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https://github.com/dhewm/dhewm3.git
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736ec20d4d
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.
403 lines
10 KiB
C++
403 lines
10 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 "sys/platform.h"
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#include "idlib/LangDict.h"
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#include "framework/KeyInput.h"
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#include "ui/DeviceContext.h"
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#include "ui/Window.h"
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#include "ui/UserInterfaceLocal.h"
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#include "ui/ChoiceWindow.h"
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/*
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============
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idChoiceWindow::InitVars
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============
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*/
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void idChoiceWindow::InitVars( ) {
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if ( cvarStr.Length() ) {
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cvar = cvarSystem->Find( cvarStr );
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if ( !cvar ) {
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common->Warning( "idChoiceWindow::InitVars: gui '%s' window '%s' references undefined cvar '%s'", gui->GetSourceFile(), name.c_str(), cvarStr.c_str() );
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return;
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}
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updateStr.Append( &cvarStr );
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}
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if ( guiStr.Length() ) {
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updateStr.Append( &guiStr );
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}
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updateStr.SetGuiInfo( gui->GetStateDict() );
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updateStr.Update();
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}
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/*
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============
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idChoiceWindow::CommonInit
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============
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*/
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void idChoiceWindow::CommonInit() {
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currentChoice = 0;
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choiceType = 0;
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cvar = NULL;
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liveUpdate = true;
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choices.Clear();
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}
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idChoiceWindow::idChoiceWindow(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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idChoiceWindow::idChoiceWindow(idUserInterfaceLocal *g) : idWindow(g) {
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gui = g;
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CommonInit();
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}
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idChoiceWindow::~idChoiceWindow() {
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}
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void idChoiceWindow::RunNamedEvent( const char* eventName ) {
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idStr event, group;
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if ( !idStr::Cmpn( eventName, "cvar read ", 10 ) ) {
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event = eventName;
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group = event.Mid( 10, event.Length() - 10 );
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if ( !group.Cmp( updateGroup ) ) {
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UpdateVars( true, true );
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}
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} else if ( !idStr::Cmpn( eventName, "cvar write ", 11 ) ) {
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event = eventName;
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group = event.Mid( 11, event.Length() - 11 );
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if ( !group.Cmp( updateGroup ) ) {
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UpdateVars( false, true );
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}
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}
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}
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void idChoiceWindow::UpdateVars( bool read, bool force ) {
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if ( force || liveUpdate ) {
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if ( cvar && cvarStr.NeedsUpdate() ) {
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if ( read ) {
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cvarStr.Set( cvar->GetString() );
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} else {
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cvar->SetString( cvarStr.c_str() );
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}
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}
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if ( !read && guiStr.NeedsUpdate() ) {
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guiStr.Set( va( "%i", currentChoice ) );
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}
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}
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}
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const char *idChoiceWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals) {
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int key;
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bool runAction = false;
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bool runAction2 = false;
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if ( event->evType == SE_KEY ) {
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key = event->evValue;
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if ( key == K_RIGHTARROW || key == K_KP_RIGHTARROW || key == K_MOUSE1) {
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// never affects the state, but we want to execute script handlers anyway
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if ( !event->evValue2 ) {
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RunScript( ON_ACTIONRELEASE );
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return cmd;
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}
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currentChoice++;
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if (currentChoice >= choices.Num()) {
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currentChoice = 0;
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}
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runAction = true;
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}
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if ( key == K_LEFTARROW || key == K_KP_LEFTARROW || key == K_MOUSE2) {
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// never affects the state, but we want to execute script handlers anyway
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if ( !event->evValue2 ) {
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RunScript( ON_ACTIONRELEASE );
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return cmd;
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}
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currentChoice--;
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if (currentChoice < 0) {
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currentChoice = choices.Num() - 1;
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}
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runAction = true;
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}
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if ( !event->evValue2 ) {
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// is a key release with no action catch
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return "";
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}
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} else if ( event->evType == SE_CHAR ) {
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key = event->evValue;
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int potentialChoice = -1;
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for ( int i = 0; i < choices.Num(); i++ ) {
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if ( toupper(key) == toupper(choices[i][0]) ) {
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if ( i < currentChoice && potentialChoice < 0 ) {
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potentialChoice = i;
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} else if ( i > currentChoice ) {
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potentialChoice = -1;
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currentChoice = i;
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break;
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}
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}
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}
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if ( potentialChoice >= 0 ) {
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currentChoice = potentialChoice;
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}
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runAction = true;
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runAction2 = true;
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} else {
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return "";
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}
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if ( runAction ) {
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RunScript( ON_ACTION );
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}
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if ( choiceType == 0 ) {
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cvarStr.Set( va( "%i", currentChoice ) );
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} else if ( values.Num() ) {
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cvarStr.Set( values[ currentChoice ] );
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} else {
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cvarStr.Set( choices[ currentChoice ] );
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}
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UpdateVars( false );
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if ( runAction2 ) {
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RunScript( ON_ACTIONRELEASE );
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}
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return cmd;
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}
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void idChoiceWindow::ValidateChoice() {
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if ( currentChoice < 0 || currentChoice >= choices.Num() ) {
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currentChoice = 0;
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}
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if ( choices.Num() == 0 ) {
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choices.Append( "No Choices Defined" );
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}
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}
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void idChoiceWindow::UpdateChoice() {
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if ( !updateStr.Num() ) {
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return;
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}
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UpdateVars( true );
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updateStr.Update();
