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963 lines
31 KiB
963 lines
31 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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// pfGameGUIMgr // |
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// // |
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//// History ///////////////////////////////////////////////////////////////// |
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// // |
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// 11.13.2001 mcn - Created // |
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// // |
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////////////////////////////////////////////////////////////////////////////// |
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#include <stdlib.h> |
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#include "hsTimer.h" |
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#include "HeadSpin.h" |
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#include "pfGameGUIMgr.h" |
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#include "pfGUIDialogMod.h" |
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#include "pfGUIDialogHandlers.h" |
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#include "pfGUIDialogNotifyProc.h" |
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#include "pfGUIControlMod.h" |
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#include "pfGUIPopUpMenu.h" |
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#include "pfMessage/pfGameGUIMsg.h" |
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#include "plMessage/plInputEventMsg.h" |
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#include "plMessage/plInputIfaceMgrMsg.h" |
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#include "pnMessage/plClientMsg.h" |
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#include "pnNetCommon/plSynchedObject.h" |
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#include "plInputCore/plInputInterface.h" |
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#include "plInputCore/plInputDevice.h" |
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#include "plInputCore/plInputInterfaceMgr.h" |
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#include "pnInputCore/plKeyMap.h" |
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#include "pnKeyedObject/plFixedKey.h" |
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#include "pnSceneObject/plSceneObject.h" // So we can get the target sceneNode of a dialog |
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#include "plMessage/plConsoleMsg.h" |
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#include "plgDispatch.h" |
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#include "plResMgr/plKeyFinder.h" |
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#include "pfGUITagDefs.h" |
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////////////////////////////////////////////////////////////////////////////// |
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//// pfGameUIInputInterface Definition /////////////////////////////////////// |
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////////////////////////////////////////////////////////////////////////////// |
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class pfGameUIInputInterface : public plInputInterface |
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{ |
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protected: |
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pfGameGUIMgr * const fGUIManager; |
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uint8_t fModifiers; |
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uint8_t fButtonState; |
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bool fHaveInterestingCursor; |
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uint32_t fCurrentCursor; |
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virtual bool IHandleCtrlCmd( plCtrlCmd *cmd ); |
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virtual bool IControlCodeEnabled( ControlEventCode code ); |
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public: |
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pfGameUIInputInterface( pfGameGUIMgr * const mgr ); |
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virtual uint32_t GetPriorityLevel( void ) const { return kGUISystemPriority; } |
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virtual bool InterpretInputEvent( plInputEventMsg *pMsg ); |
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virtual uint32_t GetCurrentCursorID( void ) const; |
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virtual float GetCurrentCursorOpacity( void ) const; |
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virtual bool HasInterestingCursorID( void ) const { return fHaveInterestingCursor; } |
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virtual bool SwitchInterpretOrder( void ) const { return true; } |
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virtual void RestoreDefaultKeyMappings( void ) |
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{ |
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if( fControlMap != nil ) |
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{ |
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fControlMap->UnmapAllBindings(); |
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fControlMap->BindKey( KEY_BACKSPACE, B_CONTROL_EXIT_GUI_MODE, plKeyMap::kFirstAlways ); |
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fControlMap->BindKey( KEY_ESCAPE, B_CONTROL_EXIT_GUI_MODE, plKeyMap::kSecondAlways ); |
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} |
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} |
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}; |
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////////////////////////////////////////////////////////////////////////////// |
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//// pfGameGUIMgr Functions ////////////////////////////////////////////////// |
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////////////////////////////////////////////////////////////////////////////// |
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pfGameGUIMgr *pfGameGUIMgr::fInstance = nil; |
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//// Constructor & Destructor //////////////////////////////////////////////// |
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pfGameGUIMgr::pfGameGUIMgr() |
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{ |
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fActivated = false; |
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fInputCtlIndex = 0; |
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fActiveDialogs = nil; |
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fInputConfig = nil; |
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fInstance = this; |
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fDefaultCursor = plInputInterface::kCursorUp; |
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fCursorOpacity = 1.f; |
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fAspectRatio = 0; |
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} |
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pfGameGUIMgr::~pfGameGUIMgr() |
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{ |
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int i; |
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// the GUIMgr is dead! |
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fInstance = nil; |
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for( i = 0; i < fDialogs.GetCount(); i++ ) |
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UnloadDialog( fDialogs[ i ] ); |
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for( i = 0; i < fDialogToSetKeyOf.GetCount(); i++ ) |
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delete fDialogToSetKeyOf[i]; |
