/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
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*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
// //
// pfGUIPopUpMenu Header //
// //
// Pop-up menus are really just dialogs that know how to create themselves //
// and create buttons on themselves to simulate a menu (after all, that's //
// all a menu really is anyway). //
// //
//////////////////////////////////////////////////////////////////////////////
#include "HeadSpin.h"
#include "pfGameGUIMgr.h"
#include "pfGUIPopUpMenu.h"
#include "pfGUIMenuItem.h"
#include "pfGUIButtonMod.h"
#include "pfGUIDialogHandlers.h"
#include "pfGUIDialogNotifyProc.h"
#include "pfGUIControlHandlers.h"
#include "pfGUICtrlGenerator.h"
#include "plgDispatch.h"
#include "hsResMgr.h"
#include "plSurface/hsGMaterial.h"
#include "plSurface/plLayer.h"
#include "plGImage/plDynamicTextMap.h"
#include "plMessage/plLayRefMsg.h"
#include "pnSceneObject/plSceneObject.h"
#include "pnSceneObject/plDrawInterface.h"
#include "pnSceneObject/plCoordinateInterface.h"
#include "pnMessage/plIntRefMsg.h"
#include "pnMessage/plObjRefMsg.h"
#include "pnMessage/plNodeRefMsg.h"
#include "plScene/plPostEffectMod.h"
#include "plScene/plSceneNode.h"
#include "pnMessage/plClientMsg.h"
#include "plViewTransform.h"
#include "plPipeline/plDebugText.h"
class pfPopUpKeyGenerator
{
public:
char fPrefix[ 128 ];
uint32_t fKeyCount;
plLocation fLoc;
pfPopUpKeyGenerator( const char *p, const plLocation &loc )
{
strcpy( fPrefix, p );
fLoc = loc;
}
plKey CreateKey( hsKeyedObject *ko )
{
plString name = plFormat("{}-{}", fPrefix, fKeyCount++);
return hsgResMgr::ResMgr()->NewKey( name, ko, fLoc );
}
};
//// Router Proc So The Parent Can Handle Click Events ///////////////////////
class pfGUIMenuItemProc : public pfGUICtrlProcObject
{
protected:
pfGUIPopUpMenu *fParent;
uint32_t fIndex;
public:
pfGUIMenuItemProc( pfGUIPopUpMenu *parent, uint32_t idx )
{
fParent = parent;
fIndex = idx;
}
virtual void DoSomething( pfGUIControlMod *ctrl )
{
fParent->IHandleMenuSomething( fIndex, ctrl );
}
virtual void HandleExtendedEvent( pfGUIControlMod *ctrl, uint32_t event )
{
fParent->IHandleMenuSomething( fIndex, ctrl, (int32_t)event );
}
};
//// Constructor/Destructor //////////////////////////////////////////////////
pfGUIPopUpMenu::pfGUIPopUpMenu()
{
fNeedsRebuilding = false;
fParent = nil;
fKeyGen = nil;
fSubMenuOpen = -1;
SetFlag( kModalOutsideMenus );
fMargin = 4;
fSkin = nil;
fWaitingForSkin = false;
fParentNode = nil;
fOriginX = fOriginY = 0.f;
fOriginAnchor = nil;
fOriginContext = nil;
fAlignment = kAlignDownRight;
}
pfGUIPopUpMenu::~pfGUIPopUpMenu()
{
SetSkin( nil );
// if( fParentNode != nil )
// fParentNode->GetKey()->UnRefObject();
ITearDownMenu();
ClearItems();
delete fKeyGen;
}
//// MsgReceive //////////////////////////////////////////////////////////////
bool pfGUIPopUpMenu::MsgReceive( plMessage *msg )
{
plGenRefMsg *ref = plGenRefMsg::ConvertNoRef( msg );
if( ref != nil )
{
if( ref->fType == kRefSkin )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
{
fSkin = pfGUISkin::ConvertNoRef( ref->GetRef() );
fWaitingForSkin = false;
}
else
fSkin = nil;
fNeedsRebuilding = true;
if( IsVisible() )
{
// Rebuild NOW
ITearDownMenu();
IBuildMenu();
}
return true;
}
else if( ref->fType == kRefSubMenu )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
fMenuItems[ ref->fWhich ].fSubMenu = pfGUIPopUpMenu::ConvertNoRef( ref->GetRef() );
else
fMenuItems[ ref->fWhich ].fSubMenu = nil;
return true;
}
else if( ref->fType == kRefOriginAnchor )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
fOriginAnchor = plSceneObject::ConvertNoRef( ref->GetRef() );
else
fOriginAnchor = nil;
return true;
}
else if( ref->fType == kRefOriginContext )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
fOriginContext = pfGUIDialogMod::ConvertNoRef( ref->GetRef() );
else
fOriginContext = nil;
return true;
}
else if( ref->fType == kRefParentNode )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
fParentNode = plSceneNode::ConvertNoRef( ref->GetRef() );
else
fParentNode = nil;
return true;
}
}
return pfGUIDialogMod::MsgReceive( msg );
}
//// Read/Write //////////////////////////////////////////////////////////////
void pfGUIPopUpMenu::Read( hsStream *s, hsResMgr *mgr )
{
pfGUIDialogMod::Read( s, mgr );
// In case we need it...
