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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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// pfGUIPopUpMenu Header //
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// //
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// Pop-up menus are really just dialogs that know how to create themselves //
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// and create buttons on themselves to simulate a menu (after all, that's //
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// all a menu really is anyway). //
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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 "pfGUIPopUpMenu.h"
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#include "pfGUIMenuItem.h"
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#include "pfGUIButtonMod.h"
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#include "pfGUIDialogHandlers.h"
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#include "pfGUIDialogNotifyProc.h"
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#include "pfGUIControlHandlers.h"
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#include "pfGUICtrlGenerator.h"
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#include "plgDispatch.h"
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#include "hsResMgr.h"
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#include "plSurface/hsGMaterial.h"
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#include "plSurface/plLayer.h"
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#include "plGImage/plDynamicTextMap.h"
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#include "plMessage/plLayRefMsg.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnSceneObject/plDrawInterface.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "pnMessage/plIntRefMsg.h"
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#include "pnMessage/plObjRefMsg.h"
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#include "pnMessage/plNodeRefMsg.h"
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#include "plScene/plPostEffectMod.h"
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#include "plScene/plSceneNode.h"
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#include "pnMessage/plClientMsg.h"
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#include "plViewTransform.h"
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#include "plPipeline/plDebugText.h"
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class pfPopUpKeyGenerator
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{
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public:
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char fPrefix[ 128 ];
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uint32_t fKeyCount;
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plLocation fLoc;
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pfPopUpKeyGenerator( const char *p, const plLocation &loc )
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{
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strcpy( fPrefix, p );
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fLoc = loc;
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}
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plKey CreateKey( hsKeyedObject *ko )
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{
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plString name = plString::Format( "%s-%d", fPrefix, fKeyCount++ );
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return hsgResMgr::ResMgr()->NewKey( name, ko, fLoc );
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}
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};
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//// Router Proc So The Parent Can Handle Click Events ///////////////////////
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class pfGUIMenuItemProc : public pfGUICtrlProcObject
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{
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protected:
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pfGUIPopUpMenu *fParent;
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uint32_t fIndex;
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public:
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pfGUIMenuItemProc( pfGUIPopUpMenu *parent, uint32_t idx )
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{
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fParent = parent;
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fIndex = idx;
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}
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virtual void DoSomething( pfGUIControlMod *ctrl )
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{
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fParent->IHandleMenuSomething( fIndex, ctrl );
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}
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virtual void HandleExtendedEvent( pfGUIControlMod *ctrl, uint32_t event )
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{
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fParent->IHandleMenuSomething( fIndex, ctrl, (int32_t)event );
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}
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};
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//// Constructor/Destructor //////////////////////////////////////////////////
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pfGUIPopUpMenu::pfGUIPopUpMenu()
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{
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fNeedsRebuilding = false;
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fParent = nil;
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fKeyGen = nil;
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fSubMenuOpen = -1;
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SetFlag( kModalOutsideMenus );
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fMargin = 4;
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fSkin = nil;
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fWaitingForSkin = false;
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fParentNode = nil;
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fOriginX = fOriginY = 0.f;
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fOriginAnchor = nil;
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fOriginContext = nil;
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fAlignment = kAlignDownRight;
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}
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pfGUIPopUpMenu::~pfGUIPopUpMenu()
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{
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SetSkin( nil );
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// if( fParentNode != nil )
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// fParentNode->GetKey()->UnRefObject();
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ITearDownMenu();
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ClearItems();
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delete fKeyGen;
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}
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//// MsgReceive //////////////////////////////////////////////////////////////
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hsBool pfGUIPopUpMenu::MsgReceive( plMessage *msg )
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{
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plGenRefMsg *ref = plGenRefMsg::ConvertNoRef( msg );
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if( ref != nil )
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{
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if( ref->fType == kRefSkin )
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{
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if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
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{
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fSkin = pfGUISkin::ConvertNoRef( ref->GetRef() );
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fWaitingForSkin = false;
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}
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else
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fSkin = nil;
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fNeedsRebuilding = true;
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if( IsVisible() )
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{
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// Rebuild NOW
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ITearDownMenu();
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IBuildMenu();
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}
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return true;
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}
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else if( ref->fType == kRefSubMenu )
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{
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if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
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fMenuItems[ ref->fWhich ].fSubMenu = pfGUIPopUpMenu::ConvertNoRef( ref->GetRef() );
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else
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fMenuItems[ ref->fWhich ].fSubMenu = nil;
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return true;
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}
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else if( ref->fType == kRefOriginAnchor )
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{
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if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
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fOriginAnchor = plSceneObject::ConvertNoRef( ref->GetRef() );
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else
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fOriginAnchor = nil;
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return true;
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}
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else if( ref->fType == kRefOriginContext )
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{
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if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
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fOriginContext = pfGUIDialogMod::ConvertNoRef( ref->GetRef() );
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else
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fOriginContext = nil;
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return true;
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}
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else if( ref->fType == kRefParentNode )
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{
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if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
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fParentNode = plSceneNode::ConvertNoRef( ref->GetRef() );
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else
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fParentNode = nil;
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return true;
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}
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}
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return pfGUIDialogMod::MsgReceive( msg );
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}
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//// Read/Write //////////////////////////////////////////////////////////////
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void pfGUIPopUpMenu::Read( hsStream *s, hsResMgr *mgr )
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{
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pfGUIDialogMod::Read( s, mgr );
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// In case we need it...
