mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
590 lines
14 KiB
C++
590 lines
14 KiB
C++
/*
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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 "../../sys/win32/rc/guied_resource.h"
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#include "../../renderer/tr_local.h"
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#include "../../ui/EditWindow.h"
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#include "../../ui/ListWindow.h"
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#include "../../ui/BindWindow.h"
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#include "../../ui/RenderWindow.h"
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#include "../../ui/ChoiceWindow.h"
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#include "GEApp.h"
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rvGEWindowWrapper::rvGEWindowWrapper( idWindow *window,EWindowType type ) {
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assert(window);
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mWindow = window;
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mFlippedHorz = false;
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mFlippedVert = false;
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mHidden = false;
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mDeleted = false;
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mSelected = false;
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mType = type;
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mExpanded = false;
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mOldVisible = false;
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mMoveable = true;
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if ( dynamic_cast< idEditWindow*>(window) ) {
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mType = WT_EDIT;
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} else if ( dynamic_cast< idListWindow*>(window) ) {
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mType = WT_LIST;
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} else if ( dynamic_cast< idBindWindow*>(window) ) {
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mType = WT_BIND;
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} else if ( dynamic_cast< idRenderWindow*>(window) ) {
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mType = WT_RENDER;
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} else if ( dynamic_cast< idChoiceWindow*>(window) ) {
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mType = WT_CHOICE;
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} else {
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mType = WT_NORMAL;
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}
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// Attach the wrapper to the window by adding a defined variable
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// with the wrappers pointer stuffed into an integer
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idWinInt *var = new idWinInt();
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int x = (int)this;
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*var = x;
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var->SetEval(false);
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var->SetName("guied_wrapper");
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mWindow->AddDefinedVar(var);
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SetStateKey("name", mWindow->GetName(), false);
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}
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/*
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================
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rvGEWindowWrapper::GetWrapper
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Static method that returns the window wrapper for the given window class
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================
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*/
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rvGEWindowWrapper * rvGEWindowWrapper::GetWrapper( idWindow *window ) {
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idWinInt *var;
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var = dynamic_cast< idWinInt*>(window->GetWinVarByName("guied_wrapper"));
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return var ? ((rvGEWindowWrapper *) (int) (*var)) : NULL;
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}
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/*
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================
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rvGEWindowWrapper::UpdateRect
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Updates the gui editor's representation of the window rectangle from the
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windows rectangle
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================
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*/
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void rvGEWindowWrapper::UpdateRect( void ) {
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idVec4 rect;
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idWinRectangle *winrect;
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winrect = dynamic_cast< idWinRectangle*>(mWindow->GetWinVarByName("rect"));
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assert(winrect);
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rect = winrect->ToVec4();
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mFlippedHorz = false;
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mFlippedVert = false;
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if ( rect[2] < 0 ) {
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mFlippedHorz = true;
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rect[2] *= -1;
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}
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if ( rect[3] < 0 ) {
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mFlippedVert = true;
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rect[3] *= -1;
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}
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mClientRect = rect;
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CalcScreenRect();
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const char *rstr = mState.GetString("rect", "0,0,0,0");
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mMoveable = !IsExpression(rstr);
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}
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/*
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================
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rvGEWindowWrapper::CalcScreenRect
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Calculates the screen rectangle from the client rectangle by running through
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the parent windows and adding their offsets
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================
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*/
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void rvGEWindowWrapper::CalcScreenRect( void ) {
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idWindow *parent;
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mScreenRect = mClientRect;
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if ( NULL != (parent = mWindow->GetParent()) ) {
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rvGEWindowWrapper *wrapper = GetWrapper(parent);
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assert(wrapper);
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mScreenRect[0] += wrapper->GetScreenRect()[0];
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mScreenRect[1] += wrapper->GetScreenRect()[1];
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}
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// Since our screen rectangle has changed we need to tell all our our children to update
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// their screen rectangles as well.
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int i;
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int count;
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rvGEWindowWrapper *pwrapper;
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pwrapper = rvGEWindowWrapper::GetWrapper(mWindow);
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for ( count = pwrapper->GetChildCount(), i = 0; i < count; i ++ ) {
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rvGEWindowWrapper *wrapper;
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wrapper = rvGEWindowWrapper::GetWrapper(pwrapper->GetChild(i));
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// Usually we assert if there is no wrapper but since this method is called
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// when the wrappers are being attached to the windows there may be no wrappers
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// for any of the children.