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if( fActivated ) |
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IActivateGUI( false ); |
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delete fInputConfig; |
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} |
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//// Init //////////////////////////////////////////////////////////////////// |
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bool pfGameGUIMgr::Init( void ) |
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{ |
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return true; |
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} |
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//// Draw //////////////////////////////////////////////////////////////////// |
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void pfGameGUIMgr::Draw( plPipeline *p ) |
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{ |
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} |
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//// MsgReceive ////////////////////////////////////////////////////////////// |
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bool pfGameGUIMgr::MsgReceive( plMessage* pMsg ) |
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{ |
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pfGameGUIMsg *guiMsg = pfGameGUIMsg::ConvertNoRef( pMsg ); |
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if( guiMsg != nil ) |
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{ |
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if( guiMsg->GetCommand() == pfGameGUIMsg::kLoadDialog ) |
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LoadDialog( guiMsg->GetString(), nil, guiMsg->GetAge() ); |
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else if( guiMsg->GetCommand() == pfGameGUIMsg::kShowDialog ) |
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IShowDialog( guiMsg->GetString() ); |
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else if( guiMsg->GetCommand() == pfGameGUIMsg::kHideDialog ) |
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IHideDialog( guiMsg->GetString() ); |
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return true; |
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} |
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plGenRefMsg *refMsg = plGenRefMsg::ConvertNoRef( pMsg ); |
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if( refMsg != nil ) |
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{ |
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if( refMsg->fType == kDlgModRef ) |
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{ |
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if( refMsg->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest ) ) |
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{ |
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IAddDlgToList( refMsg->GetRef() ); |
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} |
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else if( refMsg->GetContext() & plRefMsg::kOnReplace ) |
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{ |
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IRemoveDlgFromList( refMsg->GetOldRef() ); |
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IAddDlgToList( refMsg->GetRef() ); |
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} |
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else if( refMsg->GetContext() & ( plRefMsg::kOnRemove | plRefMsg::kOnDestroy ) ) |
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{ |
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IRemoveDlgFromList( refMsg->GetRef() ); |
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} |
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} |
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return true; |
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} |
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return hsKeyedObject::MsgReceive( pMsg ); |
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} |
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//// IAddDlgToList /////////////////////////////////////////////////////////// |
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void pfGameGUIMgr::IAddDlgToList( hsKeyedObject *obj ) |
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{ |
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int i; |
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if( fDialogs.Find( (pfGUIDialogMod *)obj ) == fDialogs.kMissingIndex ) |
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{ |
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pfGUIDialogMod *mod = pfGUIDialogMod::ConvertNoRef( obj ); |
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if( mod != nil ) |
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{ |
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mod->UpdateAspectRatio(); // adding a new dialog, make sure the correct aspect ratio is set |
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fDialogs.Append( mod ); |
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// check to see if it is the dialog we are waiting for to be loaded |
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for ( i=0 ; i<fDialogToSetKeyOf.Count() ; i++ ) |
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{ |
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if ( strcmp(fDialogToSetKeyOf[i]->GetName(), mod->GetName()) == 0 ) |
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{ |
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SetDialogToNotify(mod,fDialogToSetKeyOf[i]->GetKey()); |
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// now remove this entry... we did it |
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delete fDialogToSetKeyOf[i]; |
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fDialogToSetKeyOf.Remove(i); |
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// that's all the damage we can do for now... |
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break; |
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} |
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} |
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} |
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} |
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/* // It's now officially "loaded"; take it off the pending list |
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for( i = 0; i < fDlgsPendingLoad.GetCount(); i++ ) |
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{ |
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if( stricmp( fDlgsPendingLoad[ i ]->GetName(), ( (pfGUIDialogMod *)obj )->GetName() ) == 0 ) |
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{ |
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// Here it is |
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delete fDlgsPendingLoad[ i ]; |
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fDlgsPendingLoad.Remove( i ); |
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break; |
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} |
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} |
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*/ |
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} |
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//// IRemoveDlgFromList ////////////////////////////////////////////////////// |
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void pfGameGUIMgr::IRemoveDlgFromList( hsKeyedObject *obj ) |
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{ |
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int idx = fDialogs.Find( (pfGUIDialogMod *)obj ); |
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if( idx != fDialogs.kMissingIndex ) |
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{ |
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pfGUIDialogMod *mod = pfGUIDialogMod::ConvertNoRef( obj ); |