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fKeyGen = new pfPopUpKeyGenerator( GetName(), GetKey()->GetUoid().GetLocation() );
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fOriginX = fOriginY = -1.f;
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fMargin = s->ReadLE16();
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uint32_t i, count = s->ReadLE32();
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fMenuItems.SetCountAndZero( count );
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for( i = 0; i < count; i++ )
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{
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char readTemp[ 256 ];
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s->Read( sizeof( readTemp ), readTemp );
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wchar_t *wReadTemp = hsStringToWString( readTemp );
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fMenuItems[ i ].fName = wReadTemp;
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delete [] wReadTemp;
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fMenuItems[ i ].fHandler = pfGUICtrlProcWriteableObject::Read( s );
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, i, kRefSubMenu ), plRefFlags::kActiveRef );
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}
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefSkin ), plRefFlags::kActiveRef );
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginAnchor ), plRefFlags::kPassiveRef );
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginContext ), plRefFlags::kPassiveRef );
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fAlignment = (Alignment)s->ReadByte();
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fNeedsRebuilding = true;
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}
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void pfGUIPopUpMenu::Write( hsStream *s, hsResMgr *mgr )
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{
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pfGUIDialogMod::Write( s, mgr );
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s->WriteLE16( fMargin );
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s->WriteLE32( fMenuItems.GetCount() );
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uint32_t i;
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for( i = 0; i < fMenuItems.GetCount(); i++ )
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{
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char writeTemp[ 256 ];
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char *sName = hsWStringToString( fMenuItems[ i ].fName.c_str() );
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strncpy( writeTemp, sName, sizeof( writeTemp ) );
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delete [] sName;
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s->Write( sizeof( writeTemp ), writeTemp );
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// Write the handler out (if it's not a writeable, damn you)
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pfGUICtrlProcWriteableObject::Write( (pfGUICtrlProcWriteableObject *)fMenuItems[ i ].fHandler, s );
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mgr->WriteKey( s, fMenuItems[ i ].fSubMenu );
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}
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// Note: we force parentNode to nil here because we only use it when we dynamically
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// create nodes at runtime and need to unref and destroy them later. Since we're
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// reading from disk, we'll already have a sceneNode somewhere, so we don't need
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// this.
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fParentNode = nil;
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mgr->WriteKey( s, fSkin );
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mgr->WriteKey( s, fOriginAnchor );
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mgr->WriteKey( s, fOriginContext );
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s->WriteByte( (uint8_t)fAlignment );
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}
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void pfGUIPopUpMenu::SetOriginAnchor( plSceneObject *anchor, pfGUIDialogMod *context )
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{
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fOriginAnchor = anchor;
