mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-29 23:51:49 +00:00
279a40a981
This is based on https://github.com/dhewm/dhewm3/pull/500 by https://github.com/jayaddison See also https://github.com/blendogames/quadrilateralcowboy/pull/4
184 lines
4.4 KiB
C++
184 lines
4.4 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 "framework/Common.h"
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#include "ui/UserInterface.h"
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#include "ui/ListGUILocal.h"
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/*
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====================
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idListGUILocal::StateChanged
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====================
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*/
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void idListGUILocal::StateChanged() {
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int i;
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if ( !m_stateUpdates ) {
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return;
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}
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for( i = 0; i < Num(); i++ ) {
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m_pGUI->SetStateString( va( "%s_item_%i", m_name.c_str(), i ), (*this)[i].c_str() );
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}
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for( i = Num() ; i < m_water ; i++ ) {
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m_pGUI->SetStateString( va( "%s_item_%i", m_name.c_str(), i ), "" );
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}
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m_water = Num();
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m_pGUI->StateChanged( com_frameTime );
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}
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/*
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====================
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idListGUILocal::GetNumSelections
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====================
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*/
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int idListGUILocal::GetNumSelections() {
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return m_pGUI->State().GetInt( va( "%s_numsel", m_name.c_str() ) );
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}
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/*
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====================
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idListGUILocal::GetSelection
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====================
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*/
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int idListGUILocal::GetSelection( char *s, int size, int _sel ) const {
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if ( s ) {
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s[ 0 ] = '\0';
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}
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int sel = m_pGUI->State().GetInt( va( "%s_sel_%i", m_name.c_str(), _sel ), "-1" );
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if ( sel == -1 || sel >= m_ids.Num() ) {
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return -1;
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}
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if ( s ) {
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idStr::snPrintf( s, size, "%s", m_pGUI->State().GetString( va( "%s_item_%i", m_name.c_str(), sel ), "" ) );
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}
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// don't let overflow
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if ( sel >= m_ids.Num() ) {
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sel = 0;
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}
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m_pGUI->SetStateInt( va( "%s_selid_0", m_name.c_str() ), m_ids[ sel ] );
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return m_ids[ sel ];
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}
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/*
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====================
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idListGUILocal::SetSelection
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====================
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*/
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void idListGUILocal::SetSelection( int sel ) {
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m_pGUI->SetStateInt( va( "%s_sel_0", m_name.c_str() ), sel );
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StateChanged();
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}
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/*
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====================
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idListGUILocal::Add
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====================
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*/
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void idListGUILocal::Add( int id, const idStr &s ) {
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int i = m_ids.FindIndex( id );
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if ( i == -1 ) {
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Append( s );
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m_ids.Append( id );
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} else {
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(*this)[ i ] = s;
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}
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StateChanged();
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}
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/*
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====================
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idListGUILocal::Push
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====================
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*/
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void idListGUILocal::Push( const idStr& s ) {
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Append( s );
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m_ids.Append( m_ids.Num() );
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StateChanged();
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}
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/*
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====================
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idListGUILocal::Del
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====================
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*/
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bool idListGUILocal::Del(int id) {
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int i = m_ids.FindIndex(id);
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if ( i == -1 ) {
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return false;
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}
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m_ids.RemoveIndex( i );
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this->RemoveIndex( i );
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StateChanged();
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return true;
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}
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/*
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====================
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idListGUILocal::Clear
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====================
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*/
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void idListGUILocal::Clear() {
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m_ids.Clear();
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idList<idStr>::Clear();
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if ( m_pGUI ) {
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// will clear all the GUI variables and will set m_water back to 0
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StateChanged();
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}
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}
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/*
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====================
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idListGUILocal::IsConfigured
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====================
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*/
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bool idListGUILocal::IsConfigured( void ) const {
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return m_pGUI != NULL;
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}
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/*
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====================
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idListGUILocal::SetStateChanges
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====================
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*/
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void idListGUILocal::SetStateChanges( bool enable ) {
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m_stateUpdates = enable;
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StateChanged();
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}
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/*
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====================
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idListGUILocal::Shutdown
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====================
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*/
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void idListGUILocal::Shutdown( void ) {
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m_pGUI = NULL;
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m_name.Clear();
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Clear();
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}
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