/*==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 Mead, WA 99021 *==LICENSE==*/ ////////////////////////////////////////////////////////////////////////////// // // // pfGUIControlMod Header // // // ////////////////////////////////////////////////////////////////////////////// #ifndef _pfGUIControlMod_h #define _pfGUIControlMod_h #include "pnModifier/plSingleModifier.h" #include "hsBounds.h" #include "plMessage/plInputEventMsg.h" #include "pfGameGUIMgr.h" #include "hsColorRGBA.h" #include "hsRefCnt.h" class plMessage; class plPostEffectMod; class pfGUIDialogMod; class pfGUICtrlProcObject; class pfGUIDropTargetProc; class plDynamicTextMap; class plLayerInterface; //// pfGUIColorScheme //////////////////////////////////////////////////////// // Tiny helper wrapper for a set of colors used to draw various controls class pfGUIColorScheme : public hsRefCnt { public: hsColorRGBA fForeColor, fBackColor; hsColorRGBA fSelForeColor, fSelBackColor; bool fTransparent; char *fFontFace; uint8_t fFontSize; uint8_t fFontFlags; enum FontFlags { kFontBold = 0x01, kFontItalic = 0x02, kFontShadowed = 0x04 }; pfGUIColorScheme(); ~pfGUIColorScheme(); pfGUIColorScheme( hsColorRGBA &foreColor, hsColorRGBA &backColor ); pfGUIColorScheme( const char *face, uint8_t size, uint8_t fontFlags ); void SetFontFace( const char *face ); void Read( hsStream *s ); void Write( hsStream *s ); bool IsBold( void ) { return ( fFontFlags & kFontBold ) ? true : false; } bool IsItalic( void ) { return ( fFontFlags & kFontItalic ) ? true : false; } bool IsShadowed( void ) { return ( fFontFlags & kFontShadowed ) ? true : false; } protected: void IReset( void ); }; //// Class Def /////////////////////////////////////////////////////////////// class pfGUISkin; class pfGUIControlMod : public plSingleModifier { friend class pfGUIDialogMod; protected: uint32_t fTagID; bool fEnabled, fFocused, fVisible, fInteresting; bool fNotifyOnInteresting; pfGUIDialogMod *fDialog; hsBounds3 fBounds, fInitialBounds; // Z component is 0-1 float fScreenMinZ; // Closest Z coordinate in screen space hsPoint3 fScreenCenter; bool fBoundsValid, fCenterValid; hsMatrix44 fXformMatrix; // Only used for doing drag work, etc. pfGUICtrlProcObject *fHandler; pfGUIDropTargetProc *fDropTargetHdlr; plDynamicTextMap *fDynTextMap; // Some controls use this; for others, it'll be nil plLayerInterface *fDynTextLayer; // Juse so we can reset the transform. Sheesh! pfGUIColorScheme *fColorScheme; plSceneObject *fProxy; hsTArray fBoundsPoints; // For more accurate bounds tests hsTArray fSoundIndices; // Indices of sounds to trigger on the target SO's audible interface pfGUISkin *fSkin; bool ISetUpDynTextMap( plPipeline *pipe ); virtual void IPostSetUpDynTextMap( void ) {} virtual void IGrowDTMDimsToDesiredSize( uint16_t &width, uint16_t &height ) { } virtual bool IEval( double secs, float del, uint32_t dirty ); // called only by owner object's Eval() void ISetDialog( pfGUIDialogMod *mod ) { fDialog = mod; } void IScreenToLocalPt( hsPoint3 &pt ); virtual void IUpdate( void ) {;} void ISetHandler( pfGUICtrlProcObject *h, bool clearInheritFlag = false ); void IPlaySound( uint8_t guiCtrlEvent, bool loop = false ); void IStopSound( uint8_t guiCtrlEvent ); virtual uint32_t IGetDesiredCursor( void ) const { return 0; } // As specified in plInputInterface.h public: pfGUIControlMod(); virtual ~pfGUIControlMod(); CLASSNAME_REGISTER( pfGUIControlMod ); GETINTERFACE_ANY( pfGUIControlMod, plSingleModifier ); virtual bool MsgReceive( plMessage* pMsg ); virtual void Read( hsStream* s, hsResMgr* mgr ); virtual void Write( hsStream* s, hsResMgr* mgr ); uint32_t GetTagID( void ) { return fTagID; } virtual void SetEnabled( bool e ); virtual bool IsEnabled( void ) { return fEnabled; } virtual void SetFocused( bool e ); virtual bool IsFocused( void ) { return fFocused; } virtual void SetVisible( bool vis ); virtual bool IsVisible( void ) { return fVisible; } virtual void SetInteresting( bool i ); bool IsInteresting( void ) { return fInteresting; } virtual void SetNotifyOnInteresting( bool state ) { fNotifyOnInteresting = state; } pfGUIDialogMod *GetOwnerDlg( void ) { return fDialog; } virtual void Refresh( void ); virtual void UpdateBounds( hsMatrix44 *invXformMatrix = nil, bool force = false ); void SetObjectCenter( float x, float y ); virtual hsPoint3 GetObjectCenter() { return fScreenCenter; } float GetScreenMinZ( void ) { return fScreenMinZ; } void CalcInitialBounds( void ); const hsBounds3 &GetBounds( void ); bool PointInBounds( const hsPoint3 &point ); virtual void SetTarget( plSceneObject *object ); // Return false if you actually DON'T want the mouse clicked at this point (should only be used for non-rectangular region rejection) virtual bool FilterMousePosition( hsPoint3 &mousePt ) { return true; } virtual void HandleMouseDown( hsPoint3 &mousePt, uint8_t modifiers ) {;} virtual void HandleMouseUp( hsPoint3 &mousePt, uint8_t modifiers ) {;} virtual void HandleMouseDrag( hsPoint3 &mousePt, uint8_t modifiers ) {;} virtual void HandleMouseHover( hsPoint3 &mousePt, uint8_t modifiers ) {;} virtual void HandleMouseDblClick( hsPoint3 &mousePt, uint8_t modifiers ) {;} virtual bool HandleKeyPress( wchar_t key, uint8_t modifiers ); virtual bool HandleKeyEvent( pfGameGUIMgr::EventType event, plKeyDef key, uint8_t modifiers ); void SetHandler( pfGUICtrlProcObject *h ) { ISetHandler( h, true ); } void DoSomething( void ); // Will call the handler void HandleExtendedEvent( uint32_t event ); // Will call the handler pfGUICtrlProcObject *GetHandler( void ) const { return fHandler; } void SetDropTargetHdlr( pfGUIDropTargetProc *drop ); pfGUIDropTargetProc *GetDropTargetHdlr( void ) { return fDropTargetHdlr; } enum { kRefDynTextMap, kRefDynTextLayer, kRefProxy, kRefSkin, kRefDerivedStart = 32 }; enum Flags // plSingleModifier already has SetFlag()/HasFlag() { kWantsInterest, kInheritProcFromDlg, kIntangible, // I.E. it doesn't exists on the screen/can't be clicked on. // Used for group objects like the up/down pair kXparentBgnd, kScaleTextWithResolution, // I.E. take up the same space on screen no matter the resolution kTakesSpecialKeys, // I.E. disable bindings for keys like backspace because we want them kHasProxy, kBetterHitTesting, kDerivedFlagsStart = 32 }; virtual void SetColorScheme( pfGUIColorScheme *newScheme ); pfGUIColorScheme *GetColorScheme( void ) const; // should be override by specific GUIcontrol virtual void PurgeDynaTextMapImage() {;} // Override from plModifier so we can update our bounds virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l); // Forces an immediate play of the given GUI control event sound void PlaySound( uint8_t guiCtrlEvent, bool loop = false ) { IPlaySound( guiCtrlEvent, loop ); } void StopSound( uint8_t guiCtrlEvent ) { IStopSound( guiCtrlEvent ); } // Export only void SetTagID( uint32_t id ) { fTagID = id; } void SetDynTextMap( plLayerInterface *layer, plDynamicTextMap *dynText ); void SetSoundIndex( uint8_t guiCtrlEvent, int soundIndex ); }; #endif // _pfGUIControlMod_h