dhewm3/neo/ui/ChoiceWindow.cpp
Daniel Gibson 5f137955ac Make rvGEWindowWrapper (for GUI editor) 64bit clean
it wants to store a pointer to itself in an idWinVar - on 32bit idWinInt
was suitable for that, on 64bit it's not, so instead convert the pointer
to a hex-string and stuff it in a idWinStr

also fix a crash when adding a choiceDef in the gui editor
2021-05-08 07:03:55 +02:00

454 lines
12 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/KeyInput.h"
#include "ui/DeviceContext.h"
#include "ui/Window.h"
#include "ui/UserInterfaceLocal.h"
#include "ui/ChoiceWindow.h"
/*
============
idChoiceWindow::InitVars
============
*/
void idChoiceWindow::InitVars( ) {
if ( cvarStr.Length() ) {
cvar = cvarSystem->Find( cvarStr );
if ( !cvar ) {
if (strcmp(cvarStr.c_str(), "s_driver") && strcmp(cvarStr.c_str(), "net_serverAllowServerMod"))
common->Warning( "idChoiceWindow::InitVars: gui '%s' window '%s' references undefined cvar '%s'", gui->GetSourceFile(), name.c_str(), cvarStr.c_str() );
return;
}
updateStr.Append( &cvarStr );
}
if ( guiStr.Length() ) {
updateStr.Append( &guiStr );
}
updateStr.SetGuiInfo( gui->GetStateDict() );
updateStr.Update();
}
/*
============
idChoiceWindow::CommonInit
============
*/
void idChoiceWindow::CommonInit() {
currentChoice = 0;
choiceType = 0;
cvar = NULL;
liveUpdate = true;
choices.Clear();
}
idChoiceWindow::idChoiceWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
dc = d;
gui = g;
CommonInit();
}
idChoiceWindow::idChoiceWindow(idUserInterfaceLocal *g) : idWindow(g) {
gui = g;
CommonInit();
}
idChoiceWindow::~idChoiceWindow() {
}
void idChoiceWindow::RunNamedEvent( const char* eventName ) {
idStr event, group;
if ( !idStr::Cmpn( eventName, "cvar read ", 10 ) ) {
event = eventName;
group = event.Mid( 10, event.Length() - 10 );
if ( !group.Cmp( updateGroup ) ) {
UpdateVars( true, true );
}
} else if ( !idStr::Cmpn( eventName, "cvar write ", 11 ) ) {
event = eventName;
group = event.Mid( 11, event.Length() - 11 );
if ( !group.Cmp( updateGroup ) ) {
UpdateVars( false, true );
}
}
}
void idChoiceWindow::UpdateVars( bool read, bool force ) {
if ( force || liveUpdate ) {
if ( cvar && cvarStr.NeedsUpdate() ) {
if ( read ) {
cvarStr.Set( cvar->GetString() );
} else {
cvar->SetString( cvarStr.c_str() );
}
}
if ( !read && guiStr.NeedsUpdate() ) {
guiStr.Set( va( "%i", currentChoice ) );
}
}
}
const char *idChoiceWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals) {
int key;
bool runAction = false;
bool runAction2 = false;
if ( event->evType == SE_KEY ) {
key = event->evValue;
if ( key == K_RIGHTARROW || key == K_KP_RIGHTARROW || key == K_MOUSE1) {
// never affects the state, but we want to execute script handlers anyway
if ( !event->evValue2 ) {
RunScript( ON_ACTIONRELEASE );
return cmd;
}
currentChoice++;
if (currentChoice >= choices.Num()) {
currentChoice = 0;
}
runAction = true;
}
if ( key == K_LEFTARROW || key == K_KP_LEFTARROW || key == K_MOUSE2) {
// never affects the state, but we want to execute script handlers anyway
if ( !event->evValue2 ) {
RunScript( ON_ACTIONRELEASE );
return cmd;
}
currentChoice--;
if (currentChoice < 0) {
currentChoice = choices.Num() - 1;
}
runAction = true;
}
if ( !event->evValue2 ) {
// is a key release with no action catch
return "";
}
} else if ( event->evType == SE_CHAR ) {
key = event->evValue;
int potentialChoice = -1;
for ( int i = 0; i < choices.Num(); i++ ) {
if ( toupper(key) == toupper(choices[i][0]) ) {
if ( i < currentChoice && potentialChoice < 0 ) {
potentialChoice = i;
} else if ( i > currentChoice ) {
potentialChoice = -1;
currentChoice = i;
break;
}
}
}
if ( potentialChoice >= 0 ) {
currentChoice = potentialChoice;
}
runAction = true;
runAction2 = true;
} else {
return "";
}
if ( runAction ) {
RunScript( ON_ACTION );
}
if ( choiceType == 0 ) {
cvarStr.Set( va( "%i", currentChoice ) );
} else if ( values.Num() ) {