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hsAssert( mod != nil, "Non-dialog sent to gameGUIMgr::IRemoveDlg()" ); |
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if( mod != nil ) |
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{ |
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if( mod->IsEnabled() ) |
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{ |
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mod->SetEnabled( false ); |
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mod->Unlink(); |
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if( fActiveDialogs == nil ) |
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IActivateGUI( false ); |
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} |
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// Needed? |
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// GetKey()->Release( mod->GetKey() ); |
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fDialogs.Remove( idx ); |
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} |
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} |
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// It's now officially "unloaded"; take it off the pending list |
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/* int i; |
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for( i = 0; i < fDlgsPendingUnload.GetCount(); i++ ) |
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{ |
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if( stricmp( fDlgsPendingUnload[ i ]->GetName(), ( (pfGUIDialogMod *)obj )->GetName() ) == 0 ) |
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{ |
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// Here it is |
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delete fDlgsPendingUnload[ i ]; |
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fDlgsPendingUnload.Remove( i ); |
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break; |
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} |
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} |
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*/ |
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} |
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//// LoadDialog ////////////////////////////////////////////////////////////// |
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void pfGameGUIMgr::LoadDialog( const char *name, plKey recvrKey, const char *ageName ) |
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{ |
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// see if they want to set the receiver key once the dialog is loaded |
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if ( recvrKey != nil ) |
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{ |
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// first see if we are loading a dialog that is already being loaded |
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bool alreadyLoaded = false; |
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int i; |
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for ( i=0 ; i<fDialogToSetKeyOf.Count() ; i++ ) |
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{ |
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if ( strcmp(fDialogToSetKeyOf[i]->GetName(), name) == 0 ) |
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{ |
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alreadyLoaded = true; |
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break; |
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} |
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} |
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if (!alreadyLoaded) |
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{ |
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pfDialogNameSetKey* pDNSK = new pfDialogNameSetKey(name,recvrKey); |
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fDialogToSetKeyOf.Append(pDNSK); |
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} |
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} |
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hsStatusMessageF("\nLoading Dialog %s %s ... %f\n", name, ( ageName != nil ) ? ageName : "GUI", hsTimer::GetSeconds() ); |
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plKey clientKey = hsgResMgr::ResMgr()->FindKey( kClient_KEY ); |
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plClientMsg *msg = new plClientMsg( plClientMsg::kLoadRoomHold ); |
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msg->AddReceiver( clientKey ); |
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msg->AddRoomLoc(plKeyFinder::Instance().FindLocation(ageName ? ageName : "GUI", name)); |
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msg->Send(); |
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// Now add this dialog to a list of pending loads (will remove it once it's fully loaded) |
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// fDlgsPendingLoad.Append( new pfDialogNameSetKey( name, nil ) ); |
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} |
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//// IShowDialog ///////////////////////////////////////////////////////////// |
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void pfGameGUIMgr::IShowDialog( const char *name ) |
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{ |
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int i; |
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for( i = 0; i < fDialogs.GetCount(); i++ ) |
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{ |
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if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 ) |
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{ |
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ShowDialog( fDialogs[ i ] ); |
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fDialogs[i]->RefreshAllControls(); |
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break; |
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} |
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} |
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} |
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//// IHideDialog ///////////////////////////////////////////////////////////// |
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void pfGameGUIMgr::IHideDialog( const char *name ) |
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{ |
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int i; |
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for( i = 0; i < fDialogs.GetCount(); i++ ) |
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{ |
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if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 ) |
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{ |
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HideDialog( fDialogs[ i ] ); |
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break; |
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} |
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} |
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} |
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//// ShowDialog ////////////////////////////////////////////////////////////// |
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void pfGameGUIMgr::ShowDialog( pfGUIDialogMod *dlg, bool resetClickables /* = true */ ) |
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{ |
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if ( resetClickables ) |
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plInputInterfaceMgr::GetInstance()->ResetClickableState(); |
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if( !dlg->IsEnabled() ) |
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{ |
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dlg->SetEnabled( true ); |
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// Add to active list |
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if( fActiveDialogs == nil ) |
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IActivateGUI( true ); |
