#include "ui/UIComponent.h" #include "ui/UIManager.h" #include "ui/UIFactory.h" #include "ui/UITags.h" #include "VGUI_Menu.h" #include "VGUI_App.h" #include "cl_dll/hud.h" #include "cl_dll/cl_util.h" #include "textrep/TRFactory.h" #include "cl_dll/vgui_SchemeManager.h" #include "VGUI_TextPanel.h" #include "VGUI_Label.h" #include "cl_dll/vgui_TeamFortressViewport.h" #include "ui/GammaAwareComponent.h" #include "ui/ReloadableComponent.h" //using vgui::Label; //extern CImageLabel *gTestLabel; extern vgui::BitmapTGA *vgui_LoadTGA( const char* pImageName, bool bInvertAlpha = true); const int kTranslation = 1000; // Stupid messy externs extern "C" { void* VGui_GetPanel(); } extern int g_iVisibleMouse; UIManager::UIManager(UIFactory* inFactory) { this->mEditMode = false; this->mDraggingLMB = false; this->mUsingVGUI = false; this->mLMBDownX = this->mLMBDownY = -1; this->mLastMouseX = this->mLastMouseY = -1; this->mComponentMouseOver = NULL; this->mBlankCursor = NULL; this->mFactory = inFactory; this->mGammaSlope = 1.0f; } UIManager::~UIManager(void) { delete this->mFactory; this->mFactory = NULL; delete this->mBlankCursor; this->mBlankCursor = NULL; } void UIManager::AddInputSignal(InputSignal* inInputSignal) { UIComponentListType::iterator theCompIter; for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++) { UIComponent* theComponent = *theCompIter; ASSERT(theComponent); Panel* theVGUIComponent = theComponent->GetComponentPointer(); ASSERT(theVGUIComponent); theVGUIComponent->addInputSignal(inInputSignal); } } bool UIManager::Clear(void) { bool theSuccess = false; // Make sure we aren't in edit mode if(!this->mEditMode) { // Delete every component in the list UIComponentListType::iterator theCompIter; for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++) { delete *theCompIter; theSuccess = true; } // Delete the list this->mComponentList.clear(); } else { // TODO: Emit error indicating manager can't be cleared in edit mode } return theSuccess; } UIComponent* UIManager::GetComponentFromPanel(Panel* inPanel) { UIComponent* theComponent = NULL; UIComponentListType::iterator theCompIter; for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++) { if((*theCompIter)->GetComponentPointer() == inPanel) { theComponent = *theCompIter; break; } } return theComponent; } UIComponent* UIManager::GetComponentNamed(const string& inName) { UIComponent* theResult = NULL; UIComponentListType::iterator theCompIter; for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++) { if((*theCompIter)->GetName() == inName) { theResult = *theCompIter; break; } } return theResult; } const UIComponent* UIManager::GetComponentNamed(const string& inName) const { return NULL; } // TODO: Add list of components that are "hidden" and fail if the component is already hidden bool UIManager::HideComponent(const string& inName) { bool theSuccess = false; vgui::Panel* thePanel = NULL; if(this->GetVGUIComponentNamed(inName, thePanel)) { ASSERT(thePanel != NULL); //this->TranslateComponent(thePanel, true); thePanel->setVisible(false); theSuccess = true; } return theSuccess; } void UIManager::HideComponents() { typedef vector UIComponentListType; for(UIComponentListType::iterator theIter = this->mComponentList.begin(); theIter != this->mComponentList.end(); theIter++) { this->HideComponent((*theIter)->GetName()); } } bool UIManager::Initialize(const TRDescriptionList& inDesc, CSchemeManager* inSchemeManager) { bool theSuccess = false; // Clear out everything in case we have already been used once this->Clear(); // Now loop through entities found for(TRDescriptionList::const_iterator theListIter = inDesc.begin(); theListIter != inDesc.end(); theListIter++) { // See if the factory knows how to create such a thing. It is giving the memory to us forever so take care of it. UIComponent* theCurrentComponent = this->mFactory->BuildComponent(*theListIter, inSchemeManager); // Tell it to set all the tags it knows about if(theCurrentComponent) { // Check for named root tag, look up that component and set it Panel* theRoot = NULL; string theRootName; if(theListIter->GetTagValue("root", theRootName)) { UIComponent* theUIComponent = NULL; theUIComponent = this->GetComponentNamed(theRootName); if(theUIComponent) { theRoot = theUIComponent->GetComponentPointer(); } } // If none specified or it couldn't be found, use default if(!theRoot) { theRoot = (Panel*)VGui_GetPanel(); } // Set the root theCurrentComponent->GetComponentPointer()->setParent(theRoot); // Add to menu if specified string theMenuName; if(theListIter->GetTagValue(UITagMenuAddItem, theMenuName)) { Menu* theParentMenu = NULL; if(this->GetVGUIComponentNamed(theMenuName, theParentMenu)) { theParentMenu->addMenuItem(theCurrentComponent->GetComponentPointer()); } } // Set up scheme if specified if(inSchemeManager) { this->SetSchemeValues(*theListIter, theCurrentComponent, inSchemeManager); } // If we are currently using the regular VGUI instead of the manager, translate // this component out of the way so it doesn't suck up input if(this->mUsingVGUI) { this->TranslateComponent(theCurrentComponent->GetComponentPointer(), true); } // If gamma aware, tell it immediately GammaAwareComponent* theGammaAwareComponent = dynamic_cast(theCurrentComponent->GetComponentPointer()); if(theGammaAwareComponent) { theGammaAwareComponent->NotifyGammaChange(this->mGammaSlope); } // Save it. It is now part of the world. this->mComponentList.push_back(theCurrentComponent); // Return success if we found at least one component theSuccess = true; } } // Build default blank cursor this->mBlankCursor = new Cursor(vgui_LoadTGA("blank"), 0, 0); // Register for notification for all input events //this->AddInputSignal(this); return theSuccess; } bool UIManager::InMouseMode(void) const { return (g_iVisibleMouse ? true : false); } void UIManager::NotifyGammaChange(float inGammaSlope) { UIComponentListType::iterator theCompIter; for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++) { GammaAwareComponent* theGammaAwareComponent = dynamic_cast((*theCompIter)->GetComponentPointer()); if(theGammaAwareComponent) { theGammaAwareComponent->NotifyGammaChange(inGammaSlope); } } this->mGammaSlope = inGammaSlope; } bool UIManager::Save(const string& outFilename, const string& outHeader) { // Build description list TRDescriptionList theDescriptionList; UIComponentListType::iterator theCompIter; for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++) { theDescriptionList.push_back((*theCompIter)->GetDescription()); } // Write it out! TRFactory::WriteDescriptions(outFilename, theDescriptionList, outHeader); return true; } bool UIManager::SetLMBActionAbsolute(const TRTag& inTag) { return true; } bool UIManager::SetLMBActionRelative(const TRTag& inTag) { return true; } void UIManager::SetMouseVisibility(bool inState) { // To change whether the mouse is visible, just change this variable g_iVisibleMouse = inState; // Update cursor if(g_iVisibleMouse) { //ClientCmd("say Entering mouse mode."); //App::getInstance()->setCursorOveride(App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_arrow)); // Remove above line and put this line back in for sprite cursors App::getInstance()->setCursorOveride(this->mBlankCursor); } else { //ClientCmd("say Exiting mouse mode."); // Move mouse to center of screen so mouse look isn't changed // Only do this when in full screen App::getInstance()->setCursorPos(ScreenWidth()/2, ScreenHeight()/2); // Hide cursor again App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_none) ); } //App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_none) ); } // Set up default scheme values if a scheme was specified (overrides other tags specified) void UIManager::SetSchemeValues(const