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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
// //
// pfGUIPopUpMenu Header //
// //
// Pop-up menus are really just dialogs that know how to create themselves //
// and create buttons on themselves to simulate a menu (after all, that's //
// all a menu really is anyway). //
// //
//////////////////////////////////////////////////////////////////////////////
#include "hsTypes.h"
#include "pfGameGUIMgr.h"
#include "pfGUIPopUpMenu.h"
#include "pfGUIMenuItem.h"
#include "pfGUIButtonMod.h"
#include "pfGUIDialogHandlers.h"
#include "pfGUIDialogNotifyProc.h"
#include "pfGUIControlHandlers.h"
#include "pfGUICtrlGenerator.h"
#include "plgDispatch.h"
#include "hsResMgr.h"
#include "plSurface/hsGMaterial.h"
#include "plSurface/plLayer.h"
#include "plGImage/plDynamicTextMap.h"
#include "plMessage/plLayRefMsg.h"
#include "pnSceneObject/plSceneObject.h"
#include "pnSceneObject/plDrawInterface.h"
#include "pnSceneObject/plCoordinateInterface.h"
#include "pnMessage/plIntRefMsg.h"
#include "pnMessage/plObjRefMsg.h"
#include "pnMessage/plNodeRefMsg.h"
#include "plScene/plPostEffectMod.h"
#include "plScene/plSceneNode.h"
#include "pnMessage/plClientMsg.h"
#include "plViewTransform.h"
#include "plPipeline/plDebugText.h"
class pfPopUpKeyGenerator
{
public:
char fPrefix[ 128 ];
UInt32 fKeyCount;
plLocation fLoc;
pfPopUpKeyGenerator( const char *p, const plLocation &loc )
{
strcpy( fPrefix, p );
fLoc = loc;
}
plKey CreateKey( hsKeyedObject *ko )
{
char name[ 256 ];
sprintf( name, "%s-%d", fPrefix, fKeyCount++ );
return hsgResMgr::ResMgr()->NewKey( name, ko, fLoc );
}
};
//// Router Proc So The Parent Can Handle Click Events ///////////////////////
class pfGUIMenuItemProc : public pfGUICtrlProcObject
{
protected:
pfGUIPopUpMenu *fParent;
UInt32 fIndex;
public:
pfGUIMenuItemProc( pfGUIPopUpMenu *parent, UInt32 idx )
{
fParent = parent;
fIndex = idx;
}
virtual void DoSomething( pfGUIControlMod *ctrl )
{
fParent->IHandleMenuSomething( fIndex, ctrl );
}
virtual void HandleExtendedEvent( pfGUIControlMod *ctrl, UInt32 event )
{
fParent->IHandleMenuSomething( fIndex, ctrl, (Int32)event );
}
};
//// Constructor/Destructor //////////////////////////////////////////////////
pfGUIPopUpMenu::pfGUIPopUpMenu()
{
fNeedsRebuilding = false;
fParent = nil;
fKeyGen = nil;
fSubMenuOpen = -1;
SetFlag( kModalOutsideMenus );
fMargin = 4;
fSkin = nil;
fWaitingForSkin = false;
fParentNode = nil;
fOriginX = fOriginY = 0.f;
fOriginAnchor = nil;
fOriginContext = nil;
fAlignment = kAlignDownRight;
}
pfGUIPopUpMenu::~pfGUIPopUpMenu()
{
SetSkin( nil );
// if( fParentNode != nil )
// fParentNode->GetKey()->UnRefObject();
ITearDownMenu();
ClearItems();
delete fKeyGen;
}
//// MsgReceive //////////////////////////////////////////////////////////////
hsBool pfGUIPopUpMenu::MsgReceive( plMessage *msg )
{
plGenRefMsg *ref = plGenRefMsg::ConvertNoRef( msg );
if( ref != nil )
{
if( ref->fType == kRefSkin )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
{
fSkin = pfGUISkin::ConvertNoRef( ref->GetRef() );
fWaitingForSkin = false;
}
else
