/*==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 .
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
// //
// pfGameGUIMgr //
// //
//// History /////////////////////////////////////////////////////////////////
// //
// 11.13.2001 mcn - Created //
// //
//////////////////////////////////////////////////////////////////////////////
#include
#include "hsTimer.h"
#include "hsTypes.h"
#include "pfGameGUIMgr.h"
#include "pfGUIDialogMod.h"
#include "pfGUIDialogHandlers.h"
#include "pfGUIDialogNotifyProc.h"
#include "pfGUIControlMod.h"
#include "pfGUIPopUpMenu.h"
#include "pfMessage/pfGameGUIMsg.h"
#include "plMessage/plInputEventMsg.h"
#include "plMessage/plInputIfaceMgrMsg.h"
#include "pnMessage/plClientMsg.h"
#include "pnNetCommon/plSynchedObject.h"
#include "plInputCore/plInputInterface.h"
#include "plInputCore/plInputDevice.h"
#include "plInputCore/plInputInterfaceMgr.h"
#include "pnInputCore/plKeyMap.h"
#include "pnKeyedObject/plFixedKey.h"
#include "pnSceneObject/plSceneObject.h" // So we can get the target sceneNode of a dialog
#include "plMessage/plConsoleMsg.h"
#include "plgDispatch.h"
#include "plResMgr/plKeyFinder.h"
#include "pfGUITagDefs.h"
//////////////////////////////////////////////////////////////////////////////
//// pfGameUIInputInterface Definition ///////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
class pfGameUIInputInterface : public plInputInterface
{
protected:
pfGameGUIMgr * const fGUIManager;
UInt8 fModifiers;
UInt8 fButtonState;
hsBool fHaveInterestingCursor;
UInt32 fCurrentCursor;
virtual hsBool IHandleCtrlCmd( plCtrlCmd *cmd );
virtual hsBool IControlCodeEnabled( ControlEventCode code );
public:
pfGameUIInputInterface( pfGameGUIMgr * const mgr );
virtual UInt32 GetPriorityLevel( void ) const { return kGUISystemPriority; }
virtual hsBool InterpretInputEvent( plInputEventMsg *pMsg );
virtual UInt32 GetCurrentCursorID( void ) const;
virtual hsScalar GetCurrentCursorOpacity( void ) const;
virtual hsBool HasInterestingCursorID( void ) const { return fHaveInterestingCursor; }
virtual hsBool SwitchInterpretOrder( void ) const { return true; }
virtual void RestoreDefaultKeyMappings( void )
{
if( fControlMap != nil )
{
fControlMap->UnmapAllBindings();
fControlMap->BindKey( KEY_BACKSPACE, B_CONTROL_EXIT_GUI_MODE, plKeyMap::kFirstAlways );
fControlMap->BindKey( KEY_ESCAPE, B_CONTROL_EXIT_GUI_MODE, plKeyMap::kSecondAlways );
}
}
};
//////////////////////////////////////////////////////////////////////////////
//// pfGameGUIMgr Functions //////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
pfGameGUIMgr *pfGameGUIMgr::fInstance = nil;
//// Constructor & Destructor ////////////////////////////////////////////////
pfGameGUIMgr::pfGameGUIMgr()
{
fActivated = false;
fInputCtlIndex = 0;
fActiveDialogs = nil;
fInputConfig = nil;
fInstance = this;
fDefaultCursor = plInputInterface::kCursorUp;
fCursorOpacity = 1.f;
fAspectRatio = 0;
}
pfGameGUIMgr::~pfGameGUIMgr()
{
int i;
// the GUIMgr is dead!