cvarStr.Set( values[ currentChoice ] );
} else {
cvarStr.Set( choices[ currentChoice ] );
}
UpdateVars( false );
if ( runAction2 ) {
RunScript( ON_ACTIONRELEASE );
}
return cmd;
}
void idChoiceWindow::ValidateChoice() {
if ( currentChoice < 0 || currentChoice >= choices.Num() ) {
currentChoice = 0;
}
if ( choices.Num() == 0 ) {
choices.Append( "No Choices Defined" );
}
}
void idChoiceWindow::UpdateChoice() {
if ( !updateStr.Num() ) {
return;
}
UpdateVars( true );
updateStr.Update();
if ( choiceType == 0 ) {
// ChoiceType 0 stores current as an integer in either cvar or gui
// If both cvar and gui are defined then cvar wins, but they are both updated
if ( updateStr[ 0 ]->NeedsUpdate() ) {
currentChoice = atoi( updateStr[ 0 ]->c_str() );
}
ValidateChoice();
} else {
// ChoiceType 1 stores current as a cvar string
int c = ( values.Num() ) ? values.Num() : choices.Num();
int i;
for ( i = 0; i < c; i++ ) {
if ( idStr::Icmp( cvarStr.c_str(), ( values.Num() ) ? values[i] : choices[i] ) == 0 ) {
break;
}
}
if (i == c) {
i = 0;
}
currentChoice = i;
ValidateChoice();
}
}
bool idChoiceWindow::ParseInternalVar(const char *_name, idParser *src) {
if (idStr::Icmp(_name, "choicetype") == 0) {
choiceType = src->ParseInt();
return true;
}
if (idStr::Icmp(_name, "currentchoice") == 0) {
currentChoice = src->ParseInt();
return true;
}
return idWindow::ParseInternalVar(_name, src);
}
idWinVar *idChoiceWindow::GetWinVarByName(const char *_name, bool fixup, drawWin_t** owner) {
if ( idStr::Icmp( _name, "choices" ) == 0 ) {
return &choicesStr;
}
if ( idStr::Icmp( _name, "values" ) == 0 ) {
return &choiceVals;
}
if ( idStr::Icmp( _name, "cvar" ) == 0 ) {
return &cvarStr;
}
if ( idStr::Icmp( _name, "gui" ) == 0 ) {
return &guiStr;
}
if ( idStr::Icmp( _name, "liveUpdate" ) == 0 ) {
return &liveUpdate;
}
if ( idStr::Icmp( _name, "updateGroup" ) == 0 ) {
return &updateGroup;
}
return idWindow::GetWinVarByName(_name, fixup, owner);
}
// update the lists whenever the WinVar have changed
void idChoiceWindow::UpdateChoicesAndVals( void ) {
idToken token;
idStr str2, str3;
idLexer src;
if ( latchedChoices.Icmp( choicesStr ) ) {
choices.Clear();
src.FreeSource();
src.SetFlags( LEXFL_NOFATALERRORS | LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
src.LoadMemory( choicesStr, choicesStr.Length(), "<ChoiceList>" );
if ( src.IsLoaded() ) {
while( src.ReadToken( &token ) ) {
if ( token == ";" ) {
if ( str2.Length() ) {
str2.StripTrailingWhitespace();
str2 = common->GetLanguageDict()->GetString( str2 );
choices.Append(str2);
str2 = "";
}
continue;
}
str2 += token;
str2 += " ";
}
if ( str2.Length() ) {
str2.StripTrailingWhitespace();
choices.Append( str2 );
}
}
latchedChoices = choicesStr.c_str();
}
if ( choiceVals.Length() && latchedVals.Icmp( choiceVals ) ) {
values.Clear();
src.FreeSource();
src.SetFlags( LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
src.LoadMemory( choiceVals, choiceVals.Length(), "<ChoiceVals>" );
str2 = "";
bool negNum = false;
if ( src.IsLoaded() ) {
while( src.ReadToken( &token ) ) {
if (token == "-") {
negNum = true;
continue;
}
if (token == ";") {
if (str2.Length()) {
str2.StripTrailingWhitespace();
values.Append( str2 );
str2 = "";
}
continue;
}
if ( negNum ) {
str2 += "-";
negNum = false;
}
str2 += token;
str2 += " ";
}
if ( str2.Length() ) {
str2.StripTrailingWhitespace();
values.Append( str2 );
}
}
if ( choices.Num() != values.Num() ) {
common->Warning( "idChoiceWindow:: gui '%s' window '%s' has value count unequal to choices count", gui->GetSourceFile(), name.c_str());
}
latchedVals = choiceVals.c_str();
}
}
idStr R_GetVidModeListString(bool addCustom);
idStr R_GetVidModeValsString(bool addCustom);
void idChoiceWindow::PostParse() {
idWindow::PostParse();
// DG: HACKHACKFUCKINGUGLYHACK: overwrite resolution list
// to support more resolutions and widescreen and stuff.
