these commands.
|
||
|
|
||
|
// IF YOU ARE LOOKING TO CHANGE THE DEFAULT KEY BINDINGS, DO NOT LOOK HERE. GO TO
|
||
|
// RestoreDefaultKeyMappings()!!!!
|
||
|
|
||
|
fControlMap->AddCode( B_CONTROL_EXIT_GUI_MODE, kControlFlagNormal | kControlFlagNoRepeat );
|
||
|
|
||
|
// IF YOU ARE LOOKING TO CHANGE THE DEFAULT KEY BINDINGS, DO NOT LOOK HERE. GO TO
|
||
|
// RestoreDefaultKeyMappings()!!!!
|
||
|
}
|
||
|
|
||
|
hsBool pfGameUIInputInterface::IControlCodeEnabled( ControlEventCode code )
|
||
|
{
|
||
|
if( code == B_CONTROL_EXIT_GUI_MODE )
|
||
|
{
|
||
|
// Disable the exitGUIMode key binding if we don't have a modal dialog up or if
|
||
|
// the cursor is inside an edit or multiline edit control
|
||
|
if( !fGUIManager->IModalBlocking() )
|
||
|
return false;
|
||
|
|
||
|
pfGUIDialogMod *dlg = fGUIManager->IGetTopModal();
|
||
|
if( dlg != nil )
|
||
|
{
|
||
|
pfGUIControlMod *ctrl = dlg->GetFocus();
|
||
|
if( ctrl != nil && ctrl->HasFlag( pfGUIControlMod::kTakesSpecialKeys ) )
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return true; // Enable all other codes
|
||
|
}
|
||
|
|
||
|
hsBool pfGameUIInputInterface::IHandleCtrlCmd( plCtrlCmd *cmd )
|
||
|
{
|
||
|
if( cmd->fControlCode == B_CONTROL_EXIT_GUI_MODE )
|
||
|
{
|
||
|
if( cmd->fControlActivated )
|
||
|
{
|
||
|
pfGUIDialogMod *dlg = fGUIManager->IGetTopModal();
|
||
|
if( dlg != nil && dlg->GetHandler() != nil )
|
||
|
dlg->GetHandler()->OnControlEvent( pfGUIDialogProc::kExitMode );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
hsBool pfGameUIInputInterface::InterpretInputEvent( plInputEventMsg *pMsg )
|
||
|
{
|
||
|
hsBool handled = false;
|
||
|
|
||
|
|
||
|
/// The in-game UI has to do far more complicated control handling, so we just overload this entirely
|
||
|
plKeyEventMsg *pKeyMsg = plKeyEventMsg::ConvertNoRef( pMsg );
|
||
|
if( pKeyMsg )
|
||
|
{
|
||
|
// By default, we don't want the modifier keys treated as "handled", 'cause
|
||
|
// we want the other interfaces to get them as well (unless we have a modal
|
||
|
// as the top dialog).
|
||
|
if( pKeyMsg->GetKeyCode() == KEY_SHIFT )
|
||
|
{
|
||
|
if( pKeyMsg->GetKeyDown() )
|
||
|
fModifiers |= pfGameGUIMgr::kShiftDown;
|
||
|
else
|
||
|
fModifiers &= ~pfGameGUIMgr::kShiftDown;
|
||
|
}
|
||
|
else if( pKeyMsg->GetKeyCode() == KEY_CTRL )
|
||
|
{
|
||
|
if( pKeyMsg->GetKeyDown() )
|
||
|
fModifiers |= pfGameGUIMgr::kCtrlDown;
|
||
|
else
|
||
|
fModifiers &= ~pfGameGUIMgr::kCtrlDown;
|
||
|
}
|
||
|
else if( pKeyMsg->GetKeyCode() == KEY_CAPSLOCK )
|
||
|
{
|
||
|
if( pKeyMsg->GetKeyDown() )
|
||
|
fModifiers |= pfGameGUIMgr::kCapsDown;
|
||
|
else
|
||
|
fModifiers &= ~pfGameGUIMgr::kCapsDown;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Sometimes I can't explain why Mathew does some of the things he does.
|
||
|
// I going to replace his modifier flags (which I don't know why he thought he had to have his own)
|
||
|
// with the ones that are in the keymsg since they seem to be more accurate!