fInstance = nil;
for( i = 0; i < fDialogs.GetCount(); i++ )
UnloadDialog( fDialogs[ i ] );
for( i = 0; i < fDialogToSetKeyOf.GetCount(); i++ )
delete fDialogToSetKeyOf[i];
if( fActivated )
IActivateGUI( false );
delete fInputConfig;
}
//// Init ////////////////////////////////////////////////////////////////////
hsBool pfGameGUIMgr::Init( void )
{
return true;
}
//// Draw ////////////////////////////////////////////////////////////////////
void pfGameGUIMgr::Draw( plPipeline *p )
{
}
//// MsgReceive //////////////////////////////////////////////////////////////
hsBool pfGameGUIMgr::MsgReceive( plMessage* pMsg )
{
pfGameGUIMsg *guiMsg = pfGameGUIMsg::ConvertNoRef( pMsg );
if( guiMsg != nil )
{
if( guiMsg->GetCommand() == pfGameGUIMsg::kLoadDialog )
LoadDialog( guiMsg->GetString(), nil, guiMsg->GetAge() );
else if( guiMsg->GetCommand() == pfGameGUIMsg::kShowDialog )
IShowDialog( guiMsg->GetString() );
else if( guiMsg->GetCommand() == pfGameGUIMsg::kHideDialog )
IHideDialog( guiMsg->GetString() );
return true;
}
plGenRefMsg *refMsg = plGenRefMsg::ConvertNoRef( pMsg );
if( refMsg != nil )
{
if( refMsg->fType == kDlgModRef )
{
if( refMsg->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest ) )
{
IAddDlgToList( refMsg->GetRef() );
}
else if( refMsg->GetContext() & plRefMsg::kOnReplace )
{
IRemoveDlgFromList( refMsg->GetOldRef() );
IAddDlgToList( refMsg->GetRef() );
}
else if( refMsg->GetContext() & ( plRefMsg::kOnRemove | plRefMsg::kOnDestroy ) )
{
IRemoveDlgFromList( refMsg->GetRef() );
}
}
return true;
}
return hsKeyedObject::MsgReceive( pMsg );
}
//// IAddDlgToList ///////////////////////////////////////////////////////////
void pfGameGUIMgr::IAddDlgToList( hsKeyedObject *obj )
{
int i;
if( fDialogs.Find( (pfGUIDialogMod *)obj ) == fDialogs.kMissingIndex )
{
pfGUIDialogMod *mod = pfGUIDialogMod::ConvertNoRef( obj );
if( mod != nil )
{
mod->UpdateAspectRatio(); // adding a new dialog, make sure the correct aspect ratio is set
fDialogs.Append( mod );
// check to see if it is the dialog we are waiting for to be loaded
for ( i=0 ; iGetName(), mod->GetName()) )
{
SetDialogToNotify(mod,fDialogToSetKeyOf[i]->GetKey());
// now remove this entry... we did it
delete fDialogToSetKeyOf[i];
fDialogToSetKeyOf.Remove(i);
// that's all the damage we can do for now...
break;
}
}
}
}
/* // It's now officially "loaded"; take it off the pending list
for( i = 0; i < fDlgsPendingLoad.GetCount(); i++ )
{
if( stricmp( fDlgsPendingLoad[ i ]->GetName(), ( (pfGUIDialogMod *)obj )->GetName() ) == 0 )
{
// Here it is
delete fDlgsPendingLoad[ i ];
fDlgsPendingLoad.Remove( i );
break;
}
}
*/
}
//// IRemoveDlgFromList //////////////////////////////////////////////////////
void pfGameGUIMgr::IRemoveDlgFromList( hsKeyedObject *obj )
{
int idx = fDialogs.Find( (pfGUIDialogMod *)obj );
if( idx != fDialogs.kMissingIndex )
{
pfGUIDialogMod *mod = pfGUIDialogMod::ConvertNoRef( obj );
hsAssert( mod != nil, "Non-dialog sent to gameGUIMgr::IRemoveDlg()" );
if( mod != nil )
{
if( mod->IsEnabled() )
{
mod->SetEnabled( false );
mod->Unlink();
if( fActiveDialogs == nil )
IActivateGUI( false );
}
// Needed?
