dhewm3/neo/tools/guied/GEWindowWrapper.cpp
Timothee 'TTimo' Besset fb1609f554 hello world
2011-11-22 15:28:15 -06:00

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