|
||
|
fModifiers = 0;
|
||
|
if ( pKeyMsg->GetShiftKeyDown() )
|
||
|
fModifiers |= pfGameGUIMgr::kShiftDown;
|
||
|
if ( pKeyMsg->GetCtrlKeyDown() )
|
||
|
fModifiers |= pfGameGUIMgr::kCtrlDown;
|
||
|
if ( pKeyMsg->GetCapsLockKeyDown() )
|
||
|
fModifiers |= pfGameGUIMgr::kCapsDown;
|
||
|
if( pKeyMsg->GetKeyDown() )
|
||
|
{
|
||
|
if( !pKeyMsg->GetRepeat() )
|
||
|
handled = fGUIManager->IHandleKeyEvt( pfGameGUIMgr::kKeyDown, pKeyMsg->GetKeyCode(), fModifiers );
|
||
|
else
|
||
|
handled = fGUIManager->IHandleKeyEvt( pfGameGUIMgr::kKeyRepeat, pKeyMsg->GetKeyCode(), fModifiers );
|
||
|
|
||
|
handled |= fGUIManager->IHandleKeyPress( plKeyboardDevice::KeyEventToChar( pKeyMsg ), fModifiers );
|
||
|
}
|
||
|
else
|
||
|
handled = fGUIManager->IHandleKeyEvt( pfGameGUIMgr::kKeyUp, pKeyMsg->GetKeyCode(), fModifiers );
|
||
|
}
|
||
|
|
||
|
// We need to do early interception of a screenshot request, since they want
|
||
|
// us to be able to take screen shots while in a modal GUI... whee
|
||
|
// Also, this should only be run if the dialog didn't handle the command in
|
||
|
// the first place (taking screenshots while the user is typing would be
|
||
|
// awkward) and we must do it on key down because the key binding routines
|
||
|
// also trigger on key-down and we don't want to be taking screen shots when
|
||
|
// the user re-binds the screenshot command.
|
||
|
// HACK HACK HACK
|
||
|
if ((!handled) && (pKeyMsg->GetKeyDown()))
|
||
|
{
|
||
|
const plKeyBinding* keymap = plInputInterfaceMgr::GetInstance()->FindBindingByConsoleCmd("Game.KITakePicture");
|
||
|
if (keymap)
|
||
|
{
|
||
|
unsigned keyFlags = 0;
|
||
|
if (pKeyMsg->GetCtrlKeyDown())
|
||
|
keyFlags |= plKeyCombo::kCtrl;
|
||
|
if (pKeyMsg->GetShiftKeyDown())
|
||
|
keyFlags |= plKeyCombo::kShift;
|
||
|
plKeyCombo combo(pKeyMsg->GetKeyCode(), keyFlags);
|
||
|
if ((keymap->GetKey1().IsSatisfiedBy(combo)) || (keymap->GetKey2().IsSatisfiedBy(combo)))
|
||
|
{
|
||
|
// tell the KI to take the shot
|
||
|
plConsoleMsg * consoleMsg = NEWZERO(plConsoleMsg);
|
||
|
consoleMsg->SetCmd(plConsoleMsg::kExecuteLine);
|
||
|
consoleMsg->SetString("Game.KITakePicture");
|
||
|
consoleMsg->Send(nil, true);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool modal = fGUIManager->IModalBlocking();
|
||
|
return handled || modal; // we "handle" it if we are modal, even if it didn't do anything
|
||
|
}
|
||
|
|
||
|
plMouseEventMsg *pMouseMsg = plMouseEventMsg::ConvertNoRef( pMsg );
|
||
|
if( pMouseMsg && fManager->IsClickEnabled() )
|
||
|
{
|
||
|
if( pMouseMsg->GetButton() == kLeftButtonDown )
|
||
|
{
|
||
|
handled = fGUIManager->IHandleMouse( pfGameGUIMgr::kMouseDown, pMouseMsg->GetXPos(), pMouseMsg->GetYPos(), fModifiers, &fCurrentCursor );
|
||
|
if (handled)
|
||
|
fButtonState |= kLeftButtonDown;
|
||
|
}
|
||
|
else if( pMouseMsg->GetButton() == kLeftButtonUp )
|
||
|
{
|
||
|
handled = fGUIManager->IHandleMouse( pfGameGUIMgr::kMouseUp, pMouseMsg->GetXPos(), pMouseMsg->GetYPos(), fModifiers, &fCurrentCursor );
|
||
|
if ((handled) || (fButtonState & kLeftButtonDown)) // even if we didn't handle the mouse up, if we think the button is still down, we should clear our flag
|
||
|
fButtonState &= ~kLeftButtonDown;
|
||
|
}
|
||
|
else if( pMouseMsg->GetButton() == kLeftButtonDblClk )
|
||
|
handled = fGUIManager->IHandleMouse( pfGameGUIMgr::kMouseDblClick, pMouseMsg->GetXPos(), pMouseMsg->GetYPos(), fModifiers, &fCurrentCursor );
|
||
|
else if( fButtonState & kLeftButtonDown )
|
||
|
handled = fGUIManager->IHandleMouse( pfGameGUIMgr::kMouseDrag, pMouseMsg->GetXPos(), pMouseMsg->GetYPos(), fModifiers, &fCurrentCursor );