fSkin = nil;
fNeedsRebuilding = true;
if( IsVisible() )
{
// Rebuild NOW
ITearDownMenu();
IBuildMenu();
}
return true;
}
else if( ref->fType == kRefSubMenu )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
fMenuItems[ ref->fWhich ].fSubMenu = pfGUIPopUpMenu::ConvertNoRef( ref->GetRef() );
else
fMenuItems[ ref->fWhich ].fSubMenu = nil;
return true;
}
else if( ref->fType == kRefOriginAnchor )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
fOriginAnchor = plSceneObject::ConvertNoRef( ref->GetRef() );
else
fOriginAnchor = nil;
return true;
}
else if( ref->fType == kRefOriginContext )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
fOriginContext = pfGUIDialogMod::ConvertNoRef( ref->GetRef() );
else
fOriginContext = nil;
return true;
}
else if( ref->fType == kRefParentNode )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
fParentNode = plSceneNode::ConvertNoRef( ref->GetRef() );
else
fParentNode = nil;
return true;
}
}
return pfGUIDialogMod::MsgReceive( msg );
}
//// Read/Write //////////////////////////////////////////////////////////////
void pfGUIPopUpMenu::Read( hsStream *s, hsResMgr *mgr )
{
pfGUIDialogMod::Read( s, mgr );
// In case we need it...
fKeyGen = TRACKED_NEW pfPopUpKeyGenerator( GetName(), GetKey()->GetUoid().GetLocation() );
fOriginX = fOriginY = -1.f;
fMargin = s->ReadSwap16();
UInt32 i, count = s->ReadSwap32();
fMenuItems.SetCountAndZero( count );
for( i = 0; i < count; i++ )
{
char readTemp[ 256 ];
s->Read( sizeof( readTemp ), readTemp );
wchar_t *wReadTemp = hsStringToWString( readTemp );
fMenuItems[ i ].fName = wReadTemp;
delete [] wReadTemp;
fMenuItems[ i ].fHandler = pfGUICtrlProcWriteableObject::Read( s );
mgr->ReadKeyNotifyMe( s, TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, i, kRefSubMenu ), plRefFlags::kActiveRef );
}
mgr->ReadKeyNotifyMe( s, TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefSkin ), plRefFlags::kActiveRef );
mgr->ReadKeyNotifyMe( s, TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginAnchor ), plRefFlags::kPassiveRef );
mgr->ReadKeyNotifyMe( s, TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginContext ), plRefFlags::kPassiveRef );
fAlignment = (Alignment)s->ReadByte();
fNeedsRebuilding = true;
}
void pfGUIPopUpMenu::Write( hsStream *s, hsResMgr *mgr )
{
pfGUIDialogMod::Write( s, mgr );
s->WriteSwap16( fMargin );
s->WriteSwap32( fMenuItems.GetCount() );
UInt32 i;
for( i = 0; i < fMenuItems.GetCount(); i++ )
{
char writeTemp[ 256 ];
char *sName = hsWStringToString( fMenuItems[ i ].fName.c_str() );
strncpy( writeTemp, sName, sizeof( writeTemp ) );
delete [] sName;
s->Write( sizeof( writeTemp ), writeTemp );
// Write the handler out (if it's not a writeable, damn you)
pfGUICtrlProcWriteableObject::Write( (pfGUICtrlProcWriteableObject *)fMenuItems[ i ].fHandler, s );
mgr->WriteKey( s, fMenuItems[ i ].fSubMenu );
}
// Note: we force parentNode to nil here because we only use it when we dynamically
// create nodes at runtime and need to unref and destroy them later. Since we're
// reading from disk, we'll already have a sceneNode somewhere, so we don't need
// this.