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fOriginContext = context;
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hsgResMgr::ResMgr()->AddViaNotify( fOriginAnchor->GetKey(), new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginAnchor ), plRefFlags::kPassiveRef );
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hsgResMgr::ResMgr()->AddViaNotify( fOriginContext->GetKey(), new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginContext ), plRefFlags::kPassiveRef );
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}
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//// SetEnabled //////////////////////////////////////////////////////////////
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void pfGUIPopUpMenu::SetEnabled( hsBool e )
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{
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if( e && fNeedsRebuilding )
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{
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// Make sure our menu is rebuilt before enabling
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ITearDownMenu();
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IBuildMenu();
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}
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else if( !e )
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{
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if( fParent != nil )
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pfGUIPopUpMenu::ConvertNoRef( fParent )->fSubMenuOpen = -1;
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// Hide our submenus if we have any open
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if( fSubMenuOpen != -1 )
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{
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fMenuItems[ fSubMenuOpen ].fSubMenu->Hide();
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fSubMenuOpen = -1;
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}
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}
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pfGUIDialogMod::SetEnabled( e );
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}
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void pfGUIPopUpMenu::Show( float x, float y )
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{
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fOriginX = x;
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fOriginY = y;
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pfGUIDialogMod::Show(); // C++ is kinda stupid if it can't find this naturally
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ISeekToOrigin();
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}
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void pfGUIPopUpMenu::ISeekToOrigin( void )
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{
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#if 0
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uint32_t i;
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float x = 0.5f/*fOriginX*/, y = fOriginY;
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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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{
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fControls[ i ]->SetObjectCenter( x, y );
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// const hsBounds3 &bnds = fControls[ i ]->GetBounds();
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y += fMenuItems[ i ].fYOffsetToNext;//bnds.GetMaxs().fY - bnds.GetMins().fY;
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/* hsMatrix44 p2l, l2p = GetTarget()->GetLocalToWorld();
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hsPoint3 center, origin;
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ScreenToWorldPoint( fOriginX, fOriginY, 100.f, center );
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ScreenToWorldPoint( 0.f, 0.f, 100.f, origin );
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center = origin - center;
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center.fZ = 0.f;
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l2p.SetTranslate( ¢er );
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l2p.GetInverse( &p2l );
|
|
|
|
|
|
|
|
GetTarget()->SetTransform( l2p, p2l );
|
|
|
|
*/ }
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
