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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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// plProgressMgr Header //
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// //
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//// Description /////////////////////////////////////////////////////////////
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// //
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// The plProgressMgr is a method by which any part of the client can //
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// display a progress bar indicating a lengthy operation. //
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// Basically, a function/class/whatnot registers an operation with the //
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// plProgressMgr.
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plProgressMgr_h
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#define _plProgressMgr_h
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#include "HeadSpin.h"
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#include "plString.h"
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class plPipeline;
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class plPlate;
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//// plOperationProgress Definition //////////////////////////////////////////
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// The object you get back when you register a lengthy operation. Call this
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// to update your progress, destroy it when you're done.
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class plProgressMgr;
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class plOperationProgress
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{
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friend class plProgressMgr;
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friend class plDTProgressMgr;
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protected:
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float fValue, fMax;
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plString fTitle;
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plString fStatusText;
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plString fInfoText;
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uint32_t fContext;
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double fStartTime;
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uint32_t fElapsedSecs, fRemainingSecs;
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float fAmtPerSec;
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enum Flags
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{
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kShouldCancel = 0x1,
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kInitUpdate = 0x2,
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kFirstUpdate = 0x4,
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kLastUpdate = 0x8,
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kAborting = 0x10,
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kRetry = 0x20,
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kOverall = 0x40,
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kAlwaysDrawText = 0x80,
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};
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uint8_t fFlags;
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plOperationProgress *fNext, *fBack;
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void IUpdateStats();
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// For overall progress bars
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void IChildUpdateBegin(plOperationProgress* child);
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void IChildUpdateEnd(plOperationProgress* child);
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plOperationProgress( float length );
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public:
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~plOperationProgress();
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float GetMax() const { return fMax; }
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float GetProgress() const { return fValue; }
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plString GetTitle() const { return fTitle; }
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plString GetStatusText() const { return fStatusText; }
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plString GetInfoText() const { return fInfoText; }
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uint32_t GetContext() const { return fContext; }
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uint32_t GetElapsedSecs() { return fElapsedSecs; }
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uint32_t GetRemainingSecs() { return fRemainingSecs; }
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float GetAmtPerSec() { return fAmtPerSec; }
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// Adds on to current value
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void Increment( float byHowMuch );
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// Sets current value
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void SetHowMuch( float byHowMuch );
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// Set the length
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void SetLength( float length );
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/** Sets the progress bar's right justified info text */
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void SetInfoText(const plString& info) { fInfoText = info; }
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/** Sets the progress bar's left justified status text */
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void SetStatusText(const plString& status) { fStatusText = status; }
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/** Sets the progress bar's title */
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void SetTitle(const plString& title) { fTitle = title; }
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// Application data
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void SetContext( uint32_t context ) { fContext = context;}
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bool IsDone() { return ( fValue < fMax ) ? false : true; }
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// True if this is the initial update (progress was just created)
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bool IsInitUpdate() { return hsCheckBits(fFlags, kInitUpdate); }
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// True if this is the first time the progress was updated
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bool IsFirstUpdate() { return hsCheckBits(fFlags, kFirstUpdate); }
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// Returns true if this is the last update you'll get from this
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// operation (because it's getting deleted)
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bool IsLastUpdate() { return hsCheckBits(fFlags, kLastUpdate); }
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// This type of progress is just tracking the overall progress of it's children
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bool IsOverallProgress() { return hsCheckBits(fFlags, kOverall); }
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// Set if this progress is aborting before it completes. This will let any overall
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// progress bars above this one know to adjust their totals to not include any amount
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// that wasn't completed, and will set this progress bar to zero
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void SetAborting();
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bool IsAborting() { return hsCheckBits(fFlags, kAborting); }
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// If you're reusing an existing progress bar to retry a failed operation, call this.
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// It will set the retry flag, and reset the progress bar so the next update will
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// count as the first. If you set retry in RegisterOperation, don't use this too.
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void SetRetry();
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bool IsRetry() { return hsCheckBits(fFlags, kRetry); }
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// The progress manager can decide at any time to cancel your operation on you. Check this
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// value if you want to play nice and behave.
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bool ShouldCancel() const { return hsCheckBits(fFlags, kShouldCancel); }
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bool AlwaysDrawText() const { return hsCheckBits(fFlags, kAlwaysDrawText); }
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// Please ignore this and don't use it unless you're me :P
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plOperationProgress* GetPrev() const { return fBack; }
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plOperationProgress* GetNext() const { return fNext; }
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// Or this
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void SetCancelFlag( bool f ) { hsChangeBits(fFlags, kShouldCancel, f); }
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};
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// This is a callback proc you set that gets called every time the progressManager
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// needs updating (like, say, you need to redraw progress bars). The client generally
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// sets this callback and nobody should ever touch it.
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typedef void(*plProgressMgrCallbackProc)( plOperationProgress* );
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//// Manager Class Definition ////////////////////////////////////////////////
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class plProgressMgr
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{
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friend class plOperationProgress;
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public:
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// this must match the order of the fStaticTextIDs array
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// for it to be useful
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enum StaticText
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{
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kNone,
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kUpdateText,
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};
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private:
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static plProgressMgr *fManager;
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static char* fImageRotation[];
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static const char* fStaticTextIDs[];
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protected:
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plProgressMgr();
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plOperationProgress *fOperations;
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plProgressMgrCallbackProc fCallbackProc;
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StaticText fCurrentStaticText;
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void IUpdateCallbackProc(plOperationProgress* progress);
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// For derived classes to use, so they don't have to set a callback proc
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virtual void IDerivedCallbackProc(plOperationProgress* progress) {}
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void IUpdateFlags(plOperationProgress* progress);
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plOperationProgress* IRegisterOperation(float length, const char *title, StaticText staticTextType, bool isRetry, bool isOverall, bool alwaysDrawText);
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// Called by the operation
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void IUnregisterOperation(plOperationProgress* op);
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virtual void Activate() {}
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virtual void Deactivate() {}
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static plProgressMgr *IGetManager( void ) { return fManager; }
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public:
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virtual ~plProgressMgr();
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static plProgressMgr* GetInstance() { return fManager; }
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static char* GetLoadingFrameID(int index);
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static const char* GetStaticTextID(StaticText staticTextType);
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virtual void Draw( plPipeline *p ) { }
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plOperationProgress* RegisterOperation(float length, const char *title = nil, StaticText staticTextType = kNone, bool isRetry = false, bool alwaysDrawText = false);
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plOperationProgress* RegisterOverallOperation(float length, const char *title = nil, StaticText staticTextType = kNone, bool alwaysDrawText = false);
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plProgressMgrCallbackProc SetCallbackProc( plProgressMgrCallbackProc proc );
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bool IsActive( void ) const { return ( fOperations != nil ) ? true : false; }
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void CancelAllOps( void );
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};
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#endif //_plProgressMgr_h
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