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221 lines
6.5 KiB
221 lines
6.5 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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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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// pfGameGUIMgr Header // |
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// A.K.A. "Ooh, we get a GUI!" // |
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// // |
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//// Description ///////////////////////////////////////////////////////////// |
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// // |
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// The in-game GUI manager. Handles reading, creation, and input for // |
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// dialog boxes at runtime. // |
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// // |
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////////////////////////////////////////////////////////////////////////////// |
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#ifndef _pfGameGUIMgr_h |
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#define _pfGameGUIMgr_h |
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#include "hsTypes.h" |
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#include "hsTemplates.h" |
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#include "pnInputCore/plKeyDef.h" |
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#include "pnKeyedObject/hsKeyedObject.h" |
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#include <vector> |
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class plPipeline; |
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class plMessage; |
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class pfGUIDialogMod; |
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class pfGUIControlMod; |
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class pfGameUIInputInterface; |
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class plPostEffectMod; |
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//// Tag Definitions ///////////////////////////////////////////////////////// |
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// Each dialog/control gets an optional tag ID number. This is the link |
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// between MAX and C++. You attach a Tag component to a control or dialog |
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// in MAX and assign it an ID (supplied by a list of konstants that are |
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// hard-coded). Then, in code, you ask the gameGUIMgr for the dialog (or |
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// control) with that ID, and pop, you get it back. Then you run with it. |
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// |
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// Easy, huh? |
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class pfGUITag |
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{ |
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public: |
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UInt32 fID; |
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char fName[ 128 ]; |
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}; |
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// |
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// This class just holds a name and the key to set the receiver to |
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// after the dialog gets loaded. |
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class pfDialogNameSetKey |
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{ |
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private: |
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char *fName; |
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plKey fKey; |
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public: |
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pfDialogNameSetKey(const char *name, plKey key) { fName = hsStrcpy(name); fKey=key; } |
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~pfDialogNameSetKey() { delete [] fName; } |
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const char *GetName() { return fName; } |
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plKey GetKey() { return fKey; } |
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}; |
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//// Manager Class Definition //////////////////////////////////////////////// |
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class pfGUIPopUpMenu; |
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class pfGameGUIMgr : public hsKeyedObject |
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{ |
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friend class pfGameUIInputInterface; |
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public: |
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enum EventType |
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{ |
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kMouseDown, |
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kMouseUp, |
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kMouseMove, |
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kMouseDrag, |
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kKeyDown, |
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kKeyUp, |
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kKeyRepeat, |
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kMouseDblClick |
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}; |
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enum |
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{ |
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kNoModifiers = 0, |
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kShiftDown = 0x01, |
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kCtrlDown = 0x02, |
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kCapsDown = 0x04 |
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}; |
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private: |
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static pfGameGUIMgr *fInstance; |
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protected: |
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hsTArray<pfGUIDialogMod *> fDialogs; |
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pfGUIDialogMod *fActiveDialogs; |
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// These two lists help us manage when dialogs get told to load or unload versus when they actually *do* |
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hsTArray<pfDialogNameSetKey *> fDlgsPendingLoad; |
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hsTArray<pfDialogNameSetKey *> fDlgsPendingUnload; |
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hsBool fActivated; |
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UInt32 fActiveDlgCount; |
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pfGameUIInputInterface *fInputConfig; |
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UInt32 fInputCtlIndex; |
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UInt32 fDefaultCursor; |
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hsScalar fCursorOpacity; |
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hsScalar fAspectRatio; |
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// This is an array of the dialogs (by name) that need their |
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// receiver key set once they are loaded. |
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// This array shouldn't get more than one entry... but |
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// it could be more.... |
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// LoadDialog adds an entry and MsgReceive removes it |
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hsTArray<pfDialogNameSetKey *> fDialogToSetKeyOf; |
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void ILoadDialog( const char *name ); |
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void IShowDialog( const char *name ); |
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void IHideDialog( const char *name ); |
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void IAddDlgToList( hsKeyedObject *obj ); |
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void IRemoveDlgFromList( hsKeyedObject *obj ); |
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void IActivateGUI( hsBool activate ); |
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hsBool IHandleMouse( EventType event, hsScalar mouseX, hsScalar mouseY, UInt8 modifiers, UInt32 *desiredCursor ); |
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hsBool IHandleKeyEvt( EventType event, plKeyDef key, UInt8 modifiers ); |
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hsBool IHandleKeyPress( char key, UInt8 modifiers ); |
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hsBool IModalBlocking( void ); |
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pfGUIDialogMod *IGetTopModal( void ) const; |
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public: |
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enum |
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{ |
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kDlgModRef = 0 |
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}; |
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pfGameGUIMgr(); |
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~pfGameGUIMgr(); |
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CLASSNAME_REGISTER( pfGameGUIMgr ); |
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GETINTERFACE_ANY( pfGameGUIMgr, hsKeyedObject ); |
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void Draw( plPipeline *p ); |
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hsBool Init( void ); |
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virtual hsBool MsgReceive( plMessage* pMsg ); |
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void LoadDialog( const char *name, plKey recvrKey=nil, const char *ageName = nil ); // AgeName = nil defaults to "GUI" |
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void ShowDialog( const char *name ) { IShowDialog(name); } |
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void HideDialog( const char *name ) { IHideDialog(name); } |
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void UnloadDialog( const char *name ); |
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void UnloadDialog( pfGUIDialogMod *dlg ); |
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void ShowDialog( pfGUIDialogMod *dlg, bool resetClickables=true ); |
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void HideDialog( pfGUIDialogMod *dlg ); |
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hsBool IsDialogLoaded( const char *name ); |
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pfGUIDialogMod *GetDialogFromString( const char *name ); |
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void SetDialogToNotify(const char *name, plKey recvrKey); |
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void SetDialogToNotify(pfGUIDialogMod *dlg, plKey recvrKey); |
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void SetDefaultCursor(UInt32 defaultCursor) { fDefaultCursor = defaultCursor; } |
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UInt32 GetDefaultCursor() { return fDefaultCursor; } |
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void SetCursorOpacity(hsScalar opacity) { fCursorOpacity = opacity; } |
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hsScalar GetCursorOpacity() { return fCursorOpacity; } |
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pfGUIPopUpMenu *FindPopUpMenu( const char *name ); |
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std::vector<plPostEffectMod*> GetDlgRenderMods( void ) const; |
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hsBool IsModalBlocking( void ) {return IModalBlocking();} |
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// Tag ID stuff |
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pfGUIDialogMod *GetDialogFromTag( UInt32 tagID ); |
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pfGUIControlMod *GetControlFromTag( pfGUIDialogMod *dlg, UInt32 tagID ); |
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static UInt32 GetNumTags( void ); |
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static pfGUITag *GetTag( UInt32 tagIndex ); |
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static UInt32 GetHighestTag( void ); |
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void SetAspectRatio(hsScalar aspectratio); |
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hsScalar GetAspectRatio() { return fAspectRatio; } |
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static pfGameGUIMgr *GetInstance( void ) { return fInstance; } |
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}; |
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#endif //_pfGameGUIMgr_h |
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