//// IHandleMenuSomething ////////////////////////////////////////////////////
|
|
|
|
// Handles a normal event from one of the item controls.
|
|
|
|
|
|
|
|
void pfGUIPopUpMenu::IHandleMenuSomething( uint32_t idx, pfGUIControlMod *ctrl, int32_t extended )
|
|
|
|
{
|
|
|
|
if( extended != -1 )
|
|
|
|
{
|
|
|
|
if( fSubMenuOpen != -1 && fSubMenuOpen != idx )
|
|
|
|
{
|
|
|
|
// Better close the submenu(s)
|
|
|
|
fMenuItems[ fSubMenuOpen ].fSubMenu->Hide();
|
|
|
|
fSubMenuOpen = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( extended == pfGUIMenuItem::kMouseHover && fMenuItems[ idx ].fSubMenu != nil )
|
|
|
|
{
|
|
|
|
// Open new submenu
|
|
|
|
const hsBounds3 &bnds = ctrl->GetBounds();
|
|
|
|
fMenuItems[ idx ].fSubMenu->Show( bnds.GetMaxs().fX, bnds.GetMins().fY );
|
|
|
|
fSubMenuOpen = idx;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( fMenuItems[ idx ].fHandler != nil )
|
|
|
|
fMenuItems[ idx ].fHandler->DoSomething( ctrl );
|
|
|
|
|
|
|
|
// If item isn't a sub-menu, close this menu. Else add to list of menus to close
|
|
|
|
// once the smallest submenu goes away
|
|
|
|
if( fMenuItems[ idx ].fSubMenu == nil )
|
|
|
|
{
|
|
|
|
// Basically, we want to hide ourselves and as many up in the chain of command as
|
|
|
|
// can be hidden
|
|
|
|
pfGUIPopUpMenu *menu = this;
|
|
|
|
while( menu != nil && !menu->HasFlag( kStayOpenAfterClick ) )
|
|
|
|
{
|
|
|
|
menu->Hide();
|
|
|
|
menu = pfGUIPopUpMenu::ConvertNoRef( menu->fParent );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Show relative to the corner of our current item
|
|
|
|
const hsBounds3 &bnds = ctrl->GetBounds();
|
|
|
|
fMenuItems[ idx ].fSubMenu->Show( bnds.GetMaxs().fX, bnds.GetMins().fY );
|
|
|
|
fSubMenuOpen = idx;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//// IBuildMenu //////////////////////////////////////////////////////////////
|
|
|
|
// Given the list of menu items, builds our set of dynamic buttons
|
|
|
|
|
|
|
|
hsBool pfGUIPopUpMenu::IBuildMenu( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
|
|
if( fWaitingForSkin && fSkin == nil )
|
|
|
|
return false; // Still waiting to get our skin before building
|
|
|
|
|
|
|
|
pfGUIColorScheme *scheme = new pfGUIColorScheme();
|
|
|
|
scheme->fForeColor.Set( 0, 0, 0, 1 );
|
|
|
|
scheme->fBackColor.Set( 1, 1, 1, 1 );
|
|
|
|
|
|
|
|
// If we don't have origin points, get them from translating our anchor
|
|
|
|
if( fOriginX == -1 || fOriginY == -1 && fOriginAnchor != nil )
|
|
|
|
{
|
|
|
|
hsPoint3 scrnPt;
|
|
|
|
const plDrawInterface *di = fOriginAnchor->GetDrawInterface();
|
|
|
|
if( di != nil )
|
|
|
|
{
|
|
|
|
scrnPt = di->GetLocalBounds().GetCenter();
|
|
|
|
scrnPt = fOriginAnchor->GetLocalToWorld() * scrnPt;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
scrnPt = fOriginAnchor->GetLocalToWorld().GetTranslate();
|
|
|
|
if( fOriginContext != nil )
|
|
|
|
scrnPt = fOriginContext->WorldToScreenPoint( scrnPt );
|
|
|
|
else
|
|
|
|
scrnPt = WorldToScreenPoint( scrnPt );
|
|
|
|
|
|
|
|
if( fOriginX == -1 )
|
|
|
|
fOriginX = scrnPt.fX;
|
|
|
|
if( fOriginY == -1 )
|
|
|
|
fOriginY = scrnPt.fY;
|
|
|
|
}
|
|
|
|
|
|
|
|
float x = fOriginX, y = fOriginY;
|
|
|
|
float width = 0.f, height = 0.f;
|
|
|
|
float topMargin = ( fSkin != nil ) ? fSkin->GetBorderMargin() : 0.f;
|
|
|
|
|
|
|
|
// First step: loop through and calculate the size of our menu
|
|
|
|
// The PROBLEM is that we can't do that unless we have a friggin surface on
|
|
|
|
// which to calculate the text extents! So sadly, we're going to have to create
|
|
|
|
// a whole new DTMap and use it to calculate some stuff
|
|
|
|
plDynamicTextMap *scratch = new plDynamicTextMap( 8, 8, false );
|
|
|
|
scratch->SetFont( scheme->fFontFace, scheme->fFontSize, scheme->fFontFlags, true );
|
|
|
|
for( i = 0; i < fMenuItems.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
uint16_t thisW, thisH;
|
|
|
|
thisW = scratch->CalcStringWidth( fMenuItems[ i ].fName.c_str(), &thisH );
|
|
|
|
if( fMenuItems[ i ].fSubMenu != nil )
|
|
|
|
{
|
|
|
|
if( fSkin != nil )
|
|
|
|
thisW += 4 + ( fSkin->GetElement( pfGUISkin::kSubMenuArrow ).fWidth << 1 );
|
|
|
|
else
|
|
|
|
thisW += scratch->CalcStringWidth( " >>", nil );
|
|
|
|
}
|
|
|
|
thisH += 2; // Give us at least one pixel on each side
|
|
|
|
|
|
|
|
int margin = fMargin;
|
|
|
|
if( fSkin != nil )
|
|
|
|
margin = fSkin->GetBorderMargin() << 1;
|
|
|
|
|
|
|
|
if( width < thisW + margin )
|
|
|
|
width = (float)(thisW + margin);
|
|
|
|
|
|
|
|
if( fSkin != nil )
|
|
|
|
