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1012 lines
32 KiB
1012 lines
32 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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// pfGUIControlMod Definition // |
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// // |
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////////////////////////////////////////////////////////////////////////////// |
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#include "HeadSpin.h" |
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#include "pfGUIControlMod.h" |
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#include "pfGameGUIMgr.h" |
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#include "pfGUIDialogMod.h" |
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#include "pfGUIControlHandlers.h" |
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#include "pfGUIDialogHandlers.h" |
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#include "pfGUIListElement.h" // Includes dropTargetProc |
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#include "pnMessage/plRefMsg.h" |
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#include "pnMessage/plEnableMsg.h" |
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#include "pfMessage/pfGameGUIMsg.h" |
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#include "pnSceneObject/plDrawInterface.h" |
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#include "pnSceneObject/plCoordinateInterface.h" |
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#include "pnSceneObject/plAudioInterface.h" |
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#include "plGImage/plDynamicTextMap.h" |
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#include "plSurface/plLayer.h" |
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#include "plMessage/plRenderMsg.h" |
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#include "pnMessage/plSoundMsg.h" |
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#include "plPipeline.h" |
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#include "plDrawable/plAccessGeometry.h" |
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#include "plDrawable/plAccessSpan.h" |
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#include "plDrawable/plAccessVtxSpan.h" |
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#include "pfGUIPopUpMenu.h" // For skin, can we move that please? Thank you |
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#include "plgDispatch.h" |
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#include "hsResMgr.h" |
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//// pfGUIColorScheme Functions ////////////////////////////////////////////// |
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void pfGUIColorScheme::IReset( void ) |
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{ |
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fForeColor.Set( 1, 1, 1, 1 ); |
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fBackColor.Set( 0, 0, 0, 1 ); |
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fSelForeColor.Set( 1, 1, 1, 1 ); |
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fSelBackColor.Set( 0, 0, 1, 1 ); |
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fTransparent = false; |
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fFontFace = hsStrcpy( "Times New Roman" ); |
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fFontSize = 10; |
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fFontFlags = 0; |
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} |
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pfGUIColorScheme::pfGUIColorScheme() |
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{ |
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IReset(); |
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} |
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pfGUIColorScheme::~pfGUIColorScheme() |
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{ |
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delete [] fFontFace; |
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} |
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pfGUIColorScheme::pfGUIColorScheme( hsColorRGBA &foreColor, hsColorRGBA &backColor ) |
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{ |
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IReset(); |
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fForeColor = foreColor; |
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fBackColor = backColor; |
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} |
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pfGUIColorScheme::pfGUIColorScheme( const char *face, uint8_t size, uint8_t fontFlags ) |
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{ |
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IReset(); |
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fFontFace = hsStrcpy( face ); |
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fFontSize = size; |
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fFontFlags = fontFlags; |
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} |
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void pfGUIColorScheme::SetFontFace( const char *face ) |
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{ |
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delete [] fFontFace; |
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fFontFace = hsStrcpy( face ); |
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} |
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void pfGUIColorScheme::Read( hsStream *s ) |
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{ |
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fForeColor.Read( s ); |
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fBackColor.Read( s ); |
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fSelForeColor.Read( s ); |
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fSelBackColor.Read( s ); |
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s->ReadLE( &fTransparent ); |
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delete [] fFontFace; |
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fFontFace = s->ReadSafeString(); |
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s->ReadLE( &fFontSize ); |
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s->ReadLE( &fFontFlags ); |
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} |
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void pfGUIColorScheme::Write( hsStream *s ) |
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{ |
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fForeColor.Write( s ); |
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fBackColor.Write( s ); |
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fSelForeColor.Write( s ); |
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fSelBackColor.Write( s ); |
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s->WriteLE( fTransparent ); |
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s->WriteSafeString( fFontFace ); |
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s->WriteLE( fFontSize ); |
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s->WriteLE( fFontFlags ); |
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} |
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//// Constructor/Destructor ////////////////////////////////////////////////// |
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pfGUIControlMod::pfGUIControlMod() |
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{ |
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fEnabled = true; |
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fDialog = nil; |
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fBoundsValid = false; |
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fCenterValid = false; |
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fFocused = false; |
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fInteresting = false; |
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fVisible = true; |
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fHandler = nil; |
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fTagID = 0; |
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fDropTargetHdlr = nil; |
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fDynTextMap = nil; |
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fProxy = nil; |
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fColorScheme = nil; |