fParentNode = nil;
mgr->WriteKey( s, fSkin );
mgr->WriteKey( s, fOriginAnchor );
mgr->WriteKey( s, fOriginContext );
s->WriteByte( (UInt8)fAlignment );
}
void pfGUIPopUpMenu::SetOriginAnchor( plSceneObject *anchor, pfGUIDialogMod *context )
{
fOriginAnchor = anchor;
fOriginContext = context;
hsgResMgr::ResMgr()->AddViaNotify( fOriginAnchor->GetKey(), TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginAnchor ), plRefFlags::kPassiveRef );
hsgResMgr::ResMgr()->AddViaNotify( fOriginContext->GetKey(), TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefOriginContext ), plRefFlags::kPassiveRef );
}
//// SetEnabled //////////////////////////////////////////////////////////////
void pfGUIPopUpMenu::SetEnabled( hsBool e )
{
if( e && fNeedsRebuilding )
{
// Make sure our menu is rebuilt before enabling
ITearDownMenu();
IBuildMenu();
}
else if( !e )
{
if( fParent != nil )
pfGUIPopUpMenu::ConvertNoRef( fParent )->fSubMenuOpen = -1;
// Hide our submenus if we have any open
if( fSubMenuOpen != -1 )
{
fMenuItems[ fSubMenuOpen ].fSubMenu->Hide();
fSubMenuOpen = -1;
}
}
pfGUIDialogMod::SetEnabled( e );
}
void pfGUIPopUpMenu::Show( hsScalar x, hsScalar y )
{
fOriginX = x;
fOriginY = y;
pfGUIDialogMod::Show(); // C++ is kinda stupid if it can't find this naturally
ISeekToOrigin();
}
void pfGUIPopUpMenu::ISeekToOrigin( void )
{
#if 0
UInt32 i;
float x = 0.5f/*fOriginX*/, y = fOriginY;
for( i = 0; i < fControls.GetCount(); i++ )
{
if( fControls[ i ] != nil )
{
fControls[ i ]->SetObjectCenter( x, y );
// const hsBounds3 &bnds = fControls[ i ]->GetBounds();
y += fMenuItems[ i ].fYOffsetToNext;//bnds.GetMaxs().fY - bnds.GetMins().fY;
/* hsMatrix44 p2l, l2p = GetTarget()->GetLocalToWorld();
hsPoint3 center, origin;
ScreenToWorldPoint( fOriginX, fOriginY, 100.f, center );
ScreenToWorldPoint( 0.f, 0.f, 100.f, origin );
center = origin - center;
center.fZ = 0.f;
l2p.SetTranslate( &center );
l2p.GetInverse( &p2l );
GetTarget()->SetTransform( l2p, p2l );
*/ }
}
#endif
}
//// IHandleMenuSomething ////////////////////////////////////////////////////
// Handles a normal event from one of the item controls.
void pfGUIPopUpMenu::IHandleMenuSomething( UInt32 idx, pfGUIControlMod *ctrl, Int32 extended )
{
if( extended != -1 )
{
if( fSubMenuOpen != -1 && fSubMenuOpen != idx )
{
// Better close the submenu(s)
fMenuItems[ fSubMenuOpen ].fSubMenu->Hide();
fSubMenuOpen = -1;
}
if( extended == pfGUIMenuItem::kMouseHover && fMenuItems[ idx ].fSubMenu != nil )
{
// Open new submenu
const hsBounds3 &bnds = ctrl->GetBounds();
fMenuItems[ idx ].fSubMenu->Show( bnds.GetMaxs().fX, bnds.GetMins().fY );
fSubMenuOpen = idx;
}
}
else
{
if( fMenuItems[ idx ].fHandler != nil )
fMenuItems[ idx ].fHandler->DoSomething( ctrl );
// If item isn't a sub-menu, close this menu. Else add to list of menus to close
// once the smallest submenu goes away
if( fMenuItems[ idx ].fSubMenu == nil )
{
// Basically, we want to hide ourselves and as many up in the chain of command as
// can be hidden
pfGUIPopUpMenu *menu = this;