margin = fSkin->GetItemMargin() << 1;
|
|
|
|
|
|
|
|
if( height < thisH + margin )
|
|
|
|
height = (float)(thisH + margin);
|
|
|
|
}
|
|
|
|
delete scratch;
|
|
|
|
|
|
|
|
width += 4; // give us a little space, just in case
|
|
|
|
|
|
|
|
uint32_t scrnWidth, scrnHeight;
|
|
|
|
// A cheat here, I know, but I'm lazy
|
|
|
|
plDebugText::Instance().GetScreenSize( &scrnWidth, &scrnHeight );
|
|
|
|
|
|
|
|
// Use the same base res calc that dtMaps use
|
|
|
|
if( !HasFlag( kScaleWithResolution ) )
|
|
|
|
{
|
|
|
|
// Just use what we were passed in
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Scale with the resolution so that we take up the same % of screen space no matter what resolution
|
|
|
|
// Assume a base "resolution" of 1024xX, where X is such that the ratio "1024/X = scrnWidth/scrnHt" holds
|
|
|
|
const int kBaseScaleRes = 1024;
|
|
|
|
scrnHeight = ( scrnHeight * kBaseScaleRes ) / scrnWidth;
|
|
|
|
scrnWidth = kBaseScaleRes;
|
|
|
|
}
|
|
|
|
|
|
|
|
width /= (float)scrnWidth;
|
|
|
|
height /= (float)scrnHeight;
|
|
|
|
topMargin /= (float)scrnHeight;
|
|
|
|
|
|
|
|
switch( fAlignment )
|
|
|
|
{
|
|
|
|
case kAlignUpLeft: x -= width; y -= height * fMenuItems.GetCount(); break;
|
|
|
|
case kAlignUpRight: y -= height * fMenuItems.GetCount(); break;
|
|
|
|
case kAlignDownLeft: x -= width; break;
|
|
|
|
case kAlignDownRight: break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( y + height * fMenuItems.GetCount() > 1.f )
|
|
|
|
{
|
|
|
|
// Make sure we don't go off the bottom
|
|
|
|
y = 1.f - height * fMenuItems.GetCount();
|
|
|
|
}
|
|
|
|
// And the top (takes precedence)
|
|
|
|
if( y < 0.f )
|
|
|
|
y = 0.f;
|
|
|
|
|
|
|
|
// Control positions are in the lower left corner, so increment Y by 1 control height first
|
|
|
|
y += height;// + topMargin;
|
|
|
|
|
|
|
|
hsTArray<pfGUIPopUpMenu *> buildList;
|
|
|
|
|
|
|
|
for( i = 0; i < fMenuItems.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
hsGMaterial *mat = ICreateDynMaterial();
|
|
|
|
|
|
|
|
float thisMargin = ( i == 0 || i == fMenuItems.GetCount() - 1 ) ? topMargin : 0.f;
|
|
|
|
float thisOffset = ( i == fMenuItems.GetCount() - 1 ) ? topMargin : 0.f;
|
|
|
|
|
|
|
|
pfGUIMenuItem *button = pfGUIMenuItem::ConvertNoRef( pfGUICtrlGenerator::Instance().CreateRectButton( this, fMenuItems[ i ].fName.c_str(), x, y + thisOffset, width, height + thisMargin, mat, true ) );
|
|
|
|
if( button != nil )
|
|
|
|
{
|
|
|
|
button->SetColorScheme( scheme );
|
|
|
|
button->SetName( fMenuItems[ i ].fName.c_str() );
|
|
|
|
button->SetHandler( new pfGUIMenuItemProc( this, i ) );
|
|
|
|
// make the tag ID the position in the menu list
|
|
|
|
button->SetTagID(i);
|
|
|
|
button->SetDynTextMap( mat->GetLayer( 0 ), plDynamicTextMap::ConvertNoRef( mat->GetLayer( 0 )->GetTexture() ) );
|
|
|
|
button->SetFlag( pfGUIMenuItem::kReportHovers );
|
|
|
|
button->SetSkin( fSkin, ( i == 0 ) ? pfGUIMenuItem::kTop : ( i == fMenuItems.GetCount() - 1 ) ? pfGUIMenuItem::kBottom : pfGUIMenuItem::kMiddle );
|
|
|
|
if( fMenuItems[ i ].fSubMenu != nil )
|
|
|
|
{
|
|
|
|
button->SetFlag( pfGUIMenuItem::kDrawSubMenuArrow );
|
|
|
|
buildList.Append( pfGUIPopUpMenu::ConvertNoRef( fMenuItems[ i ].fSubMenu ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Tiny bit of overlap to prevent gaps
|
|
|
|
fMenuItems[ i ].fYOffsetToNext = height + thisOffset;
|
|
|
|
y += height + thisOffset;// - ( 1.f / kBaseScaleResY );
|
|
|
|
}
|
|
|
|
|
|
|
|
fNeedsRebuilding = false;
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
// Finally, go down our list of submenus and rebuild them, since they'll need to be rebuilt soon anyway,
|
|
|
|
// and at least this way it's all in one pass
|
|
|
|
|
|
|
|
// Also, we need to bump the tag ID used, such as adding parent menuItem TagID * 100.. or something
|
|
|
|
|
|
|
|
// Disabled because right now we can't move menus, which is required for this to work
|
|
|
|
for( i = 0; i < buildList.GetCount(); i++ )
|
|
|
|
buildList[ i ]->IBuildMenu();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// ITearDownMenu ///////////////////////////////////////////////////////////
|
|
|
|
// Destroys all of our dynamic controls representing the menu
|
|
|
|
|
|
|
|
void pfGUIPopUpMenu::ITearDownMenu( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
|
|
for( i = 0; i < fControls.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( fControls[ i ] != nil )
|
|
|
|
{
|
|
|
|
// It's not enough to release the key, we have to have the sceneNode release the key, too.