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fSkin = nil; |
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fNotifyOnInteresting = false; |
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} |
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pfGUIControlMod::~pfGUIControlMod() |
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{ |
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ISetHandler( nil ); |
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SetDropTargetHdlr( nil ); |
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SetColorScheme( nil ); |
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} |
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//// IEval /////////////////////////////////////////////////////////////////// |
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hsBool pfGUIControlMod::IEval( double secs, float del, uint32_t dirty ) |
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{ |
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// UpdateBounds(); |
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return false; |
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} |
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//// GetBounds /////////////////////////////////////////////////////////////// |
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const hsBounds3 &pfGUIControlMod::GetBounds( void ) |
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{ |
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UpdateBounds(); |
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return fBounds; |
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} |
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//// SetTransform //////////////////////////////////////////////////////////// |
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// Override from plModifier so we can update our bounds |
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void pfGUIControlMod::SetTransform( const hsMatrix44 &l2w, const hsMatrix44 &w2l ) |
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{ |
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fBoundsValid = false; |
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} |
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//// GetVectorAngle ////////////////////////////////////////////////////////// |
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static float GetVectorAngle( const hsPoint3 &basePt, const hsPoint3 &pointA, const hsPoint3 &pointB ) |
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{ |
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hsVector3 vectorA( &pointA, &basePt ), vectorB( &pointB, &basePt ); |
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float dot = vectorA * vectorB; |
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hsVector3 cross = vectorA % vectorB; |
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float crossLen = cross.fZ; |
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return atan2( crossLen, dot ); |
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} |
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//// CreateConvexHull //////////////////////////////////////////////////////// |
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// Algorithm is Graham's scan algorithm: |
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// R.L. Graham, "An efficient algorithm for determining the convex hull of a finite |
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// planar set", Info. Proc. Lett. 1, 132-133 (1972). |
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// Note: THIS WILL DESTROY YOUR INPOINTS ARRAY. |
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static hsBool CreateConvexHull( hsPoint3 *inPoints, int &numPoints ) |
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{ |
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int i, j, pointA, pointB, pointC; |
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float *angles; |
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if( numPoints < 3 ) |
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return false; |
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// Step 1: Find a point interior to our hull. Easiest is average of all our input points... |
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// (plus: set the Zs of all the points to the Z of the first point, since we want to be |
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// working in 2D) |
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hsPoint3 avgPoint = inPoints[ 0 ]; |
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for( i = 1; i < numPoints; i++ ) |
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{ |
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avgPoint += inPoints[ i ]; |
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inPoints[ i ].fZ = inPoints[ 0 ].fZ; |
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} |
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avgPoint.fX /= numPoints; |
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avgPoint.fY /= numPoints; |
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avgPoint.fZ /= numPoints; |
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// Step 2: Sort all the in points by the angle to the X axis (vector <1,0>). |
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// Step A: Calculate all the angles |
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angles = new float[ numPoints ]; |
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hsPoint3 xAxisPoint( avgPoint.fX + 1, avgPoint.fY, avgPoint.fZ ); |
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for( i = 0; i < numPoints; i++ ) |
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angles[ i ] = GetVectorAngle( avgPoint, inPoints[ i ], xAxisPoint ); |
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// Step B: Bubble sort by the angles |
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for( i = 0; i < numPoints - 1; i++ ) |
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{ |
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for( j = i + 1; j < numPoints; j++ ) |
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{ |
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if( angles[ j ] < angles[ i ] ) |
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{ |
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float tempAngle = angles[ j ]; |
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angles[ j ] = angles[ i ]; |
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angles[ i ] = tempAngle; |
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hsPoint3 tempPt = inPoints[ j ]; |
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inPoints[ j ] = inPoints[ i ]; |
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inPoints[ i ] = tempPt; |
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} |
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} |
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} |
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// Step 3: Eliminate non-convex points to form the hull |
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for( pointA = 0, pointB = 1, pointC = 2; pointA < numPoints && numPoints > 3; ) |
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{ |
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// Two cases of wrap-around... |
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if( pointC >= numPoints ) |
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pointC -= numPoints; |
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else if( pointC < 0 ) |
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pointC += numPoints; |
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if( pointB >= numPoints ) |
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pointB -= numPoints; |
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else if( pointB < 0 ) |
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pointB += numPoints; |
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// For points A, B, and C, find the interior angle between them |
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float angle = GetVectorAngle( inPoints[ pointB ], inPoints[ pointA ], inPoints[ pointC ] ); |
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// If the angle is < 180, then it's a good angle and we can advance all our points by 1... |
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// Note: we have a tolerance so that we don't get points that form edges that are pretty darned close... |