// GetKey()->Release( mod->GetKey() );
fDialogs.Remove( idx );
}
}
// It's now officially "unloaded"; take it off the pending list
/* int i;
for( i = 0; i < fDlgsPendingUnload.GetCount(); i++ )
{
if( stricmp( fDlgsPendingUnload[ i ]->GetName(), ( (pfGUIDialogMod *)obj )->GetName() ) == 0 )
{
// Here it is
delete fDlgsPendingUnload[ i ];
fDlgsPendingUnload.Remove( i );
break;
}
}
*/
}
//// LoadDialog //////////////////////////////////////////////////////////////
void pfGameGUIMgr::LoadDialog( const char *name, plKey recvrKey, const char *ageName )
{
// see if they want to set the receiver key once the dialog is loaded
if ( recvrKey != nil )
{
// first see if we are loading a dialog that is already being loaded
bool alreadyLoaded = false;
int i;
for ( i=0 ; iGetName(), name) )
{
alreadyLoaded = true;
break;
}
}
if (!alreadyLoaded)
{
pfDialogNameSetKey* pDNSK = TRACKED_NEW pfDialogNameSetKey(name,recvrKey);
fDialogToSetKeyOf.Append(pDNSK);
}
}
hsStatusMessageF("\nLoading Dialog %s %s ... %f\n", name, ( ageName != nil ) ? ageName : "GUI", hsTimer::GetSeconds() );
plKey clientKey = hsgResMgr::ResMgr()->FindKey( kClient_KEY );
plClientMsg *msg = TRACKED_NEW plClientMsg( plClientMsg::kLoadRoomHold );
msg->AddReceiver( clientKey );
msg->AddRoomLoc(plKeyFinder::Instance().FindLocation(ageName ? ageName : "GUI", name));
msg->Send();
// Now add this dialog to a list of pending loads (will remove it once it's fully loaded)
// fDlgsPendingLoad.Append( TRACKED_NEW pfDialogNameSetKey( name, nil ) );
}
//// IShowDialog /////////////////////////////////////////////////////////////
void pfGameGUIMgr::IShowDialog( const char *name )
{
int i;
for( i = 0; i < fDialogs.GetCount(); i++ )
{
if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
{
ShowDialog( fDialogs[ i ] );
fDialogs[i]->RefreshAllControls();
break;
}
}
}
//// IHideDialog /////////////////////////////////////////////////////////////
void pfGameGUIMgr::IHideDialog( const char *name )
{
int i;
for( i = 0; i < fDialogs.GetCount(); i++ )
{
if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
{
HideDialog( fDialogs[ i ] );
break;
}
}
}
//// ShowDialog //////////////////////////////////////////////////////////////
void pfGameGUIMgr::ShowDialog( pfGUIDialogMod *dlg, bool resetClickables /* = true */ )
{
if ( resetClickables )
plInputInterfaceMgr::GetInstance()->ResetClickableState();
if( !dlg->IsEnabled() )
{
dlg->SetEnabled( true );
// Add to active list
if( fActiveDialogs == nil )
IActivateGUI( true );
dlg->LinkToList( &fActiveDialogs );
return;
}
}
//// HideDialog //////////////////////////////////////////////////////////////
void pfGameGUIMgr::HideDialog( pfGUIDialogMod *dlg )
{
if( dlg->IsEnabled() )
{
dlg->SetEnabled( false );
dlg->Unlink();
if( fActiveDialogs == nil )
IActivateGUI( false );
}
}
//// UnloadDialog ////////////////////////////////////////////////////////////
// Destroy the dialog and all the things associated with it. Fun fun.
void pfGameGUIMgr::UnloadDialog( const char *name )
{
int i;
for( i = 0; i < fDialogs.GetCount(); i++ )
{
if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
{
UnloadDialog( fDialogs[ i ] );
break;
}
}
}
void pfGameGUIMgr::UnloadDialog( pfGUIDialogMod *dlg )
{
// IRemoveDlgFromList( dlg );
// Add the name to our list of dialogs pending unload
// fDlgsPendingUnload.Append( TRACKED_NEW pfDialogNameSetKey( dlg->GetName(), nil ) );
plKey sceneNodeKey = dlg->GetSceneNodeKey();
if( sceneNodeKey == nil )
{
hsStatusMessageF( "Warning: Unable to grab sceneNodeKey to unload dialog %s; searching for it...", dlg->GetName() );
sceneNodeKey = plKeyFinder::Instance().FindSceneNodeKey( dlg->GetKey()->GetUoid().GetLocation() );
}
// if( dlg->GetTarget() )
if( sceneNodeKey != nil )
{
plKey clientKey = hsgResMgr::ResMgr()->FindKey( kClient_KEY );
plClientMsg *msg = TRACKED_NEW plClientMsg( plClientMsg::kUnloadRoom );
msg->AddReceiver( clientKey );
// msg->SetProgressBarSuppression( true );
