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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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// pfGUIDialogMod Definition //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "HeadSpin.h"
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#include "pfGameGUIMgr.h"
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#include "pfGUIDialogMod.h"
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#include "pfGUIControlMod.h"
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#include "pfGUIDialogHandlers.h"
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#include "pfGUIDialogNotifyProc.h"
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#include "pfGUIListElement.h"
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#include "plScene/plPostEffectMod.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 "plScene/plSceneNode.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnKeyedObject/plKey.h"
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#include "pnKeyedObject/plFixedKey.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "plStatusLog/plStatusLog.h"
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#include "plgDispatch.h"
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#include "hsResMgr.h"
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#include "plViewTransform.h"
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//// Constructor/Destructor //////////////////////////////////////////////////
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pfGUIDialogMod::pfGUIDialogMod() : fRenderMod( nil ), fNext( nil ), fPrevPtr( nil )
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{
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memset( fName, 0, sizeof( fName ) );
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fEnabled = false;
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fControlOfInterest = nil;
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fFocusCtrl = nil;
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fMousedCtrl = nil;
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fTagID = 0;
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fHandler = nil;
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fVersion = 0;
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fDragMode = false;
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fDragReceptive = false;
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fDragTarget = nil;
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fProcReceiver = nil;
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fColorScheme = new pfGUIColorScheme();
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}
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pfGUIDialogMod::~pfGUIDialogMod()
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{
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// Call the handler's destroy if there is one
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if( fHandler )
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fHandler->OnDestroy();
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// Unregister us with the Game GUI manager
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plUoid lu( kGameGUIMgr_KEY );
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plKey mgrKey = hsgResMgr::ResMgr()->FindKey( lu );
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if( mgrKey )
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{
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plGenRefMsg *refMsg = new plGenRefMsg( mgrKey, plRefMsg::kOnRemove, 0, pfGameGUIMgr::kDlgModRef );
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refMsg->SetRef( this );
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plgDispatch::MsgSend( refMsg );
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}
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SetHandler( nil );
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hsRefCnt_SafeUnRef( fColorScheme );
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fColorScheme = nil;
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}
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//// ScreenToWorldPoint //////////////////////////////////////////////////////
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// Sometimes it just sucks not having access to the pipeline at just the
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// right time.
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void pfGUIDialogMod::ScreenToWorldPoint( float x, float y, float z, hsPoint3 &outPt )
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{
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plViewTransform view = fRenderMod->GetViewTransform();
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view.SetScreenSize( 1, 1 );
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outPt = view.ScreenToWorld( hsPoint3( x, y, z ) );
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}
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//// WorldToScreenPoint //////////////////////////////////////////////////////
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// Given a point in world-space, translates it into screen coordinates
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// (with range 0-1, origin top-left).
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hsPoint3 pfGUIDialogMod::WorldToScreenPoint( const hsPoint3 &inPt )
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{
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plViewTransform view = fRenderMod->GetViewTransform();
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view.SetScreenSize( 1, 1 );