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const float tolerance = M_PI / 90.f; |
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if( angle > tolerance && angle < M_PI - tolerance ) |
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{ |
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pointA++; |
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pointB++; |
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pointC++; |
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} |
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else |
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{ |
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// Angle is > 180 degrees, this is bad. This means our middle point doesn't belong, |
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// so we need to remove it |
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for( i = pointB; i < numPoints - 1; i++ ) |
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inPoints[ i ] = inPoints[ i + 1 ]; |
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numPoints--; |
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if( pointC > pointB ) |
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pointC--; |
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// There's one case where point B and C could've wrapped around and so deleting that point |
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// actually moves point A down by 1... |
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if( pointA > pointB ) |
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pointA--; |
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// Back up the points by 1 if possible (so we can keep checking to make sure we're still convex). |
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// If not, just increment C up |
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if( pointA > 0 ) |
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{ |
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pointA--; |
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pointB--; |
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} |
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else |
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pointC++; |
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} |
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} |
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delete [] angles; |
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return true; |
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} |
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//// GetObjectPoints ///////////////////////////////////////////////////////// |
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// Retrieves ALL of the points of a sceneObject's meshes. And I mean ALL of |
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// 'em... |
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static void GetObjectPoints( plSceneObject *so, hsTArray<hsPoint3> &outPoints ) |
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{ |
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const plDrawInterface* di = so->GetDrawInterface(); |
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if( !di ) |
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return; |
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// The following uses mf's spiffy plAccessGeometry/Spans stuff, which, in |
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// one uint16_t, kicksAss. |
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hsTArray<plAccessSpan> spans; |
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plAccessGeometry::Instance()->OpenRO( di, spans ); |
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int i; |
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outPoints.Reset(); |
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for( i = 0; i < spans.GetCount(); i++ ) |
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{ |
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plAccessVtxSpan& vtxSrc = spans[ i ].AccessVtx(); |
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plAccPositionIterator iterSrc( &vtxSrc ); |
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for( iterSrc.Begin(); iterSrc.More(); iterSrc.Advance() ) |
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outPoints.Append( *iterSrc.Position() ); |
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} |
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if (plAccessGeometry::Instance()) |
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plAccessGeometry::Instance()->Close( spans ); |
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} |
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//// PointsOnSameSide //////////////////////////////////////////////////////// |
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// Given two ends of a line segment and two points, tells you whether the |
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// two points are on the same side of the line. Used in PointInTriangle(). |
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static hsBool PointsOnSameSide( const hsPoint3 &line1, const hsPoint3 &line2, const hsPoint3 &pointA, const hsPoint3 &pointB ) |
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{ |
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hsVector3 baseVec( &line2, &line1 ); |
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hsVector3 cp1 = hsVector3( &pointA, &line1 ) % baseVec; |
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hsVector3 cp2 = hsVector3( &pointB, &line1 ) % baseVec; |
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return ( cp1.fZ * cp2.fZ > 0 ) ? true : false; |
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} |
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//// PointInTriangle ///////////////////////////////////////////////////////// |
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// Given three points that define a triangle and a fourth point, tells you |
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// whether the fourth point is inside the triangle. |
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static hsBool PointInTriangle( hsPoint3 tri1, hsPoint3 tri2, hsPoint3 tri3, const hsPoint3 &testPoint ) |
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{ |
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tri1.fZ = tri2.fZ = tri3.fZ = testPoint.fZ; |
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if( PointsOnSameSide( tri1, tri2, testPoint, tri3 ) && |
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PointsOnSameSide( tri2, tri3, testPoint, tri1 ) && |
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PointsOnSameSide( tri3, tri1, testPoint, tri2 ) ) |
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return true; |
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return false; |
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} |
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//// PointInBounds /////////////////////////////////////////////////////////// |
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// Tells you whether said point is in the control's bounds. |
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hsBool pfGUIControlMod::PointInBounds( const hsPoint3 &point ) |
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{ |
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UpdateBounds(); |
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if( fBounds.GetType() != kBoundsEmpty && fBounds.GetType() != kBoundsUninitialized && fBounds.IsInside( &point ) ) |
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{ |
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if( fBoundsPoints.GetCount() > 0 ) |
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{ |
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// We have a more-accurate bounds set, so use it |
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int i; |
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for( i = 1; i < fBoundsPoints.GetCount() - 1; i++ ) |
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{ |
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// Test the triangle (0,i,i+1) |
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if( PointInTriangle( fBoundsPoints[ 0 ], fBoundsPoints[ i ], fBoundsPoints[ i + 1 ], point ) ) |
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return true; |