|
|
|
|
// Easy enough to do by just setting it's sn to nil
|
|
|
|
if( fControls[ i ]->GetTarget() != nil )
|
|
|
|
fControls[ i ]->GetTarget()->SetSceneNode( nil );
|
|
|
|
|
|
|
|
// Now release it from us
|
|
|
|
GetKey()->Release( fControls[ i ]->GetKey() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fNeedsRebuilding = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// HandleMouseEvent ////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
hsBool pfGUIPopUpMenu::HandleMouseEvent( pfGameGUIMgr::EventType event, float mouseX, float mouseY,
|
|
|
|
uint8_t modifiers )
|
|
|
|
{
|
|
|
|
hsBool r = pfGUIDialogMod::HandleMouseEvent( event, mouseX, mouseY, modifiers );
|
|
|
|
if( r == false && event == pfGameGUIMgr::kMouseUp )
|
|
|
|
{
|
|
|
|
// We don't want to be active anymore!
|
|
|
|
if( !HasFlag( kStayOpenAfterClick ) )
|
|
|
|
{
|
|
|
|
Hide();
|
|
|
|
|
|
|
|
// Now we pass the click to our parent. Why? Because it's possible that someone above us
|
|
|
|
// will either a) also want to hide (cancel the entire menu selection) or b) select
|
|
|
|
// another option
|
|
|
|
if( fParent != nil )
|
|
|
|
return fParent->HandleMouseEvent( event, mouseX, mouseY, modifiers );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return ( fParent != nil ) ? r : ( HasFlag( kModalOutsideMenus ) || ( fSubMenuOpen != -1 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
//// ClearItems //////////////////////////////////////////////////////////////
|
|
|
|
// Clears the list of template items
|
|
|
|
|
|
|
|
void pfGUIPopUpMenu::ClearItems( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
|
|
for( i = 0; i < fMenuItems.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( fMenuItems[ i ].fHandler != nil )
|
|
|
|
{
|
|
|
|
if( fMenuItems[ i ].fHandler->DecRef() )
|
|
|
|
delete fMenuItems[ i ].fHandler;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fMenuItems.Reset();
|
|
|
|
|
|
|
|
fNeedsRebuilding = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// AddItem /////////////////////////////////////////////////////////////////
|
|
|
|
// Append a new item to the list of things to build the menu from
|
|
|
|
|
|
|
|
void pfGUIPopUpMenu::AddItem( const char *name, pfGUICtrlProcObject *handler, pfGUIPopUpMenu *subMenu )
|
|
|
|
{
|
|
|
|
wchar_t *wName = hsStringToWString(name);
|
|
|
|
AddItem(wName,handler,subMenu);
|
|
|
|
delete [] wName;
|
|
|
|
}
|
|
|
|
|
|
|
|
void pfGUIPopUpMenu::AddItem( const wchar_t *name, pfGUICtrlProcObject *handler, pfGUIPopUpMenu *subMenu )
|
|
|
|
{
|
|
|
|
pfMenuItem newItem;
|
|
|
|
|
|
|
|
|
|
|
|
newItem.fName = name;
|
|
|
|
newItem.fHandler = handler;
|
|
|
|
if( newItem.fHandler != nil )
|
|
|
|
newItem.fHandler->IncRef();
|
|
|
|
newItem.fSubMenu = subMenu;
|
|
|
|
|
|
|
|
if( subMenu != nil )
|
|
|
|
subMenu->fParent = this;
|
|
|
|
|
|
|
|
fMenuItems.Append( newItem );
|
|
|
|
|
|
|
|
fNeedsRebuilding = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// ICreateDynMaterial //////////////////////////////////////////////////////
|
|
|
|
// Creates the hsGMaterial tree for a single layer with a plDynamicTextMap.