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if ( !wrapper ) {
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continue;
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}
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wrapper->CalcScreenRect();
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}
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}
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/*
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================
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rvGEWindowWrapper::SetRect
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Sets the wrapper's rectangle and the attached windows rectangle as well
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================
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*/
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void rvGEWindowWrapper::SetRect( idRectangle &rect ) {
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const char *s;
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mClientRect = rect;
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CalcScreenRect();
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s = va("%d,%d,%d,%d", (int) (rect.x + 0.5f), (int) (rect.y + 0.5f), (int) ((rect.w + 0.5f) * (mFlippedHorz ? -1 : 1)), (int) ((rect.h + 0.5f) * (mFlippedVert ? -1 : 1)));
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mState.Set("rect", s);
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UpdateWindowState();
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}
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/*
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================
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rvGEWindowWrapper::SetHidden
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Sets the wrappers hidden state
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================
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*/
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void rvGEWindowWrapper::SetHidden( bool h ) {
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mHidden = h;
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UpdateWindowState();
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}
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/*
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================
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rvGEWindowWrapper::SetDeleted
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Sets the deleted state of the wrapper which in turns sets whether or
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not the window is visible
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================
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*/
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void rvGEWindowWrapper::SetDeleted( bool del ) {
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mDeleted = del;
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UpdateWindowState();
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}
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/*
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================
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rvGEWindowWrapper::SetState
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Sets the window state from the given dictionary
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================
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*/
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void rvGEWindowWrapper::SetState( const idDict &dict ) {
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mState.Clear();
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mState.Copy(dict);
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// Push the window state to the window itself
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UpdateWindowState();
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// Update the internal rectangle since it may have changed in the state
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UpdateRect();
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}
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/*
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================
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rvGEWindowWrapper::SetStateKey
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Sets the given state key and updates the
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================
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*/
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void rvGEWindowWrapper::SetStateKey( const char *key,const char *value,bool update ) {
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mState.Set(key, value);
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if ( update ) {
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UpdateWindowState();
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// Make sure the rectangle gets updated if its changing
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if ( !idStr::Icmp(key, "rect") ) {
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UpdateRect();
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}
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}
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}
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/*
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================
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rvGEWindowWrapper::DeleteStateKey
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Sets the given state key and updates the
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================
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*/
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void rvGEWindowWrapper::DeleteStateKey( const char *key ) {
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if ( !idStr::Icmp(key, "rect") || !idStr::Icmp(key, "name") ) {
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return;
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}
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mState.Delete(key);
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}
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/*
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================
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rvGEWindowWrapper::UpdateWindowState
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Updates the windows real state with wrappers internal state. Visibility is
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handled specially
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================
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*/
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void rvGEWindowWrapper::UpdateWindowState( void ) {
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idStr realVisible;
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bool tempVisible;
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// int i;
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realVisible = mState.GetString("visible", "1");
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tempVisible = atoi(realVisible) ? true : false;
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if ( tempVisible != mOldVisible ) {
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mHidden = !tempVisible;
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mOldVisible = tempVisible;
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}
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tempVisible = !mDeleted && !mHidden;
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// Temporarily change the visible state so we can hide/unhide the window
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mState.Set("visible", tempVisible ? "1" : "0");
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mWindow->UpdateFromDictionary(mState);
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// Put the visible state back to the real value
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mState.Set("visible", realVisible);
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}
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/*
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================
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rvGEWindowWrapper::WindowFromPoint
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Returns the topmost window under the given point
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================
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*/
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idWindow * rvGEWindowWrapper::WindowFromPoint( float x,float y,bool visibleOnly ) {
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int count;
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int i;
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rvGEWindowWrapper *pwrapper;
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// If the window isnt visible then skip it
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if ( visibleOnly && (mHidden || mDeleted) ) {
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return NULL;
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}
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// Now check our children next
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pwrapper = GetWrapper(mWindow);
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count = pwrapper->GetChildCount();
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for ( i = count - 1; i >= 0; i -- ) {
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rvGEWindowWrapper *wrapper;
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idWindow *child;
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child = pwrapper->GetChild(i);
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assert(child);
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wrapper = rvGEWindowWrapper::GetWrapper(child);
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if ( !wrapper ) {
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continue;
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}
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if ( child = wrapper->WindowFromPoint(x, y) ) {
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return child;
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}
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}
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// We have to check this last because a child could be out outside of the parents
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// rectangle and we still want it selectable.
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if ( !mScreenRect.Contains(x, y) ) {
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return NULL;
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}
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return mWindow;
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}
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/*
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================
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rvGEWindowWrapper::StringToWindowType
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Converts the given string to a window type
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================
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*/
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rvGEWindowWrapper::EWindowType rvGEWindowWrapper::StringToWindowType( const char *string ) {
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if ( !idStr::Icmp(string, "windowDef") ) {
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return WT_NORMAL;
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} else if ( !idStr::Icmp(string, "editDef") ) {
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return WT_EDIT;
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} else if ( !idStr::Icmp(string, "choiceDef") ) {
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return WT_CHOICE;
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} else if ( !idStr::Icmp(string, "sliderDef") ) {
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return WT_SLIDER;
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} else if ( !idStr::Icmp(string, "bindDef") ) {
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return WT_BIND;
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} else if ( !idStr::Icmp(string, "listDef") ) {
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return WT_LIST;
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} else if ( !idStr::Icmp(string, "renderDef") ) {
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return WT_RENDER;
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} else if ( !idStr::Icmp(string, "htmlDef") ) {
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return WT_HTML;
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}
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return WT_UNKNOWN;
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}
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/*
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================
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rvGEWindowWrapper::WindowTypeToString
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Converts the given window type to a string
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================
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*/
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const char * rvGEWindowWrapper::WindowTypeToString( EWindowType type ) {
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static const char *typeNames[] = {
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"Unknown", "windowDef", "editDef", "htmlDef", "choiceDef", "sliderDef", "bindDef", "listDef", "renderDef"
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};
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return typeNames[(int) type];
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}
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/*
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================
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rvGEWindowWrapper::GetChildCount
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Returns the number of children the window being wrapped has
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================
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*/
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int rvGEWindowWrapper::GetChildCount( void ) {
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if ( !CanHaveChildren() ) {
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return 0;
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}
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return mWindow->GetChildCount();
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}
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/*
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================
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rvGEWindowWrapper::EnumChildren
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Enumerates over the child windows while properly ignoring any that
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are not wrapped.