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} |
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return false; |
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} |
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else |
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return true; |
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} |
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return false; |
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} |
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//// CalcInitialBounds /////////////////////////////////////////////////////// |
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// Called by the dialog once as soon as the dialog adds the control, so that |
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// initial bounds for the control can be calced. This is used for initing |
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// any dynmaic text maps, since we want to use the initial bounds to do so |
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// instead of any currently animated state of the bounds. |
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void pfGUIControlMod::CalcInitialBounds( void ) |
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{ |
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UpdateBounds( nil, true ); |
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fInitialBounds = fBounds; |
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} |
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//// UpdateBounds //////////////////////////////////////////////////////////// |
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void pfGUIControlMod::UpdateBounds( hsMatrix44 *invXformMatrix, hsBool force ) |
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{ |
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hsMatrix44 xformMatrix, projMatrix; |
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hsPoint3 corners[ 8 ]; |
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int i; |
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if( ( !fBoundsValid || force ) && fDialog && GetTarget() ) |
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{ |
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plDrawInterface *DI = IGetTargetDrawInterface( 0 ); |
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if( DI == nil ) |
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return; |
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if( HasFlag( kBetterHitTesting ) ) |
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{ |
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hsTArray<hsPoint3> scrnPoints; |
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// Create a list of points to make a 2D convex hull from |
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GetObjectPoints( GetTarget(), scrnPoints ); |
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hsMatrix44 l2w = GetTarget()->GetLocalToWorld(); |
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for( i = 0; i < scrnPoints.GetCount(); i++ ) |
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{ |
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scrnPoints[ i ] = l2w * scrnPoints[ i ]; |
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scrnPoints[ i ] = fDialog->WorldToScreenPoint( scrnPoints[ i ] ); |
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} |
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// Now create a convex hull from them, assuming the Zs are all the same |
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int numPoints = scrnPoints.GetCount(); |
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if( !CreateConvexHull( scrnPoints.AcquireArray(), numPoints ) ) |
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return; |
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// Copy & store. Also recalc our bounding box just for fun |
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fBounds.MakeEmpty(); |
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fBoundsPoints.SetCount( numPoints ); |
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for( i = 0; i < numPoints; i++ ) |
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{ |
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fBoundsPoints[ i ] = scrnPoints[ i ]; |
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fBounds.Union( &fBoundsPoints[ i ] ); |
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} |
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} |
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else |
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{ |
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fBounds.MakeEmpty(); |
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hsBounds3Ext worldBounds = DI->GetLocalBounds(); |
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hsMatrix44 l2w = GetTarget()->GetLocalToWorld(); |
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worldBounds.Transform( &l2w ); |
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worldBounds.GetCorners( corners ); |
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for( i = 0; i < 8; i++ ) |
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{ |
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hsPoint3 scrnPt = fDialog->WorldToScreenPoint( corners[ i ] ); |
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fBounds.Union( &scrnPt ); |
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} |
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} |
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// Calc center Z |
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// if( !fCenterValid ) |
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{ |
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#if 0 |
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corners[ 1 ] = GetTarget()->GetLocalToWorld().GetTranslate(); |
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float w = corners[ 1 ].fX * fXformMatrix.fMap[3][0] |
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+ corners[ 1 ].fY * fXformMatrix.fMap[3][1] |
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+ corners[ 1 ].fZ * fXformMatrix.fMap[3][2] |
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+ 1.f * fXformMatrix.fMap[3][3]; |
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corners[ 1 ] = fXformMatrix * corners[ 1 ]; |
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corners[ 1 ].fX = ( ( corners[ 1 ].fX / corners[ 1 ].fZ ) + 1.f ) / 2.f; |
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corners[ 1 ].fY = ( ( corners[ 1 ].fY / corners[ 1 ].fZ ) + 1.f ) / 2.f; |
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fScreenCenter = corners[ 1 ]; |
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// fScreenCenter.fZ = w; |
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corners[ 1 ] = GetTarget()->GetLocalToWorld().GetTranslate(); |
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fDialog->WorldToScreenPoint( corners[ 1 ].fX, corners[ 1 ].fY, corners[ 1 ].fZ, fScreenCenter ); |
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fCenterValid = true; |
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#else |
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corners[ 1 ] = GetTarget()->GetLocalToWorld().GetTranslate(); |
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fScreenCenter = fDialog->WorldToScreenPoint( corners[ 1 ] ); |
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corners[ 1 ] = fScreenCenter; |
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fCenterValid = true; |
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#endif |
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} |
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fScreenMinZ = fBounds.GetMins().fZ; |
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// Manually change the bounds so we know the z ranges from at least -1 to 1, suitable for us testing against for clicks |
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corners[ 0 ] = fBounds.GetCenter(); |
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corners[ 0 ].fZ = -1.f; |
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fBounds.Union( &corners[ 0 ] ); |
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corners[ 0 ].fZ = 1.f; |
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fBounds.Union( &corners[ 0 ] ); |
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fBoundsValid = true; |