|
|
|
|
|
|
|
|
hsGMaterial *pfGUIPopUpMenu::ICreateDynMaterial( void )
|
|
|
|
{
|
|
|
|
hsColorRGBA black, white;
|
|
|
|
|
|
|
|
|
|
|
|
// Create the new dynTextMap
|
|
|
|
plDynamicTextMap *textMap = new plDynamicTextMap();
|
|
|
|
fKeyGen->CreateKey( textMap );
|
|
|
|
|
|
|
|
// Create the material
|
|
|
|
hsGMaterial *material = new hsGMaterial;
|
|
|
|
fKeyGen->CreateKey( material );
|
|
|
|
|
|
|
|
// Create the layer and attach
|
|
|
|
plLayer *lay = material->MakeBaseLayer();
|
|
|
|
white.Set( 1.f,1.f,1.f,1.f );
|
|
|
|
black.Set( 0.f,0.f,0.f,1.f );
|
|
|
|
|
|
|
|
lay->SetRuntimeColor( black );
|
|
|
|
lay->SetPreshadeColor( black );
|
|
|
|
lay->SetAmbientColor( white );
|
|
|
|
lay->SetClampFlags( hsGMatState::kClampTexture );
|
|
|
|
|
|
|
|
// Do sendRef here, since we're going to need it set pretty darned quick
|
|
|
|
hsgResMgr::ResMgr()->SendRef( textMap->GetKey(), new plLayRefMsg( lay->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kTexture ), plRefFlags::kActiveRef );
|
|
|
|
|
|
|
|
return material;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//// Build ///////////////////////////////////////////////////////////////////
|
|
|
|
// Constructs a shiny new pop-up menu at runtime, complete with trimmings
|
|
|
|
|
|
|
|
#include "plJPEG/plJPEG.h"
|
|
|
|
|
|
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pfGUIPopUpMenu *pfGUIPopUpMenu::Build( const char *name, pfGUIDialogMod *parent, float x, float y, const plLocation &destLoc )
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{
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float fovX, fovY;
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// Create the menu and give it a key gen
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pfGUIPopUpMenu *menu = new pfGUIPopUpMenu();
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menu->fKeyGen = new pfPopUpKeyGenerator( name, destLoc );
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menu->fKeyGen->CreateKey( menu );
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menu->fOriginX = x;
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menu->fOriginY = y;
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// By default, share the same skin as the parent
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if( parent != nil && ( (pfGUIPopUpMenu *)parent )->fSkin != nil )
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{
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menu->fWaitingForSkin = true;
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hsgResMgr::ResMgr()->SendRef( ( (pfGUIPopUpMenu *)parent )->fSkin->GetKey(), new plGenRefMsg( menu->GetKey(), plRefMsg::kOnCreate, -1, pfGUIPopUpMenu::kRefSkin ), plRefFlags::kActiveRef );
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}
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// HACK for now: create us a temp skin to use
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/* static pfGUISkin *skin = nil;
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if( skin == nil )
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{
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plLocation loc;
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loc.Set( 0x1425 );
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plKey skinKey = hsgResMgr::ResMgr()->FindKey( plUoid( loc, pfGUISkin::Index(), "GUISkin01_GUISkin" ) );
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menu->fWaitingForSkin = true;
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hsgResMgr::ResMgr()->AddViaNotify( skinKey, new plGenRefMsg( menu->GetKey(), plRefMsg::kOnCreate, -1, pfGUIPopUpMenu::kRefSkin ), plRefFlags::kActiveRef );
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}
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*/
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// Create the rendermod
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plPostEffectMod *renderMod = new plPostEffectMod;
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menu->fKeyGen->CreateKey( renderMod );
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renderMod->SetHither( 0.5f );
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renderMod->SetYon( 200.f );
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float scrnWidth = 20.f;
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// fovX should be such that scrnWidth is the projected width at z=100
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fovX = atan( scrnWidth / ( 2.f * 100.f ) ) * 2.f;
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fovY = fovX;// * 3.f / 4.f;
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renderMod->SetFovX( fovX * 180.f / M_PI );
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renderMod->SetFovY( fovY * 180.f / M_PI );
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// Create the sceneNode to go with it
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menu->fParentNode= new plSceneNode;
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menu->fKeyGen->CreateKey( menu->fParentNode );
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// menu->fParentNode->GetKey()->RefObject();
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hsgResMgr::ResMgr()->SendRef( menu->fParentNode->GetKey(), new plGenRefMsg( menu->GetKey(), plRefMsg::kOnCreate, 0, kRefParentNode ), plRefFlags::kActiveRef );
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hsgResMgr::ResMgr()->AddViaNotify( menu->fParentNode->GetKey(), new plGenRefMsg( renderMod->GetKey(), plRefMsg::kOnCreate, 0, plPostEffectMod::kNodeRef ), plRefFlags::kPassiveRef );
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menu->SetRenderMod( renderMod );
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menu->SetName( name );
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// Create the dummy scene object to hold the menu
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plSceneObject *newObj = new plSceneObject;
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menu->fKeyGen->CreateKey( newObj );
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// *#&$(*@&#$ need a coordIface...