while( menu != nil && !menu->HasFlag( kStayOpenAfterClick ) )
{
menu->Hide();
menu = pfGUIPopUpMenu::ConvertNoRef( menu->fParent );
}
}
else
{
// Show relative to the corner of our current item
const hsBounds3 &bnds = ctrl->GetBounds();
fMenuItems[ idx ].fSubMenu->Show( bnds.GetMaxs().fX, bnds.GetMins().fY );
fSubMenuOpen = idx;
}
}
}
//// IBuildMenu //////////////////////////////////////////////////////////////
// Given the list of menu items, builds our set of dynamic buttons
hsBool pfGUIPopUpMenu::IBuildMenu( void )
{
int i;
if( fWaitingForSkin && fSkin == nil )
return false; // Still waiting to get our skin before building
pfGUIColorScheme *scheme = TRACKED_NEW pfGUIColorScheme();
scheme->fForeColor.Set( 0, 0, 0, 1 );
scheme->fBackColor.Set( 1, 1, 1, 1 );
// If we don't have origin points, get them from translating our anchor
if( fOriginX == -1 || fOriginY == -1 && fOriginAnchor != nil )
{
hsPoint3 scrnPt;
const plDrawInterface *di = fOriginAnchor->GetDrawInterface();
if( di != nil )
{
scrnPt = di->GetLocalBounds().GetCenter();
scrnPt = fOriginAnchor->GetLocalToWorld() * scrnPt;
}
else
scrnPt = fOriginAnchor->GetLocalToWorld().GetTranslate();
if( fOriginContext != nil )
scrnPt = fOriginContext->WorldToScreenPoint( scrnPt );
else
scrnPt = WorldToScreenPoint( scrnPt );
if( fOriginX == -1 )
fOriginX = scrnPt.fX;
if( fOriginY == -1 )
fOriginY = scrnPt.fY;
}
float x = fOriginX, y = fOriginY;
float width = 0.f, height = 0.f;
float topMargin = ( fSkin != nil ) ? fSkin->GetBorderMargin() : 0.f;
// First step: loop through and calculate the size of our menu
// The PROBLEM is that we can't do that unless we have a friggin surface on
// which to calculate the text extents! So sadly, we're going to have to create
// a whole new DTMap and use it to calculate some stuff
plDynamicTextMap *scratch = TRACKED_NEW plDynamicTextMap( 8, 8, false );
scratch->SetFont( scheme->fFontFace, scheme->fFontSize, scheme->fFontFlags, true );
for( i = 0; i < fMenuItems.GetCount(); i++ )
{
UInt16 thisW, thisH;
thisW = scratch->CalcStringWidth( fMenuItems[ i ].fName.c_str(), &thisH );
if( fMenuItems[ i ].fSubMenu != nil )
{
if( fSkin != nil )
thisW += 4 + ( fSkin->GetElement( pfGUISkin::kSubMenuArrow ).fWidth << 1 );
else
thisW += scratch->CalcStringWidth( " >>", nil );
}
thisH += 2; // Give us at least one pixel on each side
int margin = fMargin;
if( fSkin != nil )
margin = fSkin->GetBorderMargin() << 1;
if( width < thisW + margin )
width = (float)(thisW + margin);
if( fSkin != nil )
margin = fSkin->GetItemMargin() << 1;
if( height < thisH + margin )
height = (float)(thisH + margin);
}
delete scratch;
width += 4; // give us a little space, just in case
UInt32 scrnWidth, scrnHeight;
// A cheat here, I know, but I'm lazy
plDebugText::Instance().GetScreenSize( &scrnWidth, &scrnHeight );
// Use the same base res calc that dtMaps use
if( !HasFlag( kScaleWithResolution ) )
{
// Just use what we were passed in
}
else
{
// Scale with the resolution so that we take up the same % of screen space no matter what resolution