bool injectResolutions = false;
bool injectCustomMode = true;
/*
* Mods that have their own video settings menu can tell dhewm3 to replace the
* "choices" and "values" entries in their choiceDef with the resolutions supported by
* dhewm3 (and corresponding modes). So if we add new video modes to dhewm3,
* they'll automatically appear in the menu without changing the .gui
* To enable this, the mod authors only need to add an "injectResolutions 1" entry
* to their resolution choiceDef. By default, the first entry will be "r_custom*"
* for r_mode -1, which means "custom resolution, use r_customWidth and r_customHeight".
* If that entry shoud be disabled for the mod, just add another entry:
* "injectCustomResolutionMode 0"
*/
idWinVar* wv = GetWinVarByName("injectResolutions");
if(wv != NULL) {
const char* val = wv->c_str();
if(val != NULL && *val != '\0' && idStr::Cmp(val, "0") != 0) {
injectResolutions = true;
wv = GetWinVarByName("injectCustomResolutionMode");
if(wv != NULL) {
const char* val = wv->c_str();
if(val != NULL && *val != '\0' && idStr::Cmp(val, "0") == 0) {
injectCustomMode = false;
}
}
}
}
else if( idStr::Cmp(GetName(), "OS2Primary") == 0 && cvarStr == "r_mode"
&& ( idStr::Icmp(GetGui()->GetSourceFile(), "guis/demo_mainmenu.gui") == 0 ||
idStr::Icmp(GetGui()->GetSourceFile(), "guis/mainmenu.gui") == 0 ) )
{
// always enable this for base/ and d3xp/ mainmenu.gui (like we did before)
injectResolutions = true;
}
if(injectResolutions) {
choicesStr.Set( R_GetVidModeListString(injectCustomMode) );
choiceVals.Set( R_GetVidModeValsString(injectCustomMode) );
}
// DG end
UpdateChoicesAndVals();
InitVars();
UpdateChoice();
UpdateVars(false);
flags |= WIN_CANFOCUS;
}
void idChoiceWindow::Draw(int time, float x, float y) {
idVec4 color = foreColor;
UpdateChoicesAndVals();
UpdateChoice();
// FIXME: It'd be really cool if textAlign worked, but a lot of the guis have it set wrong because it used to not work
textAlign = 0;
if ( textShadow ) {
idStr shadowText = choices[currentChoice];
idRectangle shadowRect = textRect;
shadowText.RemoveColors();
shadowRect.x += textShadow;
shadowRect.y += textShadow;
dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, false, -1 );
}
if ( hover && !noEvents && Contains(gui->CursorX(), gui->CursorY()) ) {
color = hoverColor;
} else {
hover = false;
}
if ( flags & WIN_FOCUS ) {
color = hoverColor;
}
if(choices.Num() > 0) {
dc->DrawText( choices[currentChoice], textScale, textAlign, color, textRect, false, -1 );
}
}
void idChoiceWindow::Activate( bool activate, idStr &act ) {
idWindow::Activate( activate, act );
if ( activate ) {
// sets the gui state based on the current choice the window contains
UpdateChoice();
}
}