TRDescription& inDesc, UIComponent* inComponent, CSchemeManager* inSchemeManager) { std::string theSchemeName; if(inDesc.GetTagValue(UITagScheme, theSchemeName)) { // Get the vgui panel inside Panel* thePanelPointer = inComponent->GetComponentPointer(); // Get the scheme specified in the layout const char* theSchemeCString = theSchemeName.c_str(); SchemeHandle_t theSchemeHandle = inSchemeManager->getSchemeHandle(theSchemeCString); int r, g, b, a; // Set fg color inSchemeManager->getFgColor(theSchemeHandle, r, g, b, a); thePanelPointer->setFgColor(r, g, b, a); // Set bg color inSchemeManager->getBgColor(theSchemeHandle, r, g, b, a); thePanelPointer->setBgColor(r, g, b, a); // Set font if applicable vgui::Font* theFont = inSchemeManager->getFont(theSchemeHandle); vgui::TextPanel* theTextPanel = dynamic_cast(thePanelPointer); if(theFont && theTextPanel) { theTextPanel->setFont(theFont); } } } bool UIManager::SetRMBActionAbsolute(const TRTag& inTag) { return true; } bool UIManager::SetRMBActionRelative(const TRTag& inTag) { return true; } void UIManager::SetUsingVGUI(bool inState) { if(inState) { if(!this->mUsingVGUI) { // Translate all components away this->TranslateComponents(true); this->mUsingVGUI = true; } } else { if(this->mUsingVGUI) { // Translate everything back this->TranslateComponents(false); this->mUsingVGUI = false; } } } bool UIManager::TranslateComponent(const string& inName, bool inAway) { bool theSuccess = false; UIComponent* theComponent = this->GetComponentNamed(inName); if(theComponent) { this->TranslateComponent(theComponent->GetComponentPointer(), inAway); theSuccess = true; } return theSuccess; } void UIManager::TranslateComponent(vgui::Panel* inPanel, bool inAway) { int theX, theY; inPanel->getPos(theX, theY); int theAmount = kTranslation*(inAway ? 1 : -1); inPanel->setPos(theX + theAmount, theY + theAmount); } void UIManager::TranslateComponents(bool inAway) { UIComponentListType::iterator theCompIter; for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++) { vgui::Panel* theCurrentPanel = (*theCompIter)->GetComponentPointer(); this->TranslateComponent(theCurrentPanel, inAway); } } bool UIManager::ToggleEditMode(void) { bool theWasInEditMode = this->mEditMode; this->mEditMode = !this->mEditMode; // if(this->mEditMode) // { // ClientCmd("say Entering edit mode."); // } // else // { // ClientCmd("say Exiting edit mode."); // } // If we enter edit mode, disable all components. If we leave, reenable them. this->SetEnabledState(!this->mEditMode); //CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"fov\" is \"%d\"\n", (int)GetClassPtr((CBasePlayer *)pev)->m_iFOV ) ); if(!this->mEditMode) { // Reset graphical layout variables this->mComponentMouseOver = NULL; this->mDraggingLMB = false; this->mLastMouseX = this->mLastMouseY = -1; this->mLMBDownX = this->mLMBDownY = -1; } return theWasInEditMode; } // TODO: Add list of components that are "hidden" and fail if the component is not currently hidden bool UIManager::UnhideComponent(const string& inName) { bool theSuccess = false; vgui::Panel* thePanel = NULL; if(this->GetVGUIComponentNamed(inName, thePanel)) { ASSERT(thePanel != NULL); //this->TranslateComponent(thePanel, false); thePanel->setVisible(true); theSuccess = true; } return theSuccess; } void UIManager::Update(float inCurrentTime) { UIComponentListType::iterator theCompIter; for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++) { (*theCompIter)->Update(inCurrentTime); } // int r, g, b, a; // r = g = b = a = 0; // //gTestLabel->getFgColor(r, g, b, a); // vgui::Color theColor; // gTestLabel->m_pTGA->getColor(theColor); // theColor.getColor(r, g, b, a); // r = (r + 1) % 255; // theColor.setColor(r, g, b, a); // gTestLabel->m_pTGA->setColor(theColor); // //gTestLabel->setFgColor(r, g, b, a); // // gTestLabel->getBgColor(r, g, b, a); // a = (a + 1) % 255; // gTestLabel->setBgColor