// Assume a base "resolution" of 1024xX, where X is such that the ratio "1024/X = scrnWidth/scrnHt" holds
const int kBaseScaleRes = 1024;
scrnHeight = ( scrnHeight * kBaseScaleRes ) / scrnWidth;
scrnWidth = kBaseScaleRes;
}
width /= (float)scrnWidth;
height /= (float)scrnHeight;
topMargin /= (float)scrnHeight;
switch( fAlignment )
{
case kAlignUpLeft: x -= width; y -= height * fMenuItems.GetCount(); break;
case kAlignUpRight: y -= height * fMenuItems.GetCount(); break;
case kAlignDownLeft: x -= width; break;
case kAlignDownRight: break;
}
if( y + height * fMenuItems.GetCount() > 1.f )
{
// Make sure we don't go off the bottom
y = 1.f - height * fMenuItems.GetCount();
}
// And the top (takes precedence)
if( y < 0.f )
y = 0.f;
// Control positions are in the lower left corner, so increment Y by 1 control height first
y += height;// + topMargin;
hsTArray<pfGUIPopUpMenu *> buildList;
for( i = 0; i < fMenuItems.GetCount(); i++ )
{
hsGMaterial *mat = ICreateDynMaterial();
float thisMargin = ( i == 0 || i == fMenuItems.GetCount() - 1 ) ? topMargin : 0.f;
float thisOffset = ( i == fMenuItems.GetCount() - 1 ) ? topMargin : 0.f;
pfGUIMenuItem *button = pfGUIMenuItem::ConvertNoRef( pfGUICtrlGenerator::Instance().CreateRectButton( this, fMenuItems[ i ].fName.c_str(), x, y + thisOffset, width, height + thisMargin, mat, true ) );
if( button != nil )
{
button->SetColorScheme( scheme );
button->SetName( fMenuItems[ i ].fName.c_str() );
button->SetHandler( TRACKED_NEW pfGUIMenuItemProc( this, i ) );
// make the tag ID the position in the menu list
button->SetTagID(i);
button->SetDynTextMap( mat->GetLayer( 0 ), plDynamicTextMap::ConvertNoRef( mat->GetLayer( 0 )->GetTexture() ) );
button->SetFlag( pfGUIMenuItem::kReportHovers );
button->SetSkin( fSkin, ( i == 0 ) ? pfGUIMenuItem::kTop : ( i == fMenuItems.GetCount() - 1 ) ? pfGUIMenuItem::kBottom : pfGUIMenuItem::kMiddle );
if( fMenuItems[ i ].fSubMenu != nil )
{
button->SetFlag( pfGUIMenuItem::kDrawSubMenuArrow );
buildList.Append( pfGUIPopUpMenu::ConvertNoRef( fMenuItems[ i ].fSubMenu ) );
}
}
// Tiny bit of overlap to prevent gaps
fMenuItems[ i ].fYOffsetToNext = height + thisOffset;
y += height + thisOffset;// - ( 1.f / kBaseScaleResY );
}
fNeedsRebuilding = false;
#if 0
// Finally, go down our list of submenus and rebuild them, since they'll need to be rebuilt soon anyway,
// and at least this way it's all in one pass
// Also, we need to bump the tag ID used, such as adding parent menuItem TagID * 100.. or something
// Disabled because right now we can't move menus, which is required for this to work
for( i = 0; i < buildList.GetCount(); i++ )
buildList[ i ]->IBuildMenu();
#endif
return true;
}
//// ITearDownMenu ///////////////////////////////////////////////////////////
// Destroys all of our dynamic controls representing the menu
void pfGUIPopUpMenu::ITearDownMenu( void )
{
int i;
for( i = 0; i < fControls.GetCount(); i++ )
{
if( fControls[ i ] != nil )
{
// It's not enough to release the key, we have to have the sceneNode release the key, too.