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plCoordinateInterface *newCI = new plCoordinateInterface;
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menu->fKeyGen->CreateKey( newCI );
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hsMatrix44 l2w, w2l;
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l2w.Reset();
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l2w.GetInverse( &w2l );
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// Using SendRef here because AddViaNotify will queue the messages up, which doesn't do us any good
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// if we need these refs right away
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hsgResMgr::ResMgr()->SendRef( newCI->GetKey(), new plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kInterface ), plRefFlags::kActiveRef );
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hsgResMgr::ResMgr()->SendRef( renderMod->GetKey(), new plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
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newObj->SetSceneNode( menu->fParentNode->GetKey() );
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newObj->SetTransform( l2w, w2l );
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hsgResMgr::ResMgr()->SendRef( menu->GetKey(), new plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
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// Add the menu to the GUI mgr
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plGenRefMsg *refMsg = new plGenRefMsg( pfGameGUIMgr::GetInstance()->GetKey(),
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plRefMsg::kOnCreate, 0, pfGameGUIMgr::kDlgModRef );
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hsgResMgr::ResMgr()->AddViaNotify( menu->GetKey(), refMsg, plRefFlags::kActiveRef );
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menu->ISeekToOrigin();
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return menu;
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}
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//// SetSkin /////////////////////////////////////////////////////////////////
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void pfGUIPopUpMenu::SetSkin( pfGUISkin *skin )
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{
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// Just a function wrapper for SendRef
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if( fSkin != nil )
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GetKey()->Release( fSkin->GetKey() );
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if( skin != nil )
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{
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hsgResMgr::ResMgr()->SendRef( skin->GetKey(), new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefSkin ), plRefFlags::kActiveRef );
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fWaitingForSkin = true;
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}
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else
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fWaitingForSkin = false;
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}
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//////////////////////////////////////////////////////////////////////////////
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//// pfGUISkin Implementation ////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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pfGUISkin::pfGUISkin()
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{
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fTexture = nil;
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memset( fElements, 0, sizeof( pfSRect ) * kNumElements );
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}
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pfGUISkin::pfGUISkin( plMipmap *texture )
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{
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fTexture = texture;
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if( fTexture != nil )
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{
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hsAssert( fTexture->GetKey() != nil, "Creating a GUI skin via a mipmap with no key!" );
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fTexture->GetKey()->RefObject();
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}
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memset( fElements, 0, sizeof( pfSRect ) * kNumElements );
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}
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pfGUISkin::~pfGUISkin()
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{
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SetTexture( nil );
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}
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void pfGUISkin::SetTexture( plMipmap *tex )
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{
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if( fTexture != nil && fTexture->GetKey() != nil )
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fTexture->GetKey()->UnRefObject();
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fTexture = tex;
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if( fTexture != nil )
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{
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hsAssert( fTexture->GetKey() != nil, "Creating a GUI skin via a mipmap with no key!" );
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fTexture->GetKey()->RefObject();
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}
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}
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void pfGUISkin::SetElement( uint32_t idx, uint16_t x, uint16_t y, uint16_t w, uint16_t h )
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{
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fElements[ idx ].fX = x;
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fElements[ idx ].fY = y;
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fElements[ idx ].fWidth = w;
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fElements[ idx ].fHeight = h;
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}
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void pfGUISkin::Read( hsStream *s, hsResMgr *mgr )
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{
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hsKeyedObject::Read( s, mgr );
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s->ReadLE( &fItemMargin );
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s->ReadLE( &fBorderMargin );
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uint32_t i, count;
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s->ReadLE( &count );
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for( i = 0; i < count; i++ )
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fElements[ i ].Read( s );
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for( ; i < kNumElements; i++ )
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fElements[ i ].Empty();
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefMipmap ), plRefFlags::kActiveRef );
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}
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void pfGUISkin::Write( hsStream *s, hsResMgr *mgr )
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{
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hsKeyedObject::Write( s, mgr );
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s->WriteLE( fItemMargin );
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s->WriteLE( fBorderMargin );
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uint32_t i = kNumElements;
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s->WriteLE( i );
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for( i = 0; i < kNumElements; i++ )
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fElements[ i ].Write( s );
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mgr->WriteKey( s, fTexture );
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}
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hsBool pfGUISkin::MsgReceive( plMessage *msg )
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{
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plGenRefMsg *ref = plGenRefMsg::ConvertNoRef( msg );
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if( ref != nil )
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{
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if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
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fTexture = plMipmap::ConvertNoRef( ref->GetRef() );
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else
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fTexture = nil;
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return true;
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}
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return hsKeyedObject::MsgReceive( msg );
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}
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void pfGUISkin::pfSRect::Read( hsStream *s )
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{
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s->ReadLE( &fX );
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s->ReadLE( &fY );
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s->ReadLE( &fWidth );
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s->ReadLE( &fHeight );
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}
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void pfGUISkin::pfSRect::Write( hsStream *s )
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{
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s->WriteLE( fX );
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s->WriteLE( fY );
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s->WriteLE( fWidth );
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s->WriteLE( fHeight );
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}
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