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} |
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} |
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//// SetObjectCenter ///////////////////////////////////////////////////////// |
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// Given the x/y coordinates in 0..1 space, recalcs the sceneObject position |
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// and moves the object to match, retaining the stored fCenterZ coordinate |
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void pfGUIControlMod::SetObjectCenter( float x, float y ) |
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{ |
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hsMatrix44 xformMatrix, l2p, p2l; |
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hsPoint3 center, corners[ 8 ]; |
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if( x > 1.f ) |
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x = 1.f; |
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else if( x < 0.f ) |
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x = 0.f; |
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if( y > 1.f ) |
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y = 1.f; |
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else if( y < 0.f ) |
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y = 0.f; |
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if( fDialog && GetTarget() ) |
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{ |
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plCoordinateInterface *CI = IGetTargetCoordinateInterface( 0 ); |
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if( CI == nil ) |
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return; |
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// if( !fInvXformValid ) |
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// UpdateBounds(); |
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l2p = GetTarget()->GetLocalToWorld(); |
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hsPoint3 oldPt = l2p.GetTranslate(); |
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hsPoint3 oldScrnPt = fDialog->WorldToScreenPoint( oldPt ); |
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hsPoint3 oldPtRedux; |
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fDialog->ScreenToWorldPoint( oldScrnPt.fX, oldScrnPt.fY, oldScrnPt.fZ, oldPtRedux ); |
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fDialog->ScreenToWorldPoint( x, y, fScreenCenter.fZ, center ); |
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l2p.SetTranslate( ¢er ); |
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l2p.GetInverse( &p2l ); |
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GetTarget()->SetTransform( l2p, p2l ); |
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fScreenCenter.fX = x; |
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fScreenCenter.fY = y; |
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} |
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} |
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void pfGUIControlMod::SetTarget( plSceneObject *object ) |
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{ |
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plSingleModifier::SetTarget( object ); |
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UpdateBounds(); |
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} |
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//// MsgReceive ////////////////////////////////////////////////////////////// |
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#include "plProfile.h" |
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plProfile_CreateTimer("Gui", "RenderSetup", GUITime); |
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hsBool pfGUIControlMod::MsgReceive( plMessage *msg ) |
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{ |
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plRenderMsg* rend = plRenderMsg::ConvertNoRef( msg ); |
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if( rend ) |
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{ |
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plProfile_BeginLap(GUITime, this->GetKey()->GetUoid().GetObjectName().c_str()); |
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// Only need it once |
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if( ISetUpDynTextMap( rend->Pipeline() ) ) |
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plgDispatch::Dispatch()->UnRegisterForExactType( plRenderMsg::Index(), GetKey() ); |
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plProfile_EndLap(GUITime, this->GetKey()->GetUoid().GetObjectName().c_str()); |
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return true; |
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} |
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plGenRefMsg *refMsg = plGenRefMsg::ConvertNoRef( msg ); |
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if( refMsg != nil ) |
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{ |
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if( refMsg->fType == kRefDynTextMap ) |
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{ |
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if( refMsg->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) ) |
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{ |
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fDynTextMap = plDynamicTextMap::ConvertNoRef( refMsg->GetRef() ); |
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// Register for a render msg so we can leech the material when we finally |
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// have a pipeline to work with |
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plgDispatch::Dispatch()->RegisterForExactType( plRenderMsg::Index(), GetKey() ); |
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} |
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else |
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fDynTextMap = nil; |
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return true; |
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} |
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else if( refMsg->fType == kRefDynTextLayer ) |
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{ |
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if( refMsg->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) ) |
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fDynTextLayer = plLayerInterface::ConvertNoRef( refMsg->GetRef() ); |
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else |
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fDynTextLayer = nil; |
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return true; |
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} |
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else if( refMsg->fType == kRefProxy ) |
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{ |
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if( refMsg->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) ) |
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fProxy = plSceneObject::ConvertNoRef( refMsg->GetRef() ); |
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else |
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fProxy = nil; |
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return true; |
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} |
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else if( refMsg->fType == kRefSkin ) |
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{ |
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if( refMsg->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) ) |
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fSkin = pfGUISkin::ConvertNoRef( refMsg->GetRef() ); |
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else |
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fSkin = nil; |
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return true; |
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} |
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} |
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return plSingleModifier::MsgReceive( msg ); |
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} |
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//// ISetUpDynTextMap //////////////////////////////////////////////////////// |
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// Given a pointer to a dynamic text map, regurgitates it so it matches our |