// Easy enough to do by just setting it's sn to nil
if( fControls[ i ]->GetTarget() != nil )
fControls[ i ]->GetTarget()->SetSceneNode( nil );
// Now release it from us
GetKey()->Release( fControls[ i ]->GetKey() );
}
}
fNeedsRebuilding = true;
}
//// HandleMouseEvent ////////////////////////////////////////////////////////
hsBool pfGUIPopUpMenu::HandleMouseEvent( pfGameGUIMgr::EventType event, hsScalar mouseX, hsScalar mouseY,
UInt8 modifiers )
{
hsBool r = pfGUIDialogMod::HandleMouseEvent( event, mouseX, mouseY, modifiers );
if( r == false && event == pfGameGUIMgr::kMouseUp )
{
// We don't want to be active anymore!
if( !HasFlag( kStayOpenAfterClick ) )
{
Hide();
// Now we pass the click to our parent. Why? Because it's possible that someone above us
// will either a) also want to hide (cancel the entire menu selection) or b) select
// another option
if( fParent != nil )
return fParent->HandleMouseEvent( event, mouseX, mouseY, modifiers );
}
}
return ( fParent != nil ) ? r : ( HasFlag( kModalOutsideMenus ) || ( fSubMenuOpen != -1 ) );
}
//// ClearItems //////////////////////////////////////////////////////////////
// Clears the list of template items
void pfGUIPopUpMenu::ClearItems( void )
{
int i;
for( i = 0; i < fMenuItems.GetCount(); i++ )
{
if( fMenuItems[ i ].fHandler != nil )
{
if( fMenuItems[ i ].fHandler->DecRef() )
delete fMenuItems[ i ].fHandler;
}
}
fMenuItems.Reset();
fNeedsRebuilding = true;
}
//// AddItem /////////////////////////////////////////////////////////////////
// Append a new item to the list of things to build the menu from
void pfGUIPopUpMenu::AddItem( const char *name, pfGUICtrlProcObject *handler, pfGUIPopUpMenu *subMenu )
{
wchar_t *wName = hsStringToWString(name);
AddItem(wName,handler,subMenu);
delete [] wName;
}
void pfGUIPopUpMenu::AddItem( const wchar_t *name, pfGUICtrlProcObject *handler, pfGUIPopUpMenu *subMenu )
{
pfMenuItem newItem;
newItem.fName = name;
newItem.fHandler = handler;
if( newItem.fHandler != nil )
newItem.fHandler->IncRef();
newItem.fSubMenu = subMenu;
if( subMenu != nil )
subMenu->fParent = this;
fMenuItems.Append( newItem );
fNeedsRebuilding = true;
}
//// ICreateDynMaterial //////////////////////////////////////////////////////
// Creates the hsGMaterial tree for a single layer with a plDynamicTextMap.
hsGMaterial *pfGUIPopUpMenu::ICreateDynMaterial( void )
{
hsColorRGBA black, white;
// Create the new dynTextMap
plDynamicTextMap *textMap = TRACKED_NEW plDynamicTextMap();
fKeyGen->CreateKey( textMap );
// Create the material
hsGMaterial *material = TRACKED_NEW hsGMaterial;
fKeyGen->CreateKey( material );
// Create the layer and attach
plLayer *lay = material->MakeBaseLayer();
white.Set( 1.f,1.f,1.f,1.f );
black.Set( 0.f,0.f,0.f,1.f );
lay->SetRuntimeColor( black );
lay->SetPreshadeColor( black );
lay->SetAmbientColor( white );
