dhewm3/neo/ui/GuiScript.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

626 lines
15 KiB
C++

/*
===========================================================================
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 "sys/platform.h"
#include "idlib/LangDict.h"
#include "framework/Session.h"
#include "sound/sound.h"
#include "ui/Window.h"
#include "ui/Winvar.h"
#include "ui/UserInterfaceLocal.h"
#include "ui/GuiScript.h"
/*
=========================
Script_Set
=========================
*/
void Script_Set(idWindow *window, idList<idGSWinVar> *src) {
idStr key, val;
idWinStr *dest = dynamic_cast<idWinStr*>((*src)[0].var);
if (dest) {
if (idStr::Icmp(*dest, "cmd") == 0) {
dest = dynamic_cast<idWinStr*>((*src)[1].var);
int parmCount = src->Num();
if (parmCount > 2) {
val = dest->c_str();
int i = 2;
while (i < parmCount) {
val += " \"";
val += (*src)[i].var->c_str();
val += "\"";
i++;
}
window->AddCommand(val);
} else {
window->AddCommand(*dest);
}
return;
}
}
(*src)[0].var->Set((*src)[1].var->c_str());
(*src)[0].var->SetEval(false);
}
/*
=========================
Script_SetFocus
=========================
*/
void Script_SetFocus(idWindow *window, idList<idGSWinVar> *src) {
idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (parm) {
drawWin_t *win = window->GetGui()->GetDesktop()->FindChildByName(*parm);
if (win && win->win) {
window->SetFocus(win->win);
}
}
}
/*
=========================
Script_ShowCursor
=========================
*/
void Script_ShowCursor(idWindow *window, idList<idGSWinVar> *src) {
idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
if ( parm ) {
if ( atoi( *parm ) ) {
window->GetGui()->GetDesktop()->ClearFlag( WIN_NOCURSOR );
} else {
window->GetGui()->GetDesktop()->SetFlag( WIN_NOCURSOR );
}
}
}
/*
=========================
Script_RunScript
run scripts must come after any set cmd set's in the script
=========================
*/
void Script_RunScript(idWindow *window, idList<idGSWinVar> *src) {
idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (parm) {
idStr str = window->cmd;
str += " ; runScript ";
str += parm->c_str();
window->cmd = str;
}
}
/*
=========================
Script_LocalSound
=========================
*/
void Script_LocalSound(idWindow *window, idList<idGSWinVar> *src) {
idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (parm) {
session->sw->PlayShaderDirectly(*parm);
}
}
/*
=========================
Script_EvalRegs
=========================
*/
void Script_EvalRegs(idWindow *window, idList<idGSWinVar> *src) {
window->EvalRegs(-1, true);
}
/*
=========================
Script_EndGame
=========================
*/
void Script_EndGame( idWindow *window, idList<idGSWinVar> *src ) {
cvarSystem->SetCVarBool( "g_nightmare", true );
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" );
}
/*
=========================
Script_ResetTime
=========================
*/
void Script_ResetTime(idWindow *window, idList<idGSWinVar> *src) {
idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
drawWin_t *win = NULL;
if (parm && src->Num() > 1) {
win = window->GetGui()->GetDesktop()->FindChildByName(*parm);
parm = dynamic_cast<idWinStr*>((*src)[1].var);
}
if (win && win->win) {
win->win->ResetTime(atoi(*parm));
win->win->EvalRegs(-1, true);
} else {
window->ResetTime(atoi(*parm));
window->EvalRegs(-1, true);
}
}
/*
=========================
Script_ResetCinematics