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dlg->LinkToList( &fActiveDialogs ); |
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return; |
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} |
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} |
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//// HideDialog ////////////////////////////////////////////////////////////// |
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void pfGameGUIMgr::HideDialog( pfGUIDialogMod *dlg ) |
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{ |
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if( dlg->IsEnabled() ) |
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{ |
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dlg->SetEnabled( false ); |
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dlg->Unlink(); |
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if( fActiveDialogs == nil ) |
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IActivateGUI( false ); |
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} |
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} |
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//// UnloadDialog //////////////////////////////////////////////////////////// |
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// Destroy the dialog and all the things associated with it. Fun fun. |
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void pfGameGUIMgr::UnloadDialog( const char *name ) |
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{ |
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int i; |
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for( i = 0; i < fDialogs.GetCount(); i++ ) |
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{ |
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if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 ) |
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{ |
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UnloadDialog( fDialogs[ i ] ); |
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break; |
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} |
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} |
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} |
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void pfGameGUIMgr::UnloadDialog( pfGUIDialogMod *dlg ) |
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{ |
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// IRemoveDlgFromList( dlg ); |
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// Add the name to our list of dialogs pending unload |
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// fDlgsPendingUnload.Append( new pfDialogNameSetKey( dlg->GetName(), nil ) ); |
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plKey sceneNodeKey = dlg->GetSceneNodeKey(); |
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if( sceneNodeKey == nil ) |
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{ |
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hsStatusMessageF( "Warning: Unable to grab sceneNodeKey to unload dialog %s; searching for it...", dlg->GetName() ); |
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sceneNodeKey = plKeyFinder::Instance().FindSceneNodeKey( dlg->GetKey()->GetUoid().GetLocation() ); |
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} |
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// if( dlg->GetTarget() ) |
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if( sceneNodeKey != nil ) |
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{ |
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plKey clientKey = hsgResMgr::ResMgr()->FindKey( kClient_KEY ); |
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plClientMsg *msg = new plClientMsg( plClientMsg::kUnloadRoom ); |
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msg->AddReceiver( clientKey ); |
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// msg->SetProgressBarSuppression( true ); |
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msg->AddRoomLoc(sceneNodeKey->GetUoid().GetLocation()); |
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msg->Send(); |
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} |
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// GetKey()->Release( dlg->GetKey() ); |
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} |
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//// IsDialogLoaded ////// see if the dialog is in our list of loaded dialogs |
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bool pfGameGUIMgr::IsDialogLoaded( const char *name ) |
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{ |
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// search through all the dialogs we've loaded |
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int i; |
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for( i = 0; i < fDialogs.GetCount(); i++ ) |
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{ |
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if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 ) |
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{ |
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// found 'em |
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return true; |
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} |
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} |
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// nota |
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return false; |
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} |
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pfGUIPopUpMenu *pfGameGUIMgr::FindPopUpMenu( const char *name ) |
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{ |
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int i; |
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for( i = 0; i < fDialogs.GetCount(); i++ ) |
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{ |
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pfGUIPopUpMenu *menu = pfGUIPopUpMenu::ConvertNoRef( fDialogs[ i ] ); |
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if( menu != nil && stricmp( menu->GetName(), name ) == 0 ) |
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return menu; |
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} |
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return nil; |
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} |
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std::vector<plPostEffectMod*> pfGameGUIMgr::GetDlgRenderMods( void ) const |
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{ |
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std::vector<plPostEffectMod*> retVal; |
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pfGUIDialogMod* curDialog = fActiveDialogs; |
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while (curDialog) |
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{ |
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retVal.push_back(curDialog->GetRenderMod()); |
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curDialog = curDialog->GetNext(); |
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} |
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return retVal; |
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} |
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///// SetDialogToNotify - based on name |
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// This will Set the handler to a Notify Handler that will send a GUINotifyMsg to the receiver |
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// |
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void pfGameGUIMgr::SetDialogToNotify(const char *name, plKey recvrKey) |
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{ |
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int i; |
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for( i = 0; i < fDialogs.GetCount(); i++ ) |
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{ |