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// screen res and fun stuff like that. Also sets the layer transform to give |
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// us a 1:1 textel-pixel ratio, which we like. |
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hsBool pfGUIControlMod::ISetUpDynTextMap( plPipeline *pipe ) |
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{ |
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if( fDynTextMap == nil ) |
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{ |
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hsAssert( false, "Trying to set up a nil dynamicTextMap in a GUI control" ); |
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return true; |
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} |
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if( fDynTextLayer == nil || fInitialBounds.GetType() == kBoundsUninitialized )//|| fDialog == nil ) |
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return false; |
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uint32_t scrnWidth, scrnHeight; |
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if( !HasFlag( kScaleTextWithResolution ) ) |
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{ |
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// Scale so that there is a 1:1 pixel:textel ratio |
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scrnWidth = pipe->Width(); |
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scrnHeight = pipe->Height(); |
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} |
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else |
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{ |
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// Scale with the resolution so that we take up the same % of screen space no matter what resolution |
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// Assume a base "resolution" of 1024xX, where X is such that the ratio "1024/X = scrnWidth/scrnHt" holds |
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const int kBaseScaleRes = 1024; |
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const int kBaseScaleHeightRes = 768; |
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scrnWidth = kBaseScaleRes; |
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scrnHeight = kBaseScaleHeightRes; |
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// we are going to just force things to be in 4 by 3 ratio... |
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// ...cause it seems to work better. |
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/////// scrnHeight = ( pipe->Height() * kBaseScaleRes ) / pipe->Width(); |
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} |
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const hsBounds3 &bounds = fInitialBounds;//GetBounds(); |
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uint16_t width = (uint16_t)(( bounds.GetMaxs().fX - bounds.GetMins().fX ) * scrnWidth); |
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uint16_t height = (uint16_t)(( bounds.GetMaxs().fY - bounds.GetMins().fY ) * scrnHeight); |
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// Allow derived controls to allocate some extra scratch space if desired |
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// (Do it this way so we can pass in our current calculated dimensions for them to play with) |
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uint16_t extraW = width, extraH = height; |
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IGrowDTMDimsToDesiredSize( extraW, extraH ); |
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extraW -= width; |
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extraH -= height; |
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fDynTextMap->Reset(); |
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fDynTextMap->Create( width, height, HasFlag( kXparentBgnd ), extraW, extraH ); |
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fDynTextMap->SetFont( GetColorScheme()->fFontFace, GetColorScheme()->fFontSize, GetColorScheme()->fFontFlags, |
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HasFlag( kXparentBgnd ) ? false : true ); |
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fDynTextMap->SetTextColor( GetColorScheme()->fForeColor, |
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( HasFlag( kXparentBgnd ) && GetColorScheme()->fBackColor.a == 0.f ) ? true : false ); |
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// Now we gotta set the texture transform on the layer so our texture comes |
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// out with 1:1 mapping from textel to pixel |
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plLayer *layer = (plLayer *)fDynTextLayer; |
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layer->SetTransform( fDynTextMap->GetLayerTransform() ); |
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// Let the derived classes do their things |
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IPostSetUpDynTextMap(); |
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// Do our first update |
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IUpdate(); |
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return true; |
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} |
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//// Get/SetColorScheme ////////////////////////////////////////////////////// |
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pfGUIColorScheme *pfGUIControlMod::GetColorScheme( void ) const |
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{ |
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if( fColorScheme == nil ) |
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return fDialog->GetColorScheme(); |
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return fColorScheme; |
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} |
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void pfGUIControlMod::SetColorScheme( pfGUIColorScheme *newScheme ) |
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{ |
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if( fColorScheme != nil ) |
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{ |
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hsRefCnt_SafeUnRef( fColorScheme ); |
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fColorScheme = nil; |
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} |
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fColorScheme = newScheme; |
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if( fColorScheme != nil ) |
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hsRefCnt_SafeRef( fColorScheme ); |
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} |
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//// SetDynTextMap /////////////////////////////////////////////////////////// |
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// EXPORT ONLY |
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void pfGUIControlMod::SetDynTextMap( plLayerInterface *layer, plDynamicTextMap *dynText ) |
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{ |
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hsgResMgr::ResMgr()->AddViaNotify( layer->GetKey(), new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, pfGUIControlMod::kRefDynTextLayer ), plRefFlags::kActiveRef ); |
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hsgResMgr::ResMgr()->AddViaNotify( dynText->GetKey(), new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, pfGUIControlMod::kRefDynTextMap ), plRefFlags::kActiveRef ); |
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} |
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//// SetEnabled ////////////////////////////////////////////////////////////// |
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void pfGUIControlMod::SetEnabled( hsBool e ) |
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{ |
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if( e == fEnabled ) |
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return; |
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fEnabled = e; |
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IUpdate(); |
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} |
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//// SetFocused ////////////////////////////////////////////////////////////// |