=========================
*/
void Script_ResetCinematics(idWindow *window, idList<idGSWinVar> *src) {
window->ResetCinematics();
}
/*
=========================
Script_Transition
=========================
*/
void Script_Transition(idWindow *window, idList<idGSWinVar> *src) {
// transitions always affect rect or vec4 vars
if (src->Num() >= 4) {
idWinRectangle *rect = NULL;
idWinVec4 *vec4 = dynamic_cast<idWinVec4*>((*src)[0].var);
//
// added float variable
idWinFloat* val = NULL;
//
if (vec4 == NULL) {
rect = dynamic_cast<idWinRectangle*>((*src)[0].var);
//
// added float variable
if ( NULL == rect ) {
val = dynamic_cast<idWinFloat*>((*src)[0].var);
}
//
}
idWinVec4 *from = dynamic_cast<idWinVec4*>((*src)[1].var);
idWinVec4 *to = dynamic_cast<idWinVec4*>((*src)[2].var);
idWinStr *timeStr = dynamic_cast<idWinStr*>((*src)[3].var);
//
// added float variable
if (!((vec4 || rect || val) && from && to && timeStr)) {
//
common->Warning("Bad transition in gui %s in window %s\n", window->GetGui()->GetSourceFile(), window->GetName());
return;
}
int time = atoi(*timeStr);
float ac = 0.0f;
float dc = 0.0f;
if (src->Num() > 4) {
idWinStr *acv = dynamic_cast<idWinStr*>((*src)[4].var);
idWinStr *dcv = dynamic_cast<idWinStr*>((*src)[5].var);
assert(acv && dcv);
ac = atof(*acv);
dc = atof(*dcv);
}
if (vec4) {
vec4->SetEval(false);
window->AddTransition(vec4, *from, *to, time, ac, dc);
//
// added float variable
} else if ( val ) {
val->SetEval ( false );
window->AddTransition(val, *from, *to, time, ac, dc);
//
} else {
rect->SetEval(false);
window->AddTransition(rect, *from, *to, time, ac, dc);
}
window->StartTransition();
}
}
typedef struct {
const char *name;
void (*handler) (idWindow *window, idList<idGSWinVar> *src);
int mMinParms;
int mMaxParms;
} guiCommandDef_t;
guiCommandDef_t commandList[] = {
{ "set", Script_Set, 2, 999 },
{ "setFocus", Script_SetFocus, 1, 1 },
{ "endGame", Script_EndGame, 0, 0 },
{ "resetTime", Script_ResetTime, 0, 2 },
{ "showCursor", Script_ShowCursor, 1, 1 },
{ "resetCinematics", Script_ResetCinematics, 0, 2 },
{ "transition", Script_Transition, 4, 6 },
{ "localSound", Script_LocalSound, 1, 1 },
{ "runScript", Script_RunScript, 1, 1 },
{ "evalRegs", Script_EvalRegs, 0, 0 }
};
int scriptCommandCount = sizeof(commandList) / sizeof(guiCommandDef_t);
/*
=========================
idGuiScript::idGuiScript
=========================
*/
idGuiScript::idGuiScript() {
ifList = NULL;
elseList = NULL;
conditionReg = -1;
handler = NULL;
parms.SetGranularity( 2 );
}
/*
=========================
idGuiScript::~idGuiScript
=========================
*/
idGuiScript::~idGuiScript() {
delete ifList;
delete elseList;
int c = parms.Num();
for ( int i = 0; i < c; i++ ) {
if ( parms[i].own ) {
delete parms[i].var;
}
}
}
/*
=========================
idGuiScript::WriteToSaveGame
=========================
*/
void idGuiScript::WriteToSaveGame( idFile *savefile ) {
int i;
if ( ifList ) {
ifList->WriteToSaveGame( savefile );
}
if ( elseList ) {
elseList->WriteToSaveGame( savefile );
}
savefile->Write( &conditionReg, sizeof( conditionReg ) );
for ( i = 0; i < parms.Num(); i++ ) {
if ( parms[i].own ) {
parms[i].var->WriteToSaveGame( savefile );
}
}
}
/*
=========================
idGuiScript::ReadFromSaveGame
=========================
*/
void idGuiScript::ReadFromSaveGame( idFile *savefile ) {
int i;
if ( ifList ) {