lay->SetClampFlags( hsGMatState::kClampTexture );
// Do sendRef here, since we're going to need it set pretty darned quick
hsgResMgr::ResMgr()->SendRef( textMap->GetKey(), TRACKED_NEW plLayRefMsg( lay->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kTexture ), plRefFlags::kActiveRef );
return material;
}
//// Build ///////////////////////////////////////////////////////////////////
// Constructs a shiny new pop-up menu at runtime, complete with trimmings
#include "plJPEG/plJPEG.h"
pfGUIPopUpMenu *pfGUIPopUpMenu::Build( const char *name, pfGUIDialogMod *parent, hsScalar x, hsScalar y, const plLocation &destLoc )
{
float fovX, fovY;
// Create the menu and give it a key gen
pfGUIPopUpMenu *menu = TRACKED_NEW pfGUIPopUpMenu();
menu->fKeyGen = TRACKED_NEW pfPopUpKeyGenerator( name, destLoc );
menu->fKeyGen->CreateKey( menu );
menu->fOriginX = x;
menu->fOriginY = y;
// By default, share the same skin as the parent
if( parent != nil && ( (pfGUIPopUpMenu *)parent )->fSkin != nil )
{
menu->fWaitingForSkin = true;
hsgResMgr::ResMgr()->SendRef( ( (pfGUIPopUpMenu *)parent )->fSkin->GetKey(), TRACKED_NEW plGenRefMsg( menu->GetKey(), plRefMsg::kOnCreate, -1, pfGUIPopUpMenu::kRefSkin ), plRefFlags::kActiveRef );
}
// HACK for now: create us a temp skin to use
/* static pfGUISkin *skin = nil;
if( skin == nil )
{
plLocation loc;
loc.Set( 0x1425 );
plKey skinKey = hsgResMgr::ResMgr()->FindKey( plUoid( loc, pfGUISkin::Index(), "GUISkin01_GUISkin" ) );
menu->fWaitingForSkin = true;
hsgResMgr::ResMgr()->AddViaNotify( skinKey, TRACKED_NEW plGenRefMsg( menu->GetKey(), plRefMsg::kOnCreate, -1, pfGUIPopUpMenu::kRefSkin ), plRefFlags::kActiveRef );
}
*/
// Create the rendermod
plPostEffectMod *renderMod = TRACKED_NEW plPostEffectMod;
menu->fKeyGen->CreateKey( renderMod );
renderMod->SetHither( 0.5f );
renderMod->SetYon( 200.f );
float scrnWidth = 20.f;
// fovX should be such that scrnWidth is the projected width at z=100
fovX = atan( scrnWidth / ( 2.f * 100.f ) ) * 2.f;
fovY = fovX;// * 3.f / 4.f;
renderMod->SetFovX( fovX * 180.f / hsScalarPI );
renderMod->SetFovY( fovY * 180.f / hsScalarPI );
// Create the sceneNode to go with it
menu->fParentNode= TRACKED_NEW plSceneNode;
menu->fKeyGen->CreateKey( menu->fParentNode );
// menu->fParentNode->GetKey()->RefObject();
hsgResMgr::ResMgr()->SendRef( menu->fParentNode->GetKey(), TRACKED_NEW plGenRefMsg( menu->GetKey(), plRefMsg::kOnCreate, 0, kRefParentNode ), plRefFlags::kActiveRef );
hsgResMgr::ResMgr()->AddViaNotify( menu->fParentNode->GetKey(), TRACKED_NEW plGenRefMsg( renderMod->GetKey(), plRefMsg::kOnCreate, 0, plPostEffectMod::kNodeRef ), plRefFlags::kPassiveRef );
menu->SetRenderMod( renderMod );
menu->SetName( name );
// Create the dummy scene object to hold the menu
plSceneObject *newObj = TRACKED_NEW plSceneObject;
menu->fKeyGen->CreateKey( newObj );
// *#&$(*@&#$ need a coordIface...