|
||
|
else
|
||
|
handled = fGUIManager->IHandleMouse( pfGameGUIMgr::kMouseMove, pMouseMsg->GetXPos(), pMouseMsg->GetYPos(), fModifiers, &fCurrentCursor );
|
||
|
|
||
|
fHaveInterestingCursor = handled;
|
||
|
return handled;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
UInt32 pfGameUIInputInterface::GetCurrentCursorID( void ) const
|
||
|
{
|
||
|
if( fCurrentCursor == 0 )
|
||
|
{
|
||
|
if ( pfGameGUIMgr::GetInstance() )
|
||
|
return pfGameGUIMgr::GetInstance()->GetDefaultCursor();
|
||
|
else
|
||
|
return kCursorUp;
|
||
|
}
|
||
|
|
||
|
return fCurrentCursor;
|
||
|
}
|
||
|
|
||
|
hsScalar pfGameUIInputInterface::GetCurrentCursorOpacity( void ) const
|
||
|
{
|
||
|
if ( pfGameGUIMgr::GetInstance() )
|
||
|
return pfGameGUIMgr::GetInstance()->GetCursorOpacity();
|
||
|
else
|
||
|
return 1.f;
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//// Tag Stuff ///////////////////////////////////////////////////////////////
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
extern pfGUITag gGUITags[]; // From pfGUITagDefs.cpp
|
||
|
|
||
|
//// GetDialogFromTag ////////////////////////////////////////////////////////
|
||
|
|
||
|
pfGUIDialogMod *pfGameGUIMgr::GetDialogFromTag( UInt32 tagID )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
|
||
|
for( i = 0; i < fDialogs.GetCount(); i++ )
|
||
|
{
|
||
|
if( fDialogs[ i ]->GetTagID() == tagID )
|
||
|
return fDialogs[ i ];
|
||
|
}
|
||
|
|
||
|
return nil;
|
||
|
}
|
||
|
|
||
|
//// GetDialogFromString ////////////////////////////////////////////////////////
|
||
|
|
||
|
pfGUIDialogMod *pfGameGUIMgr::GetDialogFromString( const char *name )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
|
||
|
for( i = 0; i < fDialogs.GetCount(); i++ )
|
||
|
{
|
||
|
if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
|
||
|
return fDialogs[ i ];
|
||
|
}
|
||
|
|
||
|
return nil;
|
||
|
}
|
||
|
|
||
|
//// GetControlFromTag ///////////////////////////////////////////////////////
|
||
|
|
||
|
pfGUIControlMod *pfGameGUIMgr::GetControlFromTag( pfGUIDialogMod *dlg, UInt32 tagID )
|
||
|
{
|
||
|
return dlg->GetControlFromTag( tagID );
|
||
|
}
|
||
|
|
||
|
//// GetNumTags //////////////////////////////////////////////////////////////
|
||
|
|
||
|
UInt32 pfGameGUIMgr::GetNumTags( void )
|
||
|
{
|
||
|
UInt32 count;
|
||
|
|
||
|
|
||
|
for( count = 0; gGUITags[ count ].fID != 0; count++ );
|
||
|
return count;
|
||
|
}
|
||
|
|
||
|
//// GetTag //////////////////////////////////////////////////////////////////
|
||
|
|
||
|
pfGUITag *pfGameGUIMgr::GetTag( UInt32 tagIndex )
|
||
|
{
|
||
|
UInt32 count;
|
||
|
|
||
|
|
||
|
for( count = 0; gGUITags[ count ].fID != 0; count++ );
|
||
|
hsAssert( tagIndex < count, "Bad index to GetTag()" );
|
||
|
|
||
|
return &gGUITags[ tagIndex ];
|
||
|
}
|
||
|
|
||
|
UInt32 pfGameGUIMgr::GetHighestTag( void )
|
||
|
{
|
||
|
UInt32 i, id = 1;
|
||
|
|
||
|
|
||
|
for( i = 0; gGUITags[ i ].fID != 0; i++ )
|
||
|
{
|
||
|
if( id < gGUITags[ i ].fID )
|
||
|
id = gGUITags[ i ].fID;
|
||
|
}
|
||
|
|
||
|
return id;
|
||
|
}
|
||
|
|
||
|
|
||
|
void pfGameGUIMgr::SetAspectRatio(hsScalar aspectratio)
|
||
|
{
|
||
|
hsScalar oldAspectRatio = fAspectRatio;
|
||
|
|
||
|
// don't allow the aspectratio below 4:3
|
||
|
hsScalar fourThree = 4.0f/3.0f;
|
||
|
fAspectRatio = aspectratio < fourThree ? fourThree : aspectratio;
|
||
|
|
||
|
if (fAspectRatio != oldAspectRatio)
|
||
|
{
|
||
|
// need to tell dialogs to update
|
||
|
int i;
|
||
|
for (i = 0; i < fDialogs.GetCount(); i++)
|
||
|
{
|
||
|
if (fDialogs[i])
|
||
|
fDialogs[i]->UpdateAspectRatio();
|
||
|
}
|
||
|
}
|
||
|
}
|