fKeyGen = new pfPopUpKeyGenerator( GetName(), GetKey()->GetUoid().GetLocation() );
fOriginX = fOriginY = -1.f;
fMargin = s->ReadLE16();
uint32_t i, count = s->ReadLE32();
fMenuItems.SetCountAndZero( count );
for( i = 0; i < count; i++ )
{
char readTemp[ 256 ];
s->Read( sizeof( readTemp ), readTemp );
wchar_t *wReadTemp = hsStringToWString( readTemp );
fMenuItems[ i ].fName = wReadTemp;
delete [] wReadTemp;
fMenuItems[ i ].fHandler = pfGUICtrlProcWriteableObject::Read( s );
mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, i, kRefSubMenu ), plRefFlags::kActiveRef );
}
mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefSkin ), plRefFlags::kActiveRef );
mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginAnchor ), plRefFlags::kPassiveRef );
mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginContext ), plRefFlags::kPassiveRef );
fAlignment = (Alignment)s->ReadByte();
fNeedsRebuilding = true;
}
void pfGUIPopUpMenu::Write( hsStream *s, hsResMgr *mgr )
{
pfGUIDialogMod::Write( s, mgr );
s->WriteLE16( fMargin );
s->WriteLE32( fMenuItems.GetCount() );
uint32_t i;
for( i = 0; i < fMenuItems.GetCount(); i++ )
{
char writeTemp[ 256 ];
char *sName = hsWStringToString( fMenuItems[ i ].fName.c_str() );
strncpy( writeTemp, sName, sizeof( writeTemp ) );
delete [] sName;
s->Write( sizeof( writeTemp ), writeTemp );
// Write the handler out (if it's not a writeable, damn you)
pfGUICtrlProcWriteableObject::Write( (pfGUICtrlProcWriteableObject *)fMenuItems[ i ].fHandler, s );
mgr->WriteKey( s, fMenuItems[ i ].fSubMenu );
}
// Note: we force parentNode to nil here because we only use it when we dynamically
// create nodes at runtime and need to unref and destroy them later. Since we're
// reading from disk, we'll already have a sceneNode somewhere, so we don't need
// this.
fParentNode = nil;
mgr->WriteKey( s, fSkin );
mgr->WriteKey( s, fOriginAnchor );
mgr->WriteKey( s, fOriginContext );
s->WriteByte( (uint8_t)fAlignment );
}
void pfGUIPopUpMenu::SetOriginAnchor( plSceneObject *anchor, pfGUIDialogMod *context )
{
fOriginAnchor = anchor;
fOriginContext = context;
hsgResMgr::ResMgr()->AddViaNotify( fOriginAnchor->GetKey(), new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginAnchor ), plRefFlags::kPassiveRef );
hsgResMgr::ResMgr()->AddViaNotify( fOriginContext->GetKey(), new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginContext ), plRefFlags::kPassiveRef );
}
//// SetEnabled //////////////////////////////////////////////////////////////
void pfGUIPopUpMenu::SetEnabled( bool e )
{
if( e && fNeedsRebuilding )
{
// Make sure our menu is rebuilt before enabling
ITearDownMenu();
IBuildMenu();
}
else if( !e )
{
if( fParent != nil )
pfGUIPopUpMenu::ConvertNoRef( fParent )->fSubMenuOpen = -1;
// Hide our submenus if we have any open
if( fSubMenuOpen != -1 )
{
fMenuItems[ fSubMenuOpen ].fSubMenu->Hide();
fSubMenuOpen = -1;
}
}
pfGUIDialogMod::SetEnabled( e );
}
void pfGUIPopUpMenu::Show( float x, float y )
{
fOriginX = x;
fOriginY = y;
pfGUIDialogMod::Show(); // C++ is kinda stupid if it can't find this naturally
ISeekToOrigin();
}
void pfGUIPopUpMenu::ISeekToOrigin( void )
{
#if 0
uint32_t i;
float x = 0.5f/*fOriginX*/, y = fOriginY;
