mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
140 lines
3.9 KiB
C++
140 lines
3.9 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code 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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Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "DeviceContext.h"
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#include "Window.h"
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#include "UserInterfaceLocal.h"
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#include "BindWindow.h"
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void idBindWindow::CommonInit() {
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bindName = "";
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waitingOnKey = false;
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}
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idBindWindow::idBindWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
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dc = d;
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gui = g;
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CommonInit();
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}
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idBindWindow::idBindWindow(idUserInterfaceLocal *g) : idWindow(g) {
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gui = g;
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CommonInit();
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}
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idBindWindow::~idBindWindow() {
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}
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const char *idBindWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals) {
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static char ret[ 256 ];
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if (!(event->evType == SE_KEY && event->evValue2)) {
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return "";
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}
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int key = event->evValue;
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if (waitingOnKey)
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{
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waitingOnKey = false;
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if (key == K_ESCAPE) {
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idStr::snPrintf( ret, sizeof( ret ), "clearbind \"%s\"", bindName.GetName());
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} else {
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idStr::snPrintf( ret, sizeof( ret ), "bind %i \"%s\"", key, bindName.GetName());
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}
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return ret;
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}
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else if ((key == K_BACKSPACE || key == K_DEL) && Contains(gui->CursorX(), gui->CursorY()))
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{
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//this only works if player first focuses on this window.
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//TODO: make backspace/del filter down to this window.
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//gui->SetBindHandler(this);
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idStr::snPrintf( ret, sizeof( ret ), "clearbind \"%s\"", bindName.GetName());
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return ret;
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}
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else
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{
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if (key == K_MOUSE1) {
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waitingOnKey = true;
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gui->SetBindHandler(this);
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return "";
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}
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}
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return "";
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}
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idWinVar *idBindWindow::GetWinVarByName(const char *_name, bool fixup, drawWin_t** owner) {
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if (idStr::Icmp(_name, "bind") == 0) {
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return &bindName;
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}
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return idWindow::GetWinVarByName(_name, fixup,owner);
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}
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void idBindWindow::PostParse() {
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idWindow::PostParse();
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bindName.SetGuiInfo( gui->GetStateDict(), bindName );
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bindName.Update();
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//bindName = state.GetString("bind");
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flags |= (WIN_HOLDCAPTURE | WIN_CANFOCUS);
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}
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void idBindWindow::Draw(int time, float x, float y) {
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idVec4 color = foreColor;
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idStr str;
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if ( waitingOnKey ) {
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str = common->GetLanguageDict()->GetString( "#str_07000" );
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} else if ( bindName.Length() ) {
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str = bindName.c_str();
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} else {
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str = common->GetLanguageDict()->GetString( "#str_07001" );
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}
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if ( waitingOnKey || ( hover && !noEvents && Contains(gui->CursorX(), gui->CursorY()) ) ) {
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color = hoverColor;
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} else {
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hover = false;
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}
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dc->DrawText(str, textScale, textAlign, color, textRect, false, -1);
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}
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void idBindWindow::Activate( bool activate, idStr &act ) {
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idWindow::Activate( activate, act );
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bindName.Update();
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}
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