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void pfGUIControlMod::SetFocused( hsBool e ) |
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{ |
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if( e == fFocused ) |
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return; |
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fFocused = e; |
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IUpdate(); |
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} |
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//// SetInteresting ////////////////////////////////////////////////////////// |
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void pfGUIControlMod::SetInteresting( hsBool i ) |
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{ |
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if( i == fInteresting ) |
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return; |
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fInteresting = i; |
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IUpdate(); |
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if ( fNotifyOnInteresting && fDialog && fDialog->GetHandler() ) |
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fDialog->GetHandler()->OnInterestingEvent(this); |
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} |
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//// SetVisible ////////////////////////////////////////////////////////////// |
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void pfGUIControlMod::SetVisible( hsBool vis ) |
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{ |
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if( vis == fVisible ) |
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return; |
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fVisible = vis; |
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if (fTarget) |
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{ |
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plEnableMsg *msg = new plEnableMsg(); |
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msg->SetCmd( fVisible ? plEnableMsg::kEnable : plEnableMsg::kDisable ); |
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msg->SetCmd( plEnableMsg::kDrawable ); |
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msg->AddReceiver( fTarget->GetKey() ); |
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plgDispatch::MsgSend( msg ); |
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} |
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if( !fVisible && fFocused ) |
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fDialog->SetFocus( nil ); |
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} |
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void pfGUIControlMod::Refresh( void ) |
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{ |
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IUpdate(); |
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} |
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//// Read/Write ////////////////////////////////////////////////////////////// |
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void pfGUIControlMod::Read( hsStream *s, hsResMgr *mgr ) |
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{ |
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plSingleModifier::Read(s, mgr); |
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s->ReadLE( &fTagID ); |
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fVisible = s->ReadBool(); |
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// Read the handler in |
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ISetHandler( pfGUICtrlProcWriteableObject::Read( s ) ); |
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// Read in the dynTextMap if there is one |
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if( s->ReadBool() ) |
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{ |
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefDynTextLayer ), plRefFlags::kActiveRef ); |
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefDynTextMap ), plRefFlags::kActiveRef ); |
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} |
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else |
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{ |
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fDynTextLayer = nil; |
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fDynTextMap = nil; |
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} |
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if( s->ReadBool() ) |
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{ |
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SetColorScheme( nil ); |
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fColorScheme = new pfGUIColorScheme(); |
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fColorScheme->Read( s ); |
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} |
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// Read in our sound indices |
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uint8_t i, count = s->ReadByte(); |
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if( count == 0 ) |
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fSoundIndices.Reset(); |
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else |
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{ |
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fSoundIndices.SetCountAndZero( count ); |
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for( i = 0; i < count; i++ ) |
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fSoundIndices[ i ] = (int)s->ReadLE32(); |
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} |
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if( HasFlag( kHasProxy ) ) |
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefProxy ), plRefFlags::kActiveRef ); |
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mgr->ReadKeyNotifyMe( s, new plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefSkin ), plRefFlags::kActiveRef ); |
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} |
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void pfGUIControlMod::Write( hsStream *s, hsResMgr *mgr ) |
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{ |
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if( HasFlag( kHasProxy ) && !fProxy ) |
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ClearFlag( kHasProxy ); |
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plSingleModifier::Write( s, mgr ); |
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s->WriteLE( fTagID ); |
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s->WriteBool( fVisible ); |
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// Write the handler out (if it's not a writeable, damn you) |
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pfGUICtrlProcWriteableObject::Write( (pfGUICtrlProcWriteableObject *)fHandler, s ); |
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// Write out the dynTextMap |
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if( fDynTextMap != nil ) |
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{ |
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s->WriteBool( true ); |
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mgr->WriteKey( s, fDynTextLayer->GetKey() ); |
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mgr->WriteKey( s, fDynTextMap->GetKey() ); |
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} |
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else |
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s->WriteBool( false ); |
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if( fColorScheme != nil ) |
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{ |
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s->WriteBool( true ); |
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fColorScheme->Write( s ); |
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} |
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else |
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s->WriteBool( false ); |
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// Write out our sound indices |
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s->WriteByte( fSoundIndices.GetCount() ); |
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uint8_t i; |
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for( i = 0; i < fSoundIndices.GetCount(); i++ ) |
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s->WriteLE32( fSoundIndices[ i ] ); |