for( i = 0; i < fControls.GetCount(); i++ )
{
if( fControls[ i ] != nil )
{
fControls[ i ]->SetObjectCenter( x, y );
// const hsBounds3 &bnds = fControls[ i ]->GetBounds();
y += fMenuItems[ i ].fYOffsetToNext;//bnds.GetMaxs().fY - bnds.GetMins().fY;
/* hsMatrix44 p2l, l2p = GetTarget()->GetLocalToWorld();
hsPoint3 center, origin;
ScreenToWorldPoint( fOriginX, fOriginY, 100.f, center );
ScreenToWorldPoint( 0.f, 0.f, 100.f, origin );
center = origin - center;
center.fZ = 0.f;
l2p.SetTranslate( ¢er );
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
bool 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 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 ////////////////////////////////////////////////////////
bool pfGUIPopUpMenu::HandleMouseEvent( pfGameGUIMgr::EventType event, float mouseX, float mouseY,
uint8_t modifiers )
{
bool 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 "plGImage/plJPEG.h"
pfGUIPopUpMenu *pfGUIPopUpMenu::Build( const char *name, pfGUIDialogMod *parent, float x, float y, const plLocation &destLoc )
{
float fovX, fovY;
// Create the menu and give it a key gen
pfGUIPopUpMenu *menu = new pfGUIPopUpMenu();
menu->fKeyGen = new pfPopUpKeyGenerator( name, destLoc );
menu->fKeyGen->CreateKey( menu );
menu->fOriginX = x;
menu->fOriginY = y;
// By default, share the same skin as the parent
if( parent != nil && ( (pfGUIPopUpMenu *)parent )->fSkin != nil )
{
menu->fWaitingForSkin = true;
hsgResMgr::ResMgr()->SendRef( ( (pfGUIPopUpMenu *)parent )->fSkin->GetKey(), new plGenRefMsg( menu->GetKey(), plRefMsg::kOnCreate, -1, pfGUIPopUpMenu::kRefSkin ), plRefFlags::kActiveRef );
}
// HACK for now: create us a temp skin to use
/* static pfGUISkin *skin = nil;
if( skin == nil )
{
plLocation loc;
loc.Set( 0x1425 );
plKey skinKey = hsgResMgr::ResMgr()->FindKey( plUoid( loc, pfGUISkin::Index(), "GUISkin01_GUISkin" ) );
menu->fWaitingForSkin = true;
hsgResMgr::ResMgr()->AddViaNotify( skinKey, new plGenRefMsg( menu->GetKey(), plRefMsg::kOnCreate, -1, pfGUIPopUpMenu::kRefSkin ), plRefFlags::kActiveRef );
}
*/
// Create the rendermod
plPostEffectMod *renderMod = new plPostEffectMod;
menu->fKeyGen->CreateKey( renderMod );
renderMod->SetHither( 0.5f );
renderMod->SetYon( 200.f );
float scrnWidth = 20.f;
// fovX should be such that scrnWidth is the projected width at z=100
fovX = atan( scrnWidth / ( 2.f * 100.f ) ) * 2.f;
fovY = fovX;// * 3.f / 4.f;
renderMod->SetFovX( fovX * 180.f / M_PI );
renderMod->SetFovY( fovY * 180.f / M_PI );
// Create the sceneNode to go with it
menu->fParentNode= new plSceneNode;
menu->fKeyGen->CreateKey( menu->fParentNode );
// menu->fParentNode->GetKey()->RefObject();
hsgResMgr::ResMgr()->SendRef( menu->fParentNode->GetKey(), new plGenRefMsg( menu->GetKey(), plRefMsg::kOnCreate, 0, kRefParentNode ), plRefFlags::kActiveRef );
hsgResMgr::ResMgr()->AddViaNotify( menu->fParentNode->GetKey(), new plGenRefMsg( renderMod->GetKey(), plRefMsg::kOnCreate, 0, plPostEffectMod::kNodeRef ), plRefFlags::kPassiveRef );
menu->SetRenderMod( renderMod );
menu->SetName( name );
// Create the dummy scene object to hold the menu
plSceneObject *newObj = new plSceneObject;
menu->fKeyGen->CreateKey( newObj );
// *#&$(*@$ need a coordIface...