msg->AddRoomLoc(sceneNodeKey->GetUoid().GetLocation());
msg->Send();
}
// GetKey()->Release( dlg->GetKey() );
}
//// IsDialogLoaded ////// see if the dialog is in our list of loaded dialogs
hsBool pfGameGUIMgr::IsDialogLoaded( const char *name )
{
// search through all the dialogs we've loaded
int i;
for( i = 0; i < fDialogs.GetCount(); i++ )
{
if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
{
// found 'em
return true;
}
}
// nota
return false;
}
pfGUIPopUpMenu *pfGameGUIMgr::FindPopUpMenu( const char *name )
{
int i;
for( i = 0; i < fDialogs.GetCount(); i++ )
{
pfGUIPopUpMenu *menu = pfGUIPopUpMenu::ConvertNoRef( fDialogs[ i ] );
if( menu != nil && stricmp( menu->GetName(), name ) == 0 )
return menu;
}
return nil;
}
std::vector pfGameGUIMgr::GetDlgRenderMods( void ) const
{
std::vector retVal;
pfGUIDialogMod* curDialog = fActiveDialogs;
while (curDialog)
{
retVal.push_back(curDialog->GetRenderMod());
curDialog = curDialog->GetNext();
}
return retVal;
}
///// SetDialogToNotify - based on name
// This will Set the handler to a Notify Handler that will send a GUINotifyMsg to the receiver
//
void pfGameGUIMgr::SetDialogToNotify(const char *name, plKey recvrKey)
{
int i;
for( i = 0; i < fDialogs.GetCount(); i++ )
{
if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
{
SetDialogToNotify( fDialogs[ i ], recvrKey );
break;
}
}
}
///// SetDialogToNotify - pfGUIDialogMod*
// This will Set the handler to a Notify Handler that will send a GUINotifyMsg to the receiver
//
void pfGameGUIMgr::SetDialogToNotify(pfGUIDialogMod *dlg, plKey recvrKey)
{
pfGUIDialogNotifyProc* handler = TRACKED_NEW pfGUIDialogNotifyProc(recvrKey);
dlg->SetHandler(handler);
handler->OnInit();
}
//// IActivateGUI ////////////////////////////////////////////////////////////
// "Activates" the GUI manager. This means enabling the drawing of GUI
// elements on the screen as well as rerouting input to us.
void pfGameGUIMgr::IActivateGUI( hsBool activate )
{
if( fActivated == activate )
return;
if( activate )
{
fInputConfig = TRACKED_NEW pfGameUIInputInterface( this );
plInputIfaceMgrMsg *msg = TRACKED_NEW plInputIfaceMgrMsg( plInputIfaceMgrMsg::kAddInterface );
msg->SetIFace( fInputConfig );
plgDispatch::MsgSend( msg );
}
else
{
plInputIfaceMgrMsg *msg = TRACKED_NEW plInputIfaceMgrMsg( plInputIfaceMgrMsg::kRemoveInterface );
msg->SetIFace( fInputConfig );
plgDispatch::MsgSend( msg );
hsRefCnt_SafeUnRef( fInputConfig );
fInputConfig = nil;
}
fActivated = activate;
}
//// IHandleMouse ////////////////////////////////////////////////////////////
// Distributes mouse events to the dialogs currently active
hsBool pfGameGUIMgr::IHandleMouse( EventType event, hsScalar mouseX, hsScalar mouseY, UInt8 modifiers, UInt32 *desiredCursor )
{
pfGUIDialogMod *dlg;
// Update interesting things first, no matter what, for ALL dialogs
hsBool modalPresent = false;
for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() )
{
dlg->UpdateInterestingThings( mouseX, mouseY, modifiers, modalPresent );
if (dlg->HasFlag( pfGUIDialogMod::kModal ))
modalPresent = true;
}
for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() )
{
if( dlg->HandleMouseEvent( event, mouseX, mouseY, modifiers ) ||
( dlg->HasFlag( pfGUIDialogMod::kModal ) && event != pfGameGUIMgr::kMouseUp ) )
{
// If this dialog handled it, also get the cursor it wants
*desiredCursor = dlg->GetDesiredCursor();
return true;
}
}
return false;
}
//// IHandleKeyEvt ///////////////////////////////////////////////////////////
// Distributes mouse events to the dialogs currently active
hsBool pfGameGUIMgr::IHandleKeyEvt( EventType event, plKeyDef key, UInt8 modifiers )
{
pfGUIDialogMod *dlg;
for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() )
{
if( dlg->HandleKeyEvent( event, key, modifiers ) )
return true;
}
return false;
}
//// IHandleKeyPress /////////////////////////////////////////////////////////
// Like IHandleKeyPress, but takes in a char for distributing actual
// characters typed.