plCoordinateInterface *newCI = TRACKED_NEW plCoordinateInterface;
menu->fKeyGen->CreateKey( newCI );
hsMatrix44 l2w, w2l;
l2w.Reset();
l2w.GetInverse( &w2l );
// Using SendRef here because AddViaNotify will queue the messages up, which doesn't do us any good
// if we need these refs right away
hsgResMgr::ResMgr()->SendRef( newCI->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kInterface ), plRefFlags::kActiveRef );
hsgResMgr::ResMgr()->SendRef( renderMod->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
newObj->SetSceneNode( menu->fParentNode->GetKey() );
newObj->SetTransform( l2w, w2l );
hsgResMgr::ResMgr()->SendRef( menu->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
// Add the menu to the GUI mgr
plGenRefMsg *refMsg = TRACKED_NEW plGenRefMsg( pfGameGUIMgr::GetInstance()->GetKey(),
plRefMsg::kOnCreate, 0, pfGameGUIMgr::kDlgModRef );
hsgResMgr::ResMgr()->AddViaNotify( menu->GetKey(), refMsg, plRefFlags::kActiveRef );
menu->ISeekToOrigin();
return menu;
}
//// SetSkin /////////////////////////////////////////////////////////////////
void pfGUIPopUpMenu::SetSkin( pfGUISkin *skin )
{
// Just a function wrapper for SendRef
if( fSkin != nil )
GetKey()->Release( fSkin->GetKey() );
if( skin != nil )
{
hsgResMgr::ResMgr()->SendRef( skin->GetKey(), TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefSkin ), plRefFlags::kActiveRef );
fWaitingForSkin = true;
}
else
fWaitingForSkin = false;
}
//////////////////////////////////////////////////////////////////////////////
//// pfGUISkin Implementation ////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
pfGUISkin::pfGUISkin()
{
fTexture = nil;
memset( fElements, 0, sizeof( pfSRect ) * kNumElements );
}
pfGUISkin::pfGUISkin( plMipmap *texture )
{
fTexture = texture;
if( fTexture != nil )
{
hsAssert( fTexture->GetKey() != nil, "Creating a GUI skin via a mipmap with no key!" );
fTexture->GetKey()->RefObject();
}
memset( fElements, 0, sizeof( pfSRect ) * kNumElements );
}
pfGUISkin::~pfGUISkin()
{
SetTexture( nil );
}
void pfGUISkin::SetTexture( plMipmap *tex )
{
if( fTexture != nil && fTexture->GetKey() != nil )
fTexture->GetKey()->UnRefObject();
fTexture = tex;
if( fTexture != nil )
{
hsAssert( fTexture->GetKey() != nil, "Creating a GUI skin via a mipmap with no key!" );
fTexture->GetKey()->RefObject();
}
}
void pfGUISkin::SetElement( UInt32 idx, UInt16 x, UInt16 y, UInt16 w, UInt16 h )
{
fElements[ idx ].fX = x;
fElements[ idx ].fY = y;
fElements[ idx ].fWidth = w;
fElements[ idx ].fHeight = h;
}
void pfGUISkin::Read( hsStream *s, hsResMgr *mgr )
{
hsKeyedObject::Read( s, mgr );
s->ReadSwap( &fItemMargin );
s->ReadSwap( &fBorderMargin );
UInt32 i, count;
s->ReadSwap( &count );
for( i = 0; i < count; i++ )
fElements[ i ].Read( s );
for( ; i < kNumElements; i++ )
fElements[ i ].Empty();
mgr->ReadKeyNotifyMe( s, TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, -1, kRefMipmap ), plRefFlags::kActiveRef );
}
void pfGUISkin::Write( hsStream *s, hsResMgr *mgr )
{
hsKeyedObject::Write( s, mgr );
s->WriteSwap( fItemMargin );
s->WriteSwap( fBorderMargin );
UInt32 i = kNumElements;
s->WriteSwap( i );
for( i = 0; i < kNumElements; i++ )
fElements[ i ].Write( s );
mgr->WriteKey( s, fTexture );
}
hsBool pfGUISkin::MsgReceive( plMessage *msg )
{
plGenRefMsg *ref = plGenRefMsg::ConvertNoRef( msg );
if( ref != nil )
{
if( ref->GetContext() & ( plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace ) )
fTexture = plMipmap::ConvertNoRef( ref->GetRef() );
else
fTexture = nil;
return true;
}
return hsKeyedObject::MsgReceive( msg );
}
void pfGUISkin::pfSRect::Read( hsStream *s )
{
s->ReadSwap( &fX );
s->ReadSwap( &fY );
s->ReadSwap( &fWidth );
s->ReadSwap( &fHeight );
}
void pfGUISkin::pfSRect::Write( hsStream *s )
{
s->WriteSwap( fX );
s->WriteSwap( fY );
s->WriteSwap( fWidth );
s->WriteSwap( fHeight );
}