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271 lines
8.5 KiB
271 lines
8.5 KiB
/*==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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// pfGUIProgressCtrl Definition // |
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// // |
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////////////////////////////////////////////////////////////////////////////// |
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#include "HeadSpin.h" |
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#include "pfGUIProgressCtrl.h" |
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#include "pfGameGUIMgr.h" |
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#include "pfGUIDialogMod.h" |
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#include "plInputCore/plInputInterface.h" |
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#include "pnMessage/plRefMsg.h" |
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#include "pfMessage/pfGameGUIMsg.h" |
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#include "plMessage/plAnimCmdMsg.h" |
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#include "plMessage/plTimerCallbackMsg.h" |
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// #include "plAvatar/plAGModifier.h" |
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#include "plAvatar/plAGMasterMod.h" |
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#include "plAvatar/plAGAnimInstance.h" |
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#include "plSurface/plLayerAnimation.h" |
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#include "pnSceneObject/plSceneObject.h" |
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#include "pnSceneObject/plCoordinateInterface.h" |
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#include "pnTimer/plTimerCallbackManager.h" |
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#include "plgDispatch.h" |
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#include "hsResMgr.h" |
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//// Constructor/Destructor ////////////////////////////////////////////////// |
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pfGUIProgressCtrl::pfGUIProgressCtrl() : fStopSoundTimer(99) |
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{ |
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fAnimTimesCalced = false; |
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fAnimName = nil; |
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fPlaySound = true; |
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} |
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pfGUIProgressCtrl::~pfGUIProgressCtrl() |
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{ |
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delete [] fAnimName; |
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} |
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//// IEval /////////////////////////////////////////////////////////////////// |
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hsBool pfGUIProgressCtrl::IEval( double secs, float del, uint32_t dirty ) |
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{ |
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return pfGUIValueCtrl::IEval( secs, del, dirty ); |
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} |
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//// MsgReceive ////////////////////////////////////////////////////////////// |
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hsBool pfGUIProgressCtrl::MsgReceive( plMessage *msg ) |
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{ |
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plTimerCallbackMsg *timerMsg = plTimerCallbackMsg::ConvertNoRef(msg); |
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if (timerMsg) |
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{ |
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if (timerMsg->fID == fStopSoundTimer) |
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{ |
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// we've finished animating, stop the sound that's playing |
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StopSound(kAnimateSound); |
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} |
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} |
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return pfGUIValueCtrl::MsgReceive( msg ); |
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} |
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//// Read/Write ////////////////////////////////////////////////////////////// |
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void pfGUIProgressCtrl::Read( hsStream *s, hsResMgr *mgr ) |
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{ |
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pfGUIValueCtrl::Read(s, mgr); |
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fAnimationKeys.Reset(); |
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uint32_t i, count = s->ReadLE32(); |
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for( i = 0; i < count; i++ ) |
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fAnimationKeys.Append( mgr->ReadKey( s ) ); |
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fAnimName = s->ReadSafeString(); |
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fAnimTimesCalced = false; |
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} |
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void pfGUIProgressCtrl::Write( hsStream *s, hsResMgr *mgr ) |
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{ |
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pfGUIValueCtrl::Write( s, mgr ); |
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uint32_t i, count = fAnimationKeys.GetCount(); |
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s->WriteLE32( count ); |
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for( i = 0; i < count; i++ ) |
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mgr->WriteKey( s, fAnimationKeys[ i ] ); |
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s->WriteSafeString( fAnimName ); |
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} |
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//// UpdateBounds //////////////////////////////////////////////////////////// |
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void pfGUIProgressCtrl::UpdateBounds( hsMatrix44 *invXformMatrix, hsBool force ) |
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{ |
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pfGUIValueCtrl::UpdateBounds( invXformMatrix, force ); |
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if( fAnimationKeys.GetCount() > 0 ) |
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fBoundsValid = false; |
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} |
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//// SetAnimationKeys //////////////////////////////////////////////////////// |
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void pfGUIProgressCtrl::SetAnimationKeys( hsTArray<plKey> &keys, const char *name ) |
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{ |
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fAnimationKeys = keys; |
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delete [] fAnimName; |
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if( name != nil ) |
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{ |
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fAnimName = new char[ strlen( name ) + 1 ]; |
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strcpy( fAnimName, name ); |
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} |
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else |
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fAnimName = nil; |
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} |
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//// ICalcAnimTimes ////////////////////////////////////////////////////////// |