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hsPoint3 tempPt = view.WorldToScreen( inPt );
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tempPt.fZ = view.WorldToCamera( inPt ).fZ;
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return tempPt;
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}
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//// IEval ///////////////////////////////////////////////////////////////////
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bool pfGUIDialogMod::IEval( double secs, float del, uint32_t dirty )
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{
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return false;
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}
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//// MsgReceive //////////////////////////////////////////////////////////////
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bool pfGUIDialogMod::MsgReceive( plMessage *msg )
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{
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plGenRefMsg *ref = plGenRefMsg::ConvertNoRef( msg );
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if( ref )
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{
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switch( ref->fType )
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{
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case kRenderModRef:
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if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
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{
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fRenderMod = plPostEffectMod::ConvertNoRef( ref->GetRef() );
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fRenderMod->EnableLightsOnRenderRequest();
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if( fEnabled )
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{
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plAnimCmdMsg *animMsg = new plAnimCmdMsg( GetKey(), fRenderMod->GetKey(), nil );
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animMsg->SetCmd( plAnimCmdMsg::kContinue );
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plgDispatch::MsgSend( animMsg );
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}
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}
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else if( ref->GetContext() & ( plRefMsg::kOnRemove | plRefMsg::kOnDestroy ) )
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{
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plAnimCmdMsg *animMsg = new plAnimCmdMsg( GetKey(), fRenderMod->GetKey(), nil );
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animMsg->SetCmd( plAnimCmdMsg::kStop );
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plgDispatch::MsgSend( animMsg );
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fRenderMod = nil;
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}
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break;
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case kControlRef:
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if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
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{
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if( ref->fWhich >= fControls.GetCount() )
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{
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hsAssert( false, "Bad index in reffing a control on a GUI dialog" );
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}
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else
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{
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pfGUIControlMod *oldCtrl = fControls[ ref->fWhich ];
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fControls[ ref->fWhich ] = pfGUIControlMod::ConvertNoRef( ref->GetRef() );
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fControls[ ref->fWhich ]->ISetDialog( this );
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if( oldCtrl != fControls[ ref->fWhich ] )
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// They're equal on export time, when we DON'T want to be updating the bounds
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fControls[ ref->fWhich ]->CalcInitialBounds();
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if( fControls[ ref->fWhich ]->HasFlag( pfGUIControlMod::kInheritProcFromDlg ) )
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fControls[ ref->fWhich ]->ISetHandler( fHandler );
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}
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}
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else if( ref->GetContext() & ( plRefMsg::kOnRemove | plRefMsg::kOnDestroy ) )
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{
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if( ref->fWhich >= fControls.GetCount() )
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{
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hsAssert( false, "Bad index in unreffing a control on a GUI dialog." );
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}
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else
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{
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if( fControls[ ref->fWhich ] != nil )
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fControls[ ref->fWhich ]->ISetDialog( nil );
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fControls[ ref->fWhich ] = nil;
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}
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}