ifList->ReadFromSaveGame( savefile );
}
if ( elseList ) {
elseList->ReadFromSaveGame( savefile );
}
savefile->Read( &conditionReg, sizeof( conditionReg ) );
for ( i = 0; i < parms.Num(); i++ ) {
if ( parms[i].own ) {
parms[i].var->ReadFromSaveGame( savefile );
}
}
}
/*
=========================
idGuiScript::Parse
=========================
*/
bool idGuiScript::Parse(idParser *src) {
int i;
// first token should be function call
// then a potentially variable set of parms
// ended with a ;
idToken token;
if ( !src->ReadToken(&token) ) {
src->Error( "Unexpected end of file" );
return false;
}
handler = NULL;
for ( i = 0; i < scriptCommandCount ; i++ ) {
if ( idStr::Icmp(token, commandList[i].name) == 0 ) {
handler = commandList[i].handler;
break;
}
}
if (handler == NULL) {
src->Error("Uknown script call %s", token.c_str());
}
// now read parms til ;
// all parms are read as idWinStr's but will be fixed up later
// to be proper types
while (1) {
if ( !src->ReadToken(&token) ) {
src->Error( "Unexpected end of file" );
return false;
}
if (idStr::Icmp(token, ";") == 0) {
break;
}
if (idStr::Icmp(token, "}") == 0) {
src->UnreadToken(&token);
break;
}
idWinStr *str = new idWinStr();
*str = token;
idGSWinVar wv;
wv.own = true;
wv.var = str;
parms.Append( wv );
}
//
// verify min/max params
if ( handler && (parms.Num() < commandList[i].mMinParms || parms.Num() > commandList[i].mMaxParms ) ) {
src->Error("incorrect number of parameters for script %s", commandList[i].name );
}
//
return true;
}
/*
=========================
idGuiScriptList::Execute
=========================
*/
void idGuiScriptList::Execute(idWindow *win) {
int c = list.Num();
for (int i = 0; i < c; i++) {
idGuiScript *gs = list[i];
assert(gs);
if (gs->conditionReg >= 0) {
if (win->HasOps()) {
float f = win->EvalRegs(gs->conditionReg);
if (f) {
if (gs->ifList) {
win->RunScriptList(gs->ifList);
}
} else if (gs->elseList) {
win->RunScriptList(gs->elseList);
}
}
}
gs->Execute(win);
}
}
/*
=========================
idGuiScriptList::FixupParms
=========================
*/
void idGuiScript::FixupParms(idWindow *win) {
if (handler == &Script_Set) {
bool precacheBackground = false;
bool precacheSounds = false;
idWinStr *str = dynamic_cast<idWinStr*>(parms[0].var);
assert(str);
idWinVar *dest = win->GetWinVarByName(*str, true);
if (dest) {
delete parms[0].var;
parms[0].var = dest;
parms[0].own = false;
if ( dynamic_cast<idWinBackground *>(dest) != NULL ) {
precacheBackground = true;
}
} else if ( idStr::Icmp( str->c_str(), "cmd" ) == 0 ) {
precacheSounds = true;
}
int parmCount = parms.Num();
for (int i = 1; i < parmCount; i++) {
idWinStr *str = dynamic_cast<idWinStr*>(parms[i].var);
if (idStr::Icmpn(*str, "gui::", 5) == 0) {
// always use a string here, no point using a float if it is one
// FIXME: This creates duplicate variables, while not technically a problem since they
// are all bound to the same guiDict, it does consume extra memory and is generally a bad thing
idWinStr* defvar = new idWinStr();
defvar->Init ( *str, win );
win->AddDefinedVar ( defvar );
delete parms[i].var;
parms[i].var = defvar;
parms[i].own = false;
//dest = win->GetWinVarByName(*str, true);
//if (dest) {
// delete parms[i].var;
// parms[i].var = dest;
// parms[i].own = false;
//}
//
} else if ((*str[0]) == '$') {
//
// dont include the $ when asking for variable