hsBool pfGameGUIMgr::IHandleKeyPress( wchar_t key, UInt8 modifiers )
{
pfGUIDialogMod *dlg;
// Really... Don't handle any nil keypresses
if (key == nil)
return false;
for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() )
{
if( dlg->HandleKeyPress( key, modifiers ) )
return true;
}
return false;
}
//// IModalBlocking //////////////////////////////////////////////////////////
// Looks at the chain of active dialogs and determines if there's any modals
// blocking input. Returns true if so.
hsBool pfGameGUIMgr::IModalBlocking( void )
{
return ( IGetTopModal() != nil ) ? true : false;
}
//// IGetTopModal ////////////////////////////////////////////////////////////
// Returns the topmost (visible) modal dialog, nil if none.
pfGUIDialogMod *pfGameGUIMgr::IGetTopModal( void ) const
{
pfGUIDialogMod *dlg;
for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() )
{
if( dlg->HasFlag( pfGUIDialogMod::kModal ) )
return dlg;
}
return nil;
}
//////////////////////////////////////////////////////////////////////////////
//// Control Config Class ////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
pfGameUIInputInterface::pfGameUIInputInterface( pfGameGUIMgr * const mgr ) : plInputInterface(), fGUIManager( mgr )
{
fModifiers = pfGameGUIMgr::kNoModifiers;
fButtonState = 0;
fHaveInterestingCursor = false;
SetEnabled( true ); // Always enabled
fCurrentCursor = kCursorUp;
// Add our control codes to our control map. Do NOT add the key bindings yet.
// Note: HERE is where you specify the actions for each command, i.e. net propagate and so forth.
// This part basically declares us master of the bindings for these commands.
// IF YOU ARE LOOKING TO CHANGE THE DEFAULT KEY BINDINGS, DO NOT LOOK HERE. GO TO
// RestoreDefaultKeyMappings()!!!!
fControlMap->AddCode( B_CONTROL_EXIT_GUI_MODE, kControlFlagNormal | kControlFlagNoRepeat );
// IF YOU ARE LOOKING TO CHANGE THE DEFAULT KEY BINDINGS, DO NOT LOOK HERE. GO TO
// RestoreDefaultKeyMappings()!!!!
}
hsBool pfGameUIInputInterface::IControlCodeEnabled( ControlEventCode code )
{
if( code == B_CONTROL_EXIT_GUI_MODE )
{
// Disable the exitGUIMode key binding if we don't have a modal dialog up or if
// the cursor is inside an edit or multiline edit control
if( !fGUIManager->IModalBlocking() )
return false;
pfGUIDialogMod *dlg = fGUIManager->IGetTopModal();
if( dlg != nil )
{
pfGUIControlMod *ctrl = dlg->GetFocus();
if( ctrl != nil && ctrl->HasFlag( pfGUIControlMod::kTakesSpecialKeys ) )
return false;
}
}
return true; // Enable all other codes
}
hsBool pfGameUIInputInterface::IHandleCtrlCmd( plCtrlCmd *cmd )
{
if( cmd->fControlCode == B_CONTROL_EXIT_GUI_MODE )
{
if( cmd->fControlActivated )
{
pfGUIDialogMod *dlg = fGUIManager->IGetTopModal();
if( dlg != nil && dlg->GetHandler() != nil )
dlg->GetHandler()->OnControlEvent( pfGUIDialogProc::kExitMode );
}
return true;
}
return false;
}
hsBool pfGameUIInputInterface::InterpretInputEvent( plInputEventMsg *pMsg )
{
hsBool handled = false;
/// The in-game UI has to do far more complicated control handling, so we just overload this entirely
plKeyEventMsg *pKeyMsg = plKeyEventMsg::ConvertNoRef( pMsg );
if( pKeyMsg )
{
// By default, we don't want the modifier keys treated as "handled", 'cause
// we want the other interfaces to get them as well (unless we have a modal
// as the top dialog).