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if( HasFlag( kHasProxy ) ) |
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mgr->WriteKey( s, fProxy->GetKey() ); |
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mgr->WriteKey( s, fSkin ); |
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} |
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//// HandleKeyPress/Event //////////////////////////////////////////////////// |
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hsBool pfGUIControlMod::HandleKeyPress( wchar_t key, uint8_t modifiers ) |
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{ |
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return false; |
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} |
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hsBool pfGUIControlMod::HandleKeyEvent( pfGameGUIMgr::EventType event, plKeyDef key, uint8_t modifiers ) |
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{ |
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return false; |
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} |
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//// IScreenToLocalPt //////////////////////////////////////////////////////// |
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void pfGUIControlMod::IScreenToLocalPt( hsPoint3 &pt ) |
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{ |
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const hsBounds3 &bnds = GetBounds(); |
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pt.fX -= bnds.GetMins().fX; |
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pt.fY -= bnds.GetMins().fY; |
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pt.fX /= bnds.GetMaxs().fX - bnds.GetMins().fX; |
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pt.fY /= bnds.GetMaxs().fY - bnds.GetMins().fY; |
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} |
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//// ISetHandler ///////////////////////////////////////////////////////////// |
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void pfGUIControlMod::ISetHandler( pfGUICtrlProcObject *h, hsBool clearInheritFlag ) |
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{ |
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if( fHandler && fHandler->DecRef() ) |
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delete fHandler; |
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fHandler = h; |
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if( fHandler ) |
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fHandler->IncRef(); |
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if( clearInheritFlag ) |
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ClearFlag( kInheritProcFromDlg ); |
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} |
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//// DoSomething ///////////////////////////////////////////////////////////// |
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void pfGUIControlMod::DoSomething( void ) |
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{ |
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if( fEnabled && fHandler != nil ) |
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fHandler->DoSomething( this ); |
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} |
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//// HandleExtendedEvent ///////////////////////////////////////////////////// |
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void pfGUIControlMod::HandleExtendedEvent( uint32_t event ) |
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{ |
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if( fEnabled && fHandler != nil ) |
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fHandler->HandleExtendedEvent( this, event ); |
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} |
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//// SetDropTargetHdlr /////////////////////////////////////////////////////// |
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void pfGUIControlMod::SetDropTargetHdlr( pfGUIDropTargetProc *h ) |
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{ |
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if( fDropTargetHdlr && fDropTargetHdlr->DecRef() ) |
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delete fDropTargetHdlr; |
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fDropTargetHdlr = h; |
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if( fDropTargetHdlr ) |
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fDropTargetHdlr->IncRef(); |
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} |
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//// SetSoundIndex /////////////////////////////////////////////////////////// |
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// Associates the given GUI event with an index of a sound on the target SO's |
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// audioInterface. The guiCtrlEvent is specific to each type of control. |
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void pfGUIControlMod::SetSoundIndex( uint8_t guiCtrlEvent, int soundIndex ) |
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{ |
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if( fSoundIndices.GetCount() < guiCtrlEvent + 1 ) |
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fSoundIndices.ExpandAndZero( guiCtrlEvent + 1 ); |
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fSoundIndices[ guiCtrlEvent ] = soundIndex + 1; // We +1, since 0 means no sound |
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} |
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//// IPlaySound ////////////////////////////////////////////////////////////// |
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// Sends a sound play message with the soundIndex associated with the given |
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// event. |
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void pfGUIControlMod::IPlaySound( uint8_t guiCtrlEvent, hsBool loop /* = false */ ) |
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{ |
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if( guiCtrlEvent >= fSoundIndices.GetCount() || fSoundIndices[ guiCtrlEvent ] == 0 ) |
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return; |
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if( GetTarget() == nil || GetTarget()->GetAudioInterface() == nil ) |
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return; |
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plSoundMsg *msg = new plSoundMsg; |
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msg->fIndex = fSoundIndices[ guiCtrlEvent ] - 1; |
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msg->SetCmd( plSoundMsg::kGoToTime ); |
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msg->fTime = 0.f; |
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msg->SetCmd( plSoundMsg::kPlay ); |
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if (loop) |
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{ |
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msg->fLoop = true; |
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msg->SetCmd( plSoundMsg::kSetLooping ); |
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} |
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msg->Send( GetTarget()->GetAudioInterface()->GetKey() ); |
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} |
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void pfGUIControlMod::IStopSound(uint8_t guiCtrlEvent) |
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{ |
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if (guiCtrlEvent >= fSoundIndices.GetCount() || fSoundIndices[guiCtrlEvent] == 0) |
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return; |
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if (GetTarget() == nil || GetTarget()->GetAudioInterface() == nil ) |
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return; |
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plSoundMsg *msg = new plSoundMsg; |
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msg->fIndex = fSoundIndices[guiCtrlEvent] - 1; |
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msg->SetCmd(plSoundMsg::kStop); |
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msg->Send(GetTarget()->GetAudioInterface()->GetKey()); |
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}
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