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if( stricmp( fDialogs[ i ]->GetName(), name ) == 0 ) |
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{ |
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SetDialogToNotify( fDialogs[ i ], recvrKey ); |
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break; |
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} |
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} |
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} |
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///// SetDialogToNotify - pfGUIDialogMod* |
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// This will Set the handler to a Notify Handler that will send a GUINotifyMsg to the receiver |
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// |
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void pfGameGUIMgr::SetDialogToNotify(pfGUIDialogMod *dlg, plKey recvrKey) |
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{ |
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pfGUIDialogNotifyProc* handler = new pfGUIDialogNotifyProc(recvrKey); |
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dlg->SetHandler(handler); |
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handler->OnInit(); |
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} |
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//// IActivateGUI //////////////////////////////////////////////////////////// |
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// "Activates" the GUI manager. This means enabling the drawing of GUI |
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// elements on the screen as well as rerouting input to us. |
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void pfGameGUIMgr::IActivateGUI( bool activate ) |
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{ |
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if( fActivated == activate ) |
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return; |
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if( activate ) |
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{ |
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fInputConfig = new pfGameUIInputInterface( this ); |
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plInputIfaceMgrMsg *msg = new plInputIfaceMgrMsg( plInputIfaceMgrMsg::kAddInterface ); |
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msg->SetIFace( fInputConfig ); |
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plgDispatch::MsgSend( msg ); |
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} |
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else |
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{ |
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plInputIfaceMgrMsg *msg = new plInputIfaceMgrMsg( plInputIfaceMgrMsg::kRemoveInterface ); |
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msg->SetIFace( fInputConfig ); |
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plgDispatch::MsgSend( msg ); |
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hsRefCnt_SafeUnRef( fInputConfig ); |
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fInputConfig = nil; |
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} |
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fActivated = activate; |
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} |
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//// IHandleMouse //////////////////////////////////////////////////////////// |
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// Distributes mouse events to the dialogs currently active |
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bool pfGameGUIMgr::IHandleMouse( EventType event, float mouseX, float mouseY, uint8_t modifiers, uint32_t *desiredCursor ) |
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{ |
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pfGUIDialogMod *dlg; |
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// Update interesting things first, no matter what, for ALL dialogs |
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bool modalPresent = false; |
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for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() ) |
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{ |
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dlg->UpdateInterestingThings( mouseX, mouseY, modifiers, modalPresent ); |
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if (dlg->HasFlag( pfGUIDialogMod::kModal )) |
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modalPresent = true; |
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} |
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for( dlg = fActiveDialogs; dlg != nil; dlg = dlg->GetNext() ) |
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{ |
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if( dlg->HandleMouseEvent( event, mouseX, mouseY, modifiers ) || |
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( dlg->HasFlag( pfGUIDialogMod::kModal ) && event != pfGameGUIMgr::kMouseUp ) ) |
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{ |
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// If this dialog handled it, also get the cursor it wants |
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*desiredCursor = dlg->GetDesiredCursor(); |
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return true; |
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} |
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} |
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return false; |
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} |
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//// IHandleKeyEvt /////////////////////////////////////////////////////////// |
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// Distributes mouse events to the dialogs currently active |
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bool pfGameGUIMgr::IHandleKeyEvt( EventType event, plKeyDef key, uint8_t modifiers ) |
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{ |
|
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. |
|
|
|
bool pfGameGUIMgr::IHandleKeyPress( wchar_t key, uint8_t 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. |
|
|
|
bool 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()!!!! |
|
} |
|
|
|
bool 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 |
|
} |
|
|
|
bool 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; |
|
} |
|
|
|
bool pfGameUIInputInterface::InterpretInputEvent( plInputEventMsg *pMsg ) |
|
{ |
|
bool 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_t pfGameUIInputInterface::GetCurrentCursorID( void ) const |
|
{ |
|
if( fCurrentCursor == 0 ) |
|
{ |
|
if ( pfGameGUIMgr::GetInstance() ) |
|
return pfGameGUIMgr::GetInstance()->GetDefaultCursor(); |
|
else |
|
return kCursorUp; |
|
} |
|
|
|
return fCurrentCursor; |
|
} |
|
|
|
float 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_t 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_t tagID ) |
|
{ |
|
return dlg->GetControlFromTag( tagID ); |
|
} |
|
|
|
//// GetNumTags ////////////////////////////////////////////////////////////// |
|
|
|
uint32_t pfGameGUIMgr::GetNumTags( void ) |
|
{ |
|
uint32_t count; |
|
|
|
|
|
for( count = 0; gGUITags[ count ].fID != 0; count++ ); |
|
return count; |
|
} |
|
|
|
//// GetTag ////////////////////////////////////////////////////////////////// |
|
|
|
pfGUITag *pfGameGUIMgr::GetTag( uint32_t tagIndex ) |
|
{ |
|
uint32_t count; |
|
|
|
|
|
for( count = 0; gGUITags[ count ].fID != 0; count++ ); |
|
hsAssert( tagIndex < count, "Bad index to GetTag()" ); |
|
|
|
return &gGUITags[ tagIndex ]; |
|
} |
|
|
|
uint32_t pfGameGUIMgr::GetHighestTag( void ) |
|
{ |
|
uint32_t 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(float aspectratio) |
|
{ |
|
float oldAspectRatio = fAspectRatio; |
|
|
|
// don't allow the aspectratio below 4:3 |
|
float 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(); |
|
} |
|
} |
|
}
|
|
|