if( pKeyMsg->GetKeyCode() == KEY_SHIFT )
{
if( pKeyMsg->GetKeyDown() )
fModifiers |= pfGameGUIMgr::kShiftDown;
else
fModifiers &= ~pfGameGUIMgr::kShiftDown;
}
else if( pKeyMsg->GetKeyCode() == KEY_CTRL )
{
if( pKeyMsg->GetKeyDown() )
fModifiers |= pfGameGUIMgr::kCtrlDown;
else
fModifiers &= ~pfGameGUIMgr::kCtrlDown;
}
else if( pKeyMsg->GetKeyCode() == KEY_CAPSLOCK )
{
if( pKeyMsg->GetKeyDown() )
fModifiers |= pfGameGUIMgr::kCapsDown;
else
fModifiers &= ~pfGameGUIMgr::kCapsDown;
}
else
{
// Sometimes I can't explain why Mathew does some of the things he does.
// I going to replace his modifier flags (which I don't know why he thought he had to have his own)
// with the ones that are in the keymsg since they seem to be more accurate!
fModifiers = 0;
if ( pKeyMsg->GetShiftKeyDown() )
fModifiers |= pfGameGUIMgr::kShiftDown;
if ( pKeyMsg->GetCtrlKeyDown() )
fModifiers |= pfGameGUIMgr::kCtrlDown;
if ( pKeyMsg->GetCapsLockKeyDown() )
fModifiers |= pfGameGUIMgr::kCapsDown;
if( pKeyMsg->GetKeyDown() )
{
if( !pKeyMsg->GetRepeat() )
handled = fGUIManager->IHandleKeyEvt( pfGameGUIMgr::kKeyDown, pKeyMsg->GetKeyCode(), fModifiers );
else
handled = fGUIManager->IHandleKeyEvt( pfGameGUIMgr::kKeyRepeat, pKeyMsg->GetKeyCode(), fModifiers );
if (pKeyMsg->GetKeyChar())
handled |= fGUIManager->IHandleKeyPress( pKeyMsg->GetKeyChar(), fModifiers );
}
else
handled = fGUIManager->IHandleKeyEvt( pfGameGUIMgr::kKeyUp, pKeyMsg->GetKeyCode(), fModifiers );
}
// We need to do early interception of a screenshot request, since they want
// us to be able to take screen shots while in a modal GUI... whee
// Also, this should only be run if the dialog didn't handle the command in
// the first place (taking screenshots while the user is typing would be
// awkward) and we must do it on key down because the key binding routines
// also trigger on key-down and we don't want to be taking screen shots when
// the user re-binds the screenshot command.
// HACK HACK HACK
if ((!handled) && (pKeyMsg->GetKeyDown()) && !pKeyMsg->GetKeyChar())
{
const plKeyBinding* keymap = plInputInterfaceMgr::GetInstance()->FindBindingByConsoleCmd("Game.KITakePicture");
if (keymap)
{
unsigned keyFlags = 0;
if (pKeyMsg->GetCtrlKeyDown())
keyFlags |= plKeyCombo::kCtrl;
if (pKeyMsg->GetShiftKeyDown())
keyFlags |= plKeyCombo::kShift;
plKeyCombo combo(pKeyMsg->GetKeyCode(), keyFlags);
if ((keymap->GetKey1().IsSatisfiedBy(combo)) || (keymap->GetKey2().IsSatisfiedBy(combo)))
{
// tell the KI to take the shot
plConsoleMsg * consoleMsg = NEWZERO(plConsoleMsg);
consoleMsg->SetCmd(plConsoleMsg::kExecuteLine);
consoleMsg->SetString("Game.KITakePicture");
consoleMsg->Send(nil, true);
}
}
}
bool modal = fGUIManager->IModalBlocking();
return handled || modal; // we "handle" it if we are modal, even if it didn't do anything
}
plMouseEventMsg *pMouseMsg = plMouseEventMsg::ConvertNoRef( pMsg );
if( pMouseMsg && fManager->IsClickEnabled() )
{
if( pMouseMsg->GetButton() == kLeftButtonDown )
{
handled = fGUIManager->IHandleMouse( pfGameGUIMgr::kMouseDown, pMouseMsg->GetXPos(), pMouseMsg->GetYPos(), fModifiers, &fCurrentCursor );
if (handled)
fButtonState |= kLeftButtonDown;
}
else if( pMouseMsg->GetButton() == kLeftButtonUp )
{
handled = fGUIManager->IHandleMouse( pfGameGUIMgr::kMouseUp, pMouseMsg->GetXPos(), pMouseMsg->GetYPos(), fModifiers, &fCurrentCursor );