plCoordinateInterface *newCI = new plCoordinateInterface;
menu->fKeyGen->CreateKey( newCI );
hsMatrix44 l2w, w2l;
l2w.Reset();
l2w.GetInverse( &w2l );
// Using SendRef here because AddViaNotify will queue the messages up, which doesn't do us any good
// if we need these refs right away
hsgResMgr::ResMgr()->SendRef( newCI->GetKey(), new plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kInterface ), plRefFlags::kActiveRef );
hsgResMgr::ResMgr()->SendRef( renderMod->GetKey(), new plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
newObj->SetSceneNode( menu->fParentNode->GetKey() );
newObj->SetTransform( l2w, w2l );
hsgResMgr::ResMgr()->SendRef( menu->GetKey(), new plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
// Add the menu to the GUI mgr
plGenRefMsg *refMsg = new plGenRefMsg( pfGameGUIMgr::GetInstance()->GetKey(),
plRefMsg::kOnCreate, 0, pfGameGUIMgr::kDlgModRef );
hsgResMgr::ResMgr()->AddViaNotify( menu->GetKey(), refMsg, plRefFlags::kActiveRef );
menu->ISeekToOrigin();
return menu;
}
//// SetSkin /////////////////////////////////////////////////////////////////
void pfGUIPopUpMenu::SetSkin( pfGUISkin *skin )
{
// Just a function wrapper for SendRef
if( fSkin != nil )
GetKey()->Release( fSkin->GetKey() );
if( skin != nil )
{
hsgResMgr::ResMgr()->SendRef( skin->GetKey(), new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefSkin ), plRefFlags::kActiveRef );
fWaitingForSkin = true;
}
else
fWaitingForSkin = false;
}
//////////////////////////////////////////////////////////////////////////////
//// pfGUISkin Implementation ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
pfGUISkin::pfGUISkin()
{
fTexture = nil;
memset( fElements, 0, sizeof( pfSRect ) * kNumElements );
}
pfGUISkin::pfGUISkin( plMipmap *texture )
{
fTexture = texture;
if( fTexture != nil )
{
hsAssert( fTexture->GetKey() != nil, "Creating a GUI skin via a mipmap with no key!" );
fTexture->GetKey()->RefObject();
}
memset( fElements, 0, sizeof( pfSRect ) * kNumElements );
}
pfGUISkin::~pfGUISkin()
{
SetTexture( nil );
}
void pfGUISkin::SetTexture( plMipmap *tex )
{
if( fTexture != nil && fTexture->GetKey() != nil )
fTexture->GetKey()->UnRefObject();
fTexture = tex;
if( fTexture != nil )
{
hsAssert( fTexture->GetKey() != nil, "Creating a GUI skin via a mipmap with no key!" );
fTexture->GetKey()->RefObject();
}
}
void pfGUISkin::SetElement( uint32_t idx, uint16_t x, uint16_t y, uint16_t w, uint16_t h )
{
fElements[ idx ].fX = x;
fElements[ idx ].fY = y;
fElements[ idx ].fWidth = w;
fElements[ idx ].fHeight = h;
}
void pfGUISkin::Read( hsStream *s, hsResMgr *mgr )
{
hsKeyedObject::Read( s, mgr );
s->ReadLE( &fItemMargin );
s->ReadLE( &fBorderMargin );
uint32_t i, count;
s->ReadLE( &count );
for( i = 0; i < count; i++ )
fElements[ i ].Read( s );
for( ; i < kNumElements; i++ )
fElements[ i ].Empty();
mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefMipmap ), plRefFlags::kActiveRef );
}
void pfGUISkin::Write( hsStream *s, hsResMgr *mgr )
{
hsKeyedObject::Write( s, mgr );
s->WriteLE( fItemMargin );
s->WriteLE( fBorderMargin );
uint32_t i = kNumElements;
s->WriteLE( i );
for( i = 0; i < kNumElements; i++ )
fElements[ i ].Write( s );
mgr->WriteKey( s, fTexture );
}
bool pfGUISkin::MsgReceive( plMessage *msg )
{
plGenRefMsg *ref = plGenRefMsg::ConvertNoRef( msg );
if( ref != nil )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
fTexture = plMipmap::ConvertNoRef( ref->GetRef() );
else
fTexture = nil;
return true;
}
return hsKeyedObject::MsgReceive( msg );
}
void pfGUISkin::pfSRect::Read( hsStream *s )
{
s->ReadLE( &fX );
s->ReadLE( &fY );
s->ReadLE( &fWidth );
s->ReadLE( &fHeight );
}
void pfGUISkin::pfSRect::Write( hsStream *s )
{
s->WriteLE( fX );
s->WriteLE( fY );
s->WriteLE( fWidth );
s->WriteLE( fHeight );
}