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// Loops through and computes the max begin and end for our animations. If |
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// none of them are loaded and we're not already calced, returns false. |
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hsBool pfGUIProgressCtrl::ICalcAnimTimes( void ) |
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{ |
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if( fAnimTimesCalced ) |
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return true; |
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float tBegin = 1e30, tEnd = -1e30; |
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bool foundOne = false; |
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for( int i = 0; i < fAnimationKeys.GetCount(); i++ ) |
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{ |
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// Handle AGMasterMods |
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plAGMasterMod *mod = plAGMasterMod::ConvertNoRef( fAnimationKeys[ i ]->ObjectIsLoaded() ); |
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if( mod != nil ) |
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{ |
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for( int j = 0; j < mod->GetNumAnimations(); j++ ) |
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{ |
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float begin = mod->GetAnimInstance( j )->GetTimeConvert()->GetBegin(); |
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float end = mod->GetAnimInstance( j )->GetTimeConvert()->GetEnd(); |
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if( begin < tBegin ) |
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tBegin = begin; |
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if( end > tEnd ) |
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tEnd = end; |
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} |
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foundOne = true; |
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} |
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// Handle layer animations |
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plLayerAnimation *layer = plLayerAnimation::ConvertNoRef( fAnimationKeys[ i ]->ObjectIsLoaded() ); |
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if( layer != nil ) |
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{ |
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float begin = layer->GetTimeConvert().GetBegin(); |
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float end = layer->GetTimeConvert().GetEnd(); |
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if( begin < tBegin ) |
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tBegin = begin; |
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if( end > tEnd ) |
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tEnd = end; |
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foundOne = true; |
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} |
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} |
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if( foundOne ) |
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{ |
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fAnimBegin = tBegin; |
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fAnimEnd = tEnd; |
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fAnimTimesCalced = true; |
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} |
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return fAnimTimesCalced; |
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} |
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//// SetCurrValue //////////////////////////////////////////////////////////// |
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void pfGUIProgressCtrl::SetCurrValue( float v ) |
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{ |
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int old = (int)fValue; |
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pfGUIValueCtrl::SetCurrValue( v ); |
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// if( old == (int)fValue ) |
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// return; |
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if( fAnimationKeys.GetCount() > 0 ) |
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{ |
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ICalcAnimTimes(); |
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float tLength = fAnimEnd - fAnimBegin; |
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float newTime; |
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if( HasFlag( kReverseValues ) ) |
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newTime = ( ( fMax - fValue ) / ( fMax - fMin ) ) * tLength + fAnimBegin; |
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else |
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newTime = ( ( fValue - fMin ) / ( fMax - fMin ) ) * tLength + fAnimBegin; |
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plAnimCmdMsg *msg = new plAnimCmdMsg(); |
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msg->SetCmd( plAnimCmdMsg::kGoToTime ); |
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msg->SetAnimName( fAnimName ); |
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msg->fTime = newTime; |
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msg->AddReceivers( fAnimationKeys ); |
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plgDispatch::MsgSend( msg ); |
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} |
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} |
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void pfGUIProgressCtrl::AnimateToPercentage( float percent ) |
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{ |
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// percent should be a value in range 0.0 to 1.0 |
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if (percent >= 0.0f && percent <= 1.0f) |
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{ |
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pfGUIValueCtrl::SetCurrValue( (fMax - fMin) * percent + fMin ); |
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if( fAnimationKeys.GetCount() > 0 ) |
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{ |
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plAnimCmdMsg *msg = new plAnimCmdMsg(); |
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msg->SetCmd( plAnimCmdMsg::kPlayToPercentage ); |
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msg->SetAnimName( fAnimName ); |
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msg->fTime = percent; |
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msg->AddReceivers( fAnimationKeys ); |
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plgDispatch::MsgSend( msg ); |
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if (fPlaySound) |
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{ |
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// play the sound, looping |
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PlaySound(kAnimateSound, true); |
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// setup a timer to call back when we finish animating |
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float elapsedTime = (fAnimEnd - fAnimBegin) * percent; |
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plTimerCallbackMsg *timerMsg = new plTimerCallbackMsg(GetKey(), fStopSoundTimer); |
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plgTimerCallbackMgr::NewTimer(elapsedTime, timerMsg); |
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} |
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} |
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} |
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}
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