if ((handled) || (fButtonState & kLeftButtonDown)) // even if we didn't handle the mouse up, if we think the button is still down, we should clear our flag
fButtonState &= ~kLeftButtonDown;
}
else if( pMouseMsg->GetButton() == kLeftButtonDblClk )
handled = fGUIManager->IHandleMouse( pfGameGUIMgr::kMouseDblClick, pMouseMsg->GetXPos(), pMouseMsg->GetYPos(), fModifiers, &fCurrentCursor );
else if( fButtonState & kLeftButtonDown )
handled = fGUIManager->IHandleMouse( pfGameGUIMgr::kMouseDrag, pMouseMsg->GetXPos(), pMouseMsg->GetYPos(), fModifiers, &fCurrentCursor );
else
handled = fGUIManager->IHandleMouse( pfGameGUIMgr::kMouseMove, pMouseMsg->GetXPos(), pMouseMsg->GetYPos(), fModifiers, &fCurrentCursor );
fHaveInterestingCursor = handled;
return handled;
}
return false;
}
UInt32 pfGameUIInputInterface::GetCurrentCursorID( void ) const
{
if( fCurrentCursor == 0 )
{
if ( pfGameGUIMgr::GetInstance() )
return pfGameGUIMgr::GetInstance()->GetDefaultCursor();
else
return kCursorUp;
}
return fCurrentCursor;
}
hsScalar pfGameUIInputInterface::GetCurrentCursorOpacity( void ) const
{
if ( pfGameGUIMgr::GetInstance() )
return pfGameGUIMgr::GetInstance()->GetCursorOpacity();
else
return 1.f;
}
//////////////////////////////////////////////////////////////////////////////
//// Tag Stuff ///////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
extern pfGUITag gGUITags[]; // From pfGUITagDefs.cpp
//// GetDialogFromTag ////////////////////////////////////////////////////////
pfGUIDialogMod *pfGameGUIMgr::GetDialogFromTag( UInt32 tagID )
{
int i;
for( i = 0; i < fDialogs.GetCount(); i++ )
{
if( fDialogs[ i ]->GetTagID() == tagID )
return fDialogs[ i ];
}
return nil;
}
//// GetDialogFromString ////////////////////////////////////////////////////////
pfGUIDialogMod *pfGameGUIMgr::GetDialogFromString( const char *name )
{
int i;
for( i = 0; i < fDialogs.GetCount(); i++ )
{
if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 )
return fDialogs[ i ];
}
return nil;
}
//// GetControlFromTag ///////////////////////////////////////////////////////
pfGUIControlMod *pfGameGUIMgr::GetControlFromTag( pfGUIDialogMod *dlg, UInt32 tagID )
{
return dlg->GetControlFromTag( tagID );
}
//// GetNumTags //////////////////////////////////////////////////////////////
UInt32 pfGameGUIMgr::GetNumTags( void )
{
UInt32 count;
for( count = 0; gGUITags[ count ].fID != 0; count++ );
return count;
}
//// GetTag //////////////////////////////////////////////////////////////////
pfGUITag *pfGameGUIMgr::GetTag( UInt32 tagIndex )
{
UInt32 count;
for( count = 0; gGUITags[ count ].fID != 0; count++ );
hsAssert( tagIndex < count, "Bad index to GetTag()" );
return &gGUITags[ tagIndex ];
}
UInt32 pfGameGUIMgr::GetHighestTag( void )
{
UInt32 i, id = 1;
for( i = 0; gGUITags[ i ].fID != 0; i++ )
{
if( id < gGUITags[ i ].fID )
id = gGUITags[ i ].fID;
}
return id;
}
void pfGameGUIMgr::SetAspectRatio(hsScalar aspectratio)
{
hsScalar oldAspectRatio = fAspectRatio;
// don't allow the aspectratio below 4:3
hsScalar fourThree = 4.0f/3.0f;
fAspectRatio = aspectratio < fourThree ? fourThree : aspectratio;
if (fAspectRatio != oldAspectRatio)
{
// need to tell dialogs to update
int i;
for (i = 0; i < fDialogs.GetCount(); i++)
{
if (fDialogs[i])
fDialogs[i]->UpdateAspectRatio();
}
}
}