quadrilateralcowboy/ui/BindWindow.cpp

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2020-06-12 21:06:25 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code 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.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "DeviceContext.h"
#include "Window.h"
#include "UserInterfaceLocal.h"
#include "BindWindow.h"
void idBindWindow::CommonInit() {
bindName = "";
waitingOnKey = false;
}
idBindWindow::idBindWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
dc = d;
gui = g;
CommonInit();
}
idBindWindow::idBindWindow(idUserInterfaceLocal *g) : idWindow(g) {
gui = g;
CommonInit();
}
idBindWindow::~idBindWindow() {
}
const char *idBindWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals) {
static char ret[ 256 ];
if (!(event->evType == SE_KEY && event->evValue2)) {
return "";
}
int key = event->evValue;
if (waitingOnKey)
{
waitingOnKey = false;
if (key == K_ESCAPE) {
idStr::snPrintf( ret, sizeof( ret ), "clearbind \"%s\"", bindName.GetName());
} else {
idStr::snPrintf( ret, sizeof( ret ), "bind %i \"%s\"", key, bindName.GetName());
}
return ret;
}
else if ((key == K_BACKSPACE || key == K_DEL) && Contains(gui->CursorX(), gui->CursorY()))
{
//this only works if player first focuses on this window.
//TODO: make backspace/del filter down to this window.
//gui->SetBindHandler(this);
idStr::snPrintf( ret, sizeof( ret ), "clearbind \"%s\"", bindName.GetName());
return ret;
}
else
{
if (key == K_MOUSE1) {
waitingOnKey = true;
gui->SetBindHandler(this);
return "";
}
}
return "";
}
idWinVar *idBindWindow::GetWinVarByName(const char *_name, bool fixup, drawWin_t** owner) {
if (idStr::Icmp(_name, "bind") == 0) {
return &bindName;
}
return idWindow::GetWinVarByName(_name, fixup,owner);
}
void idBindWindow::PostParse() {
idWindow::PostParse();
bindName.SetGuiInfo( gui->GetStateDict(), bindName );
bindName.Update();
//bindName = state.GetString("bind");
flags |= (WIN_HOLDCAPTURE | WIN_CANFOCUS);
}
void idBindWindow::Draw(int time, float x, float y) {
idVec4 color = foreColor;
idStr str;
if ( waitingOnKey ) {
str = common->GetLanguageDict()->GetString( "#str_07000" );
} else if ( bindName.Length() ) {
str = bindName.c_str();
} else {
str = common->GetLanguageDict()->GetString( "#str_07001" );
}
if ( waitingOnKey || ( hover && !noEvents && Contains(gui->CursorX(), gui->CursorY()) ) ) {
color = hoverColor;
} else {
hover = false;
}
dc->DrawText(str, textScale, textAlign, color, textRect, false, -1);
}
void idBindWindow::Activate( bool activate, idStr &act ) {
idWindow::Activate( activate, act );
bindName.Update();
}