dest = win->GetGui()->GetDesktop()->GetWinVarByName((const char*)(*str) + 1, true);
//
if (dest) {
delete parms[i].var;
parms[i].var = dest;
parms[i].own = false;
}
} else if ( idStr::Cmpn( str->c_str(), STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
str->Set( common->GetLanguageDict()->GetString( str->c_str() ) );
} else if ( precacheBackground ) {
const idMaterial *mat = declManager->FindMaterial( str->c_str() );
mat->SetSort( SS_GUI );
} else if ( precacheSounds ) {
// Search for "play <...>"
idToken token;
idParser parser( LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
parser.LoadMemory(str->c_str(), str->Length(), "command");
while ( parser.ReadToken(&token) ) {
if ( token.Icmp("play") == 0 ) {
if ( parser.ReadToken(&token) && ( token != "" ) ) {
declManager->FindSound( token.c_str() );
}
}
}
}
}
} else if (handler == &Script_Transition) {
if (parms.Num() < 4) {
common->Warning("Window %s in gui %s has a bad transition definition", win->GetName(), win->GetGui()->GetSourceFile());
}
idWinStr *str = dynamic_cast<idWinStr*>(parms[0].var);
assert(str);
//
drawWin_t *destowner;
idWinVar *dest = win->GetWinVarByName(*str, true, &destowner );
//
if (dest) {
delete parms[0].var;
parms[0].var = dest;
parms[0].own = false;
} else {
common->Warning("Window %s in gui %s: a transition does not have a valid destination var %s", win->GetName(), win->GetGui()->GetSourceFile(),str->c_str());
}
//
// support variables as parameters
int c;
for ( c = 1; c < 3; c ++ ) {
str = dynamic_cast<idWinStr*>(parms[c].var);
idWinVec4 *v4 = new idWinVec4;
parms[c].var = v4;
parms[c].own = true;
drawWin_t* owner;
if ( (*str[0]) == '$' ) {
dest = win->GetWinVarByName ( (const char*)(*str) + 1, true, &owner );
} else {
dest = NULL;
}
if ( dest ) {
idWindow* ownerparent;
idWindow* destparent;
if ( owner ) {
ownerparent = owner->simp?owner->simp->GetParent():owner->win->GetParent();
destparent = destowner->simp?destowner->simp->GetParent():destowner->win->GetParent();
// If its the rectangle they are referencing then adjust it
if ( ownerparent && destparent &&
(dest == (owner->simp?owner->simp->GetWinVarByName ( "rect" ):owner->win->GetWinVarByName ( "rect" ) ) ) )
{
idRectangle rect;
rect = *(dynamic_cast<idWinRectangle*>(dest));
ownerparent->ClientToScreen ( &rect );
destparent->ScreenToClient ( &rect );
*v4 = rect.ToVec4 ( );
} else {
v4->Set ( dest->c_str ( ) );
}
} else {
v4->Set ( dest->c_str ( ) );
}
} else {
v4->Set(*str);
}
delete str;
}
//
} else {
int c = parms.Num();
for (int i = 0; i < c; i++) {
parms[i].var->Init(parms[i].var->c_str(), win);
}
}
}
/*
=========================
idGuiScriptList::FixupParms
=========================
*/
void idGuiScriptList::FixupParms(idWindow *win) {
int c = list.Num();
for (int i = 0; i < c; i++) {
idGuiScript *gs = list[i];
gs->FixupParms(win);
if (gs->ifList) {
gs->ifList->FixupParms(win);
}
if (gs->elseList) {
gs->elseList->FixupParms(win);
}
}
}
/*
=========================
idGuiScriptList::WriteToSaveGame
=========================
*/
void idGuiScriptList::WriteToSaveGame( idFile *savefile ) {
int i;
for ( i = 0; i < list.Num(); i++ ) {
list[i]->WriteToSaveGame( savefile );
}
}
/*
=========================
idGuiScriptList::ReadFromSaveGame
=========================
*/
void idGuiScriptList::ReadFromSaveGame( idFile *savefile ) {
int i;
for ( i = 0; i < list.Num(); i++ ) {
list[i]->ReadFromSaveGame( savefile );
}
}