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if ( choiceType == 0 ) {
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// ChoiceType 0 stores current as an integer in either cvar or gui
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// If both cvar and gui are defined then cvar wins, but they are both updated
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if ( updateStr[ 0 ]->NeedsUpdate() ) {
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currentChoice = atoi( updateStr[ 0 ]->c_str() );
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}
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ValidateChoice();
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} else {
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// ChoiceType 1 stores current as a cvar string
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int c = ( values.Num() ) ? values.Num() : choices.Num();
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int i;
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for ( i = 0; i < c; i++ ) {
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if ( idStr::Icmp( cvarStr.c_str(), ( values.Num() ) ? values[i] : choices[i] ) == 0 ) {
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break;
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}
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}
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if (i == c) {
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i = 0;
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}
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currentChoice = i;
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ValidateChoice();
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}
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}
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bool idChoiceWindow::ParseInternalVar(const char *_name, idParser *src) {
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if (idStr::Icmp(_name, "choicetype") == 0) {
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choiceType = src->ParseInt();
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return true;
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}
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if (idStr::Icmp(_name, "currentchoice") == 0) {
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currentChoice = src->ParseInt();
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return true;
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}
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return idWindow::ParseInternalVar(_name, src);
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}
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idWinVar *idChoiceWindow::GetWinVarByName(const char *_name, bool fixup, drawWin_t** owner) {
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if ( idStr::Icmp( _name, "choices" ) == 0 ) {
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return &choicesStr;
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}
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if ( idStr::Icmp( _name, "values" ) == 0 ) {
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return &choiceVals;
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}
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if ( idStr::Icmp( _name, "cvar" ) == 0 ) {
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return &cvarStr;
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}
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if ( idStr::Icmp( _name, "gui" ) == 0 ) {
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return &guiStr;
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}
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if ( idStr::Icmp( _name, "liveUpdate" ) == 0 ) {
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return &liveUpdate;
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}
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if ( idStr::Icmp( _name, "updateGroup" ) == 0 ) {
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return &updateGroup;
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}
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return idWindow::GetWinVarByName(_name, fixup, owner);
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}
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// update the lists whenever the WinVar have changed
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void idChoiceWindow::UpdateChoicesAndVals( void ) {
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idToken token;
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idStr str2, str3;
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idLexer src;
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if ( latchedChoices.Icmp( choicesStr ) ) {
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choices.Clear();
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src.FreeSource();
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src.SetFlags( LEXFL_NOFATALERRORS | LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
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src.LoadMemory( choicesStr, choicesStr.Length(), "<ChoiceList>" );
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if ( src.IsLoaded() ) {
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while( src.ReadToken( &token ) ) {
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if ( token == ";" ) {
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if ( str2.Length() ) {
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str2.StripTrailingWhitespace();
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str2 = common->GetLanguageDict()->GetString( str2 );
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choices.Append(str2);
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str2 = "";
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}
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continue;
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}
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str2 += token;
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str2 += " ";
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}
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if ( str2.Length() ) {
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str2.StripTrailingWhitespace();
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choices.Append( str2 );
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}
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}
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latchedChoices = choicesStr.c_str();
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}
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if ( choiceVals.Length() && latchedVals.Icmp( choiceVals ) ) {
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values.Clear();
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src.FreeSource();
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src.SetFlags( LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
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src.LoadMemory( choiceVals, choiceVals.Length(), "<ChoiceVals>" );
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str2 = "";
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bool negNum = false;
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if ( src.IsLoaded() ) {
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while( src.ReadToken( &token ) ) {
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if (token == "-") {
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negNum = true;
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continue;
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}
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if (token == ";") {
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if (str2.Length()) {
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str2.StripTrailingWhitespace();
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values.Append( str2 );
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str2 = "";
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}
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continue;
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}
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if ( negNum ) {
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str2 += "-";
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negNum = false;
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}
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str2 += token;
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str2 += " ";
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}
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if ( str2.Length() ) {
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str2.StripTrailingWhitespace();
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values.Append( str2 );
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}
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}
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if ( choices.Num() != values.Num() ) {
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common->Warning( "idChoiceWindow:: gui '%s' window '%s' has value count unequal to choices count", gui->GetSourceFile(), name.c_str());
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}
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latchedVals = choiceVals.c_str();
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}
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}
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void idChoiceWindow::PostParse() {
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idWindow::PostParse();
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UpdateChoicesAndVals();
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InitVars();
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UpdateChoice();
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UpdateVars(false);
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flags |= WIN_CANFOCUS;
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}
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void idChoiceWindow::Draw(int time, float x, float y) {
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idVec4 color = foreColor;
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UpdateChoicesAndVals();
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UpdateChoice();
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// 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
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textAlign = 0;
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if ( textShadow ) {
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idStr shadowText = choices[currentChoice];
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idRectangle shadowRect = textRect;
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shadowText.RemoveColors();
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shadowRect.x += textShadow;
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shadowRect.y += textShadow;
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dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, false, -1 );
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}
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if ( 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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if ( flags & WIN_FOCUS ) {
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color = hoverColor;
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}
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dc->DrawText( choices[currentChoice], textScale, textAlign, color, textRect, false, -1 );
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}
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void idChoiceWindow::Activate( bool activate, idStr &act ) {
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idWindow::Activate( activate, act );
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if ( activate ) {
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// sets the gui state based on the current choice the window contains
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UpdateChoice();
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}
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}
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