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================
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*/
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bool rvGEWindowWrapper::EnumChildren( PFNENUMCHILDRENPROC proc,void *data ) {
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int count;
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int i;
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if ( !CanHaveChildren() ) {
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return false;
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}
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for ( count = GetChildCount(), i = 0; i < count; i ++ ) {
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if ( !proc(rvGEWindowWrapper::GetWrapper(GetChild(i)), data) ) {
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return false;
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}
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}
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return true;
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}
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/*
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================
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rvGEWindowWrapper::CanHaveChildren
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Returns true if the window is allowed to have child windows
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================
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*/
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bool rvGEWindowWrapper::CanHaveChildren( void ) {
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if ( mType == WT_HTML || mType == WT_LIST ) {
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return false;
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}
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return true;
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}
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/*
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================
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rvGEWindowWrapper::GetDepth
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Returns the depth of the wrapped window
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================
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*/
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int rvGEWindowWrapper::GetDepth( void ) {
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idWindow *parent;
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int depth;
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for ( depth = 0, parent = mWindow->GetParent(); parent; parent = parent->GetParent(), depth++ )
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;
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return depth;
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}
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/*
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================
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rvGEWindowWrapper::Expand
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Expand the window in the navigator and all of its parents too
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================
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*/
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bool rvGEWindowWrapper::Expand( void ) {
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bool result;
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if ( mWindow->GetParent() ) {
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result = rvGEWindowWrapper::GetWrapper(mWindow->GetParent())->Expand();
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} else {
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result = false;
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}
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if ( mExpanded || !CanHaveChildren() || !GetChildCount() ) {
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return result;
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}
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mExpanded = true;
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return true;
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}
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/*
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================
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rvGEWindowWrapper::Collapse
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Returns the depth of the wrapped window
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================
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*/
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bool rvGEWindowWrapper::Collapse( void ) {
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bool result;
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if ( mWindow->GetParent() ) {
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result = rvGEWindowWrapper::GetWrapper(mWindow->GetParent())->Expand();
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} else {
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result = false;
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}
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if ( !mExpanded ) {
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return result;
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}
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mExpanded = false;
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return true;
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}
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/*
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================
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rvGEWindowWrapper::Finish
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After a the windwo wrapper is attached to a window and the window is parsed
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the finish method is called to finish up any last details
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================
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*/
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void rvGEWindowWrapper::Finish( void ) {
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mOldVisible = ((bool) * dynamic_cast< idWinBool*>(mWindow->GetWinVarByName("visible")));
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mHidden = mOldVisible ? false : true;
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UpdateRect();
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}
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/*
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================
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rvGEWindowWrapper::Finish
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After a the windwo wrapper is attached to a window and the window is parsed
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the finish method is called to finish up any last details
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================
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*/
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bool rvGEWindowWrapper::VerfiyStateKey( const char *name,const char *value,idStr *result ) {
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idStr old;
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bool failed;
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idParser src(value, strlen(value), "", LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT);
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// Save the current value
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old = mState.GetString(name);
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failed = false;
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// Try to parse in the value
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try {
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if ( !mWindow->ParseInternalVar(name, &src) ) {
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// Kill the old register since the parse reg entry will add a new one
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if ( !mWindow->ParseRegEntry(name, &src) ) {
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failed = true;
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}
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}
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} catch ( idException &) {
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failed = true;
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}
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// Restore the old value
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idParser src2(old, old.Length(), "", LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT);
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if ( !mWindow->ParseInternalVar(name, &src2) ) {
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if ( !mWindow->ParseRegEntry(name, &src2) ) {
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}
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}
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// Check to see if the old value matches the new value
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idStr before;
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idStr after;
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before = value;
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before.StripTrailingWhitespace();
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src.GetStringFromMarker(after);
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after.StripTrailingWhitespace();
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if ( result ) {
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*result = after;
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}
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if ( failed || before.Cmp(after) ) {
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return false;
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}
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return true;
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}
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