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break;
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}
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return true;
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}
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return plSingleModifier::MsgReceive( msg );
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}
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//// AddControl //////////////////////////////////////////////////////////////
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void pfGUIDialogMod::AddControl( pfGUIControlMod *ctrl )
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{
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fControls.Append( ctrl );
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ctrl->ISetDialog( this );
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ctrl->CalcInitialBounds();
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}
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//// AddControlOnExport //////////////////////////////////////////////////////
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void pfGUIDialogMod::AddControlOnExport( pfGUIControlMod *ctrl )
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{
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fControls.Append( ctrl );
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hsgResMgr::ResMgr()->AddViaNotify( ctrl->GetKey(), new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, fControls.GetCount() - 1, pfGUIDialogMod::kControlRef ), plRefFlags::kActiveRef );
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}
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//// SetEnabled //////////////////////////////////////////////////////////////
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void pfGUIDialogMod::SetEnabled( bool e )
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{
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if( e == fEnabled )
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return;
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fEnabled = e;
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if( fHandler != nil )
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{
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if( fEnabled )
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fHandler->OnShow();
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else
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fHandler->OnHide();
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}
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if ( !fEnabled )
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{
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// if we are being hidden then there should be no controls that have interest
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fControlOfInterest = nil;
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// also we can purge the dynaText images on the controls
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int i;
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for( i = 0; i < fControls.GetCount(); i++ )
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{
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if( fControls[ i ] == nil )
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continue;
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fControls[ i ]->PurgeDynaTextMapImage();
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}
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}
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if( fRenderMod != nil )
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{
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plAnimCmdMsg *animMsg = new plAnimCmdMsg( GetKey(), fRenderMod->GetKey(), nil );
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if( fEnabled )
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{
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animMsg->SetCmd( plAnimCmdMsg::kContinue );
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// Update the bounds on all controls that we own
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UpdateAllBounds();
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}
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else
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animMsg->SetCmd( plAnimCmdMsg::kStop );
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plgDispatch::MsgSend( animMsg );
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}
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}
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//// Read/Write //////////////////////////////////////////////////////////////
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void pfGUIDialogMod::Read( hsStream *s, hsResMgr *mgr )
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{
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plSingleModifier::Read(s, mgr);
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRenderModRef ), plRefFlags::kActiveRef );
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s->Read( sizeof( fName ), fName );
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uint32_t i, count = s->ReadLE32();
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fControls.SetCountAndZero( count );
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for( i = 0; i < count; i++ )
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, i, kControlRef ), plRefFlags::kActiveRef );
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// Register us with the Game GUI manager
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plUoid lu( kGameGUIMgr_KEY );
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plKey mgrKey = hsgResMgr::ResMgr()->FindKey( lu );
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if( mgrKey )
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{
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plGenRefMsg *refMsg = new plGenRefMsg( mgrKey, plRefMsg::kOnCreate, 0, pfGameGUIMgr::kDlgModRef );
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hsgResMgr::ResMgr()->AddViaNotify( GetKey(), refMsg, plRefFlags::kPassiveRef );
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}
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s->ReadLE( &fTagID );
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fProcReceiver = mgr->ReadKey( s );
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if( fProcReceiver != nil )
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SetHandler( new pfGUIDialogNotifyProc( fProcReceiver ) );
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s->ReadLE( &fVersion );
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fColorScheme->Read( s );
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fSceneNodeKey = mgr->ReadKey( s );
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}
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void pfGUIDialogMod::Write( hsStream *s, hsResMgr *mgr )
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{
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uint32_t i;
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plSingleModifier::Write( s, mgr );
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mgr->WriteKey( s, fRenderMod->GetKey() );
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s->Write( sizeof( fName ), fName );
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s->WriteLE32( fControls.GetCount() );
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for( i = 0; i < fControls.GetCount(); i++ )
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mgr->WriteKey( s, fControls[ i ]->GetKey() );
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s->WriteLE( fTagID );
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mgr->WriteKey( s, fProcReceiver );
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s->WriteLE( fVersion );
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fColorScheme->Write( s );
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mgr->WriteKey( s, fSceneNodeKey );
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}
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plKey pfGUIDialogMod::GetSceneNodeKey( void )
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{
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if( fSceneNodeKey != nil )
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return fSceneNodeKey;
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// Attempt to grab it
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if( GetTarget() != nil && GetTarget()->GetSceneNode() != nil )
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return ( fSceneNodeKey = GetTarget()->GetSceneNode() );
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return nil;
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}
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//// UpdateInterestingThings /////////////////////////////////////////////////
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// Really. We go through and make sure every control marked as interesting
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// still has the mouse inside it and vice versa.
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void pfGUIDialogMod::UpdateInterestingThings( float mouseX, float mouseY, uint8_t modifiers, bool modalPreset )
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{
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int i;
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hsPoint3 mousePoint;
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mousePoint.Set( mouseX, mouseY, 0.f );
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for( i = 0; i < fControls.GetCount(); i++ )
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{
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if( fControls[ i ] == nil )
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continue;
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|
// if there was a modal present and we are not modal, then everything is unInteresting!
|
|
|
|
if ( modalPreset && !HasFlag(pfGUIDialogMod::kModal) )
|
|
|
|
{
|
|
|
|
if( fControls[ i ]->IsInteresting() )
|
|
|
|
fControls[ i ]->SetInteresting( false );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( !fControls[ i ]->HasFlag( pfGUIControlMod::kIntangible ) && fControls[ i ]->PointInBounds( mousePoint ) || fControls[ i ] == fControlOfInterest )
|
|
|
|
{
|
|
|
|
if( !fControls[ i ]->IsInteresting() )
|
|
|
|
fControls[ i ]->SetInteresting( true );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( fControls[ i ]->IsInteresting() )
|
|
|
|
fControls[ i ]->SetInteresting( false );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//// HandleMouseEvent ////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
#ifdef HS_DEBUGGING // Debugging bounds rects
|
|
|
|
#include "plPipeline/plDebugText.h"
|
|
|
|
#endif
|
|
|
|
|
|
|
|
bool pfGUIDialogMod::HandleMouseEvent( pfGameGUIMgr::EventType event, float mouseX, float mouseY,
|
|
|
|
uint8_t modifiers )
|
|
|
|
{
|
|
|
|
hsPoint3 mousePoint;
|
|
|
|
uint32_t i;
|
|
|
|
|
|
|
|
pfGUIControlMod *oldInterestingCtrl = nil;
|
|
|
|
float smallestZ;
|
|
|
|
|
|
|
|
#ifdef HS_DEBUGGING // Debugging bounds rects
|
|
|
|
static bool showBounds = false;
|
|
|
|
|
|
|
|
if( showBounds )
|
|
|
|
{
|
|
|
|
uint32_t sW, sH;
|
|
|
|
plDebugText::Instance().GetScreenSize(&sW,&sH);
|
|
|
|
for( i = 0; i < fControls.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( fControls[ i ] == nil )
|
|
|
|
continue;
|
|
|
|
if( fControls[ i ]->HasFlag( pfGUIControlMod::kIntangible ) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if( fControls[ i ]->fBoundsPoints.GetCount() > 0 )
|
|
|
|
{
|
|
|
|
const hsBounds3 &bnds = fControls[ i ]->GetBounds();
|
|
|
|
plDebugText::Instance().Draw3DBorder( (uint16_t)(sW * bnds.GetMins().fX),
|
|
|
|
(uint16_t)(sH * bnds.GetMins().fY),
|
|
|
|
(uint16_t)(sW * bnds.GetMaxs().fX),
|
|
|
|
(uint16_t)(sH * bnds.GetMaxs().fY), 0x3000ffff, 0x3000ffff );
|
|
|
|
|
|
|
|
uint32_t color = 0xffff0000;
|
|
|
|
for( int j = 0; j < fControls[ i ]->fBoundsPoints.GetCount(); j++ )
|
|
|
|
{
|
|
|
|
// color = 0xff000000 | ( ( j * 16 ) << 16 );
|
|
|
|
float x = sW * fControls[ i ]->fBoundsPoints[ j ].fX;
|
|
|
|
float y = sH * fControls[ i ]->fBoundsPoints[ j ].fY;
|
|
|
|
plDebugText::Instance().DrawRect( (uint16_t)(x - 2), (uint16_t)(y - 2), (uint16_t)(x + 2), (uint16_t)(y + 2), color );
|
|
|
|
char str[ 16 ];
|
|
|
|
snprintf(str, 16, "%d", j);
|
|
|
|
plDebugText::Instance().DrawString( (uint16_t)(x + 8), (uint16_t)(y - 8), str, color );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
const hsBounds3 &bnds = fControls[ i ]->GetBounds();
|
|
|
|
plDebugText::Instance().Draw3DBorder( (uint16_t)(sW * bnds.GetMins().fX),
|
|
|
|
(uint16_t)(sH * bnds.GetMins().fY),
|
|
|
|
(uint16_t)(sW * bnds.GetMaxs().fX),
|
|
|
|
(uint16_t)(sH * bnds.GetMaxs().fY), 0x300000ff, 0x300000ff );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
mousePoint.Set( mouseX, mouseY, 0.f );
|
|
|
|
|
|
|
|
if( fDragMode )
|
|
|
|
{
|
|
|
|
IHandleDrag( mousePoint, event, modifiers );
|
|
|
|
return true; // We ALWAYS handle events if we're in drag mode
|
|
|
|
}
|
|
|
|
|
|
|
|
oldInterestingCtrl = fMousedCtrl;
|
|
|
|
if( fControlOfInterest != nil )
|
|
|
|
{
|
|
|
|
// A particular control already has interest--pass messages directly to it no matter what
|
|
|
|
fMousedCtrl = fControlOfInterest;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for( i = 0, fMousedCtrl = nil, smallestZ = 1.e30f; i < fControls.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( fControls[ i ] != nil && !fControls[ i ]->HasFlag( pfGUIControlMod::kIntangible ) && fControls[ i ]->PointInBounds( mousePoint ) && fControls[ i ]->IsVisible() && fControls[ i ]->IsEnabled() )
|
|
|
|
{
|
|
|
|
if( fControls[ i ]->GetScreenMinZ() < smallestZ )
|
|
|
|
{
|
|
|
|
if( fControls[ i ]->FilterMousePosition( mousePoint ) )
|
|
|
|
{
|
|
|
|
fMousedCtrl = fControls[ i ];
|
|
|
|
smallestZ = fControls[ i ]->GetScreenMinZ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( fMousedCtrl != nil )
|
|
|
|
{
|
|
|
|
#ifdef HS_DEBUGGING // Debugging bounds rects
|
|
|
|
if( showBounds )
|
|
|
|
{
|
|
|
|
const hsBounds3 &bnds = fMousedCtrl->GetBounds();
|
|
|
|
plDebugText::Instance().DrawString( (uint16_t)(bnds.GetMins().fX), (uint16_t)(bnds.GetMins().fY), fMousedCtrl->GetKeyName().c_str(), (uint32_t)0xffffff00 );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if( event == pfGameGUIMgr::kMouseDown )
|
|
|
|
{
|
|
|
|
if( fMousedCtrl->HasFlag( pfGUIControlMod::kWantsInterest ) )
|
|
|
|
fControlOfInterest = fMousedCtrl;
|
|
|
|
|
|
|
|
fMousedCtrl->HandleMouseDown( mousePoint, modifiers );
|
|
|
|
|
|
|
|
// Clicking on a control (mouse down) also sets focus to that control. Unlike
|
|
|
|
// control-of-interest, this does NOT get reset until a new control is clicked on
|
|
|
|
if( fFocusCtrl != fMousedCtrl )
|
|
|
|
{
|
|
|
|
if( fHandler != nil )
|
|
|
|
fHandler->OnCtrlFocusChange( fFocusCtrl, fMousedCtrl );
|
|
|
|
|
|
|
|
if( fFocusCtrl != nil )
|
|
|
|
fFocusCtrl->SetFocused( false );
|
|
|
|
fFocusCtrl = fMousedCtrl;
|
|
|
|
fFocusCtrl->SetFocused( true );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( event == pfGameGUIMgr::kMouseUp )
|
|
|
|
{
|
|
|
|
fMousedCtrl->HandleMouseUp( mousePoint, modifiers );
|
|
|
|
|
|
|
|
// Controls lose interest on mouse up
|
|
|
|
fControlOfInterest = nil;
|
|
|
|
}
|
|
|
|
else if( event == pfGameGUIMgr::kMouseMove )
|
|
|
|
fMousedCtrl->HandleMouseHover( mousePoint, modifiers );
|
|
|
|
else if( event == pfGameGUIMgr::kMouseDrag )
|
|
|
|
fMousedCtrl->HandleMouseDrag( mousePoint, modifiers );
|
|
|
|
else if( event == pfGameGUIMgr::kMouseDblClick )
|
|
|
|
fMousedCtrl->HandleMouseDblClick( mousePoint, modifiers );
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// Clicked on nobody, make sure we lose focus on any controls
|
|
|
|
if( fFocusCtrl != nil && event == pfGameGUIMgr::kMouseDown )
|
|
|
|
{
|
|
|
|
if( fHandler != nil )
|
|
|
|
fHandler->OnCtrlFocusChange( fFocusCtrl, nil );
|
|
|
|
|
|
|
|
if( fFocusCtrl != nil ) // The handler call could've changed it
|
|
|
|
fFocusCtrl->SetFocused( false );
|
|
|
|
fFocusCtrl = nil;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// HandleKeyEvent //////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
bool pfGUIDialogMod::HandleKeyEvent( pfGameGUIMgr::EventType event, plKeyDef key, uint8_t modifiers )
|
|
|
|
{
|
|
|
|
// Only process if a control has focus...
|
|
|
|
if( fFocusCtrl != nil )
|
|
|
|
{
|
|
|
|
// And guess what, it's up to that control to process it! Gee, how easy...
|
|
|
|
return fFocusCtrl->HandleKeyEvent( event, key, modifiers );
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// HandleKeyPress //////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
bool pfGUIDialogMod::HandleKeyPress( wchar_t key, uint8_t modifiers )
|
|
|
|
{
|
|
|
|
// Same deal as HandleKeyPress. Only problem is, we needed the msg to translate
|
|
|
|
// to a char, so it had to be done up at the mgr level (sadly)
|
|
|
|
// Only process if a control has focus...
|
|
|
|
|
|
|
|
if( fFocusCtrl != nil )
|
|
|
|
{
|
|
|
|
return fFocusCtrl->HandleKeyPress( key, modifiers );
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// SetFocus ////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void pfGUIDialogMod::SetFocus( pfGUIControlMod *ctrl )
|
|
|
|
{
|
|
|
|
if( ctrl != nil && ctrl->fDialog != this )
|
|
|
|
{
|
|
|
|
if( fHandler != nil )
|
|
|
|
fHandler->OnCtrlFocusChange( fFocusCtrl, nil );
|
|
|
|
|
|
|
|
if( fFocusCtrl != nil )
|
|
|
|
fFocusCtrl->SetFocused( false );
|
|
|
|
fFocusCtrl = nil;
|
|
|
|
|
|
|
|
ctrl->fDialog->SetFocus( ctrl );
|
|
|
|
}
|
|
|
|
else if( ctrl != fFocusCtrl )
|
|
|
|
{
|
|
|
|
if( fFocusCtrl != nil )
|
|
|
|
fFocusCtrl->SetFocused( false );
|
|
|
|
|
|
|
|
if( fHandler != nil )
|
|
|
|
fHandler->OnCtrlFocusChange( fFocusCtrl, ctrl );
|
|
|
|
|
|
|
|
fFocusCtrl = ctrl;
|
|
|
|
if( fFocusCtrl != nil )
|
|
|
|
fFocusCtrl->SetFocused( true );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//// Show/Hide ///////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void pfGUIDialogMod::Show( void )
|
|
|
|
{
|
|
|
|
pfGameGUIMgr::GetInstance()->ShowDialog( this );
|
|
|
|
}
|
|
|
|
|
|
|
|
void pfGUIDialogMod::ShowNoReset( void )
|
|
|
|
{
|
|
|
|
pfGameGUIMgr::GetInstance()->ShowDialog( this, false );
|
|
|
|
}
|
|
|
|
|
|
|
|
void pfGUIDialogMod::Hide( void )
|
|
|
|
{
|
|
|
|
pfGameGUIMgr::GetInstance()->HideDialog( this );
|
|
|
|
}
|
|
|
|
|
|
|
|
//// GetControlFromTag ///////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
pfGUIControlMod *pfGUIDialogMod::GetControlFromTag( uint32_t tagID )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
int ctrlCount = fControls.GetCount();
|
|
|
|
|
|
|
|
for( i = 0; i < ctrlCount; i++ )
|
|
|
|
{
|
|
|
|
pfGUIControlMod *ctrl = fControls[i];
|
|
|
|
if( ctrl && ctrl->GetTagID() == tagID )
|
|
|
|
return fControls[ i ];
|
|
|
|
}
|
|
|
|
|
|
|
|
return nil;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// SetControlOfInterest ////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void pfGUIDialogMod::SetControlOfInterest( pfGUIControlMod *c )
|
|
|
|
{
|
|
|
|
fControlOfInterest = c;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// SetHandler //////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void pfGUIDialogMod::SetHandler( pfGUIDialogProc *hdlr )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
|
|
if( fHandler && fHandler->DecRef() )
|
|
|
|
delete fHandler;
|
|
|
|
|
|
|
|
fHandler = hdlr;
|
|
|
|
if( fHandler != nil )
|
|
|
|
{
|
|
|
|
fHandler->IncRef();
|
|
|
|
fHandler->SetDialog( this );
|
|
|
|
}
|
|
|
|
|
|
|
|
// We also set the handler for any controls that are flagged to inherit
|
|
|
|
// from the parent dialog. Note that SetHandlerForAll() can thus be
|
|
|
|
// seen as a function that forces this flag (temporarily) on all controls
|
|
|
|
for( i = 0; i < fControls.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
// Test for nil controls since we get this also on destruct
|
|
|
|
if( fControls[ i ] != nil && fControls[ i ]->HasFlag( pfGUIControlMod::kInheritProcFromDlg ) )
|
|
|
|
fControls[ i ]->ISetHandler( hdlr );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//// SetHandlerForAll ////////////////////////////////////////////////////////
|
|
|
|
// Does SetHandler() for the dialog and all of its controls. Handy if you
|
|
|
|
// have one of those all-encompasing dialog procs. :)
|
|
|
|
|
|
|
|
void pfGUIDialogMod::SetHandlerForAll( pfGUIDialogProc *hdlr )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
|
|
SetHandler( hdlr );
|
|
|
|
for( i = 0; i < fControls.GetCount(); i++ )
|
|
|
|
fControls[ i ]->ISetHandler( hdlr );
|
|
|
|
}
|
|
|
|
|
|
|
|
//// SetControlHandler ///////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void pfGUIDialogMod::SetControlHandler( uint32_t tagID, pfGUIDialogProc *hdlr )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < fControls.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( fControls[ i ]->GetTagID() == tagID )
|
|
|
|
{
|
|
|
|
fControls[ i ]->SetHandler( hdlr );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//// UpdateAspectRatio ///////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void pfGUIDialogMod::UpdateAspectRatio( void )
|
|
|
|
{
|
|
|
|
if (fRenderMod)
|
|
|
|
{
|
|
|
|
// Set width fov respecting height fov
|
|
|
|
fRenderMod->SetFovX(pfGameGUIMgr::GetInstance()->GetAspectRatio() * fRenderMod->GetFovY());
|
|
|
|
}
|
|
|
|
UpdateAllBounds();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//// UpdateAllBounds /////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void pfGUIDialogMod::UpdateAllBounds( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < fControls.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( fControls[ i ] != nil )
|
|
|
|
fControls[ i ]->UpdateBounds( nil, true );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//// RefreshAllControls //////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void pfGUIDialogMod::RefreshAllControls( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < fControls.GetCount(); i++ )
|
|
|
|
fControls[ i ]->IUpdate();
|
|
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
//// ListElement Drag Functions //////////////////////////////////////////////
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
//// ClearDragList ///////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void pfGUIDialogMod::ClearDragList( void )
|
|
|
|
{
|
|
|
|
fDragElements.Reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
//// AddToDragList ///////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void pfGUIDialogMod::AddToDragList( pfGUIListElement *e )
|
|
|
|
{
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fDragElements.Append( e );
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}
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//// EnterDragMode ///////////////////////////////////////////////////////////
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void pfGUIDialogMod::EnterDragMode( pfGUIControlMod *source )
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{
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if( fDragElements.GetCount() > 0 )
|
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{
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fDragMode = true;
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fDragReceptive = false;
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fDragTarget = nil;
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fDragSource = source;
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}
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}
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//// IHandleDrag /////////////////////////////////////////////////////////////
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// Oooh, we're in dragging-list-elements-around mode! So completely ignore
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// the normal way we do things; what we need to do is wait until the mouse
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// button is up, all the while testing to see if the control we're on top of
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// is capable of receiving the elements we have. Once the mouse button is let
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// up, if the control is indeed receptive, we call its drag handler for each
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// of our elements, and either way, exit drag mode.
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void pfGUIDialogMod::IHandleDrag( hsPoint3 &mousePoint, pfGameGUIMgr::EventType event, uint8_t modifiers )
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|
{
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|
int i;
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|
|
float smallestZ;
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|
// First, see if our target control has changed
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for( i = 0, fMousedCtrl = nil, smallestZ = 1.e30f; i < fControls.GetCount(); i++ )
|
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|
{
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|
if( fControls[ i ]->PointInBounds( mousePoint ) && fControls[ i ]->GetBounds().GetMaxs().fZ < smallestZ )
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|
fMousedCtrl = fControls[ i ];
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|
}
|
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|
if( fMousedCtrl != fDragTarget )
|
|
|
|
{
|
|
|
|
// Target has changed, update our receptive flag
|
|
|
|
fDragTarget = fMousedCtrl;
|
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|
|
if( fDragTarget == nil )
|
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|
|
fDragReceptive = false;
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|
|
|
else
|
|
|
|
{
|
|
|
|
pfGUIDropTargetProc *dropProc = fDragTarget->GetDropTargetHdlr();
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|
|
if( dropProc == nil )
|
|
|
|
fDragReceptive = false;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fDragReceptive = true;
|
|
|
|
for( i = 0; i < fDragElements.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( !dropProc->CanEat( fDragElements[ i ], fDragSource ) )
|
|
|
|
{
|
|
|
|
fDragReceptive = false;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( event == pfGameGUIMgr::kMouseUp )
|
|
|
|
{
|
|
|
|
/// Mouse got let up--we're exiting drag mode, but can we process the drop?
|
|
|
|
fDragMode = false;
|
|
|
|
if( fDragReceptive )
|
|
|
|
{
|
|
|
|
pfGUIDropTargetProc *dropProc = fDragTarget->GetDropTargetHdlr();
|
|
|
|
for( i = 0; i < fDragElements.GetCount(); i++ )
|
|
|
|
dropProc->Eat( fDragElements[ i ], fDragSource, fDragTarget );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//// GetDesiredCursor ////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
uint32_t pfGUIDialogMod::GetDesiredCursor( void ) const
|
|
|
|
{
|
|
|
|
if( fMousedCtrl != nil )
|
|
|
|
return fMousedCtrl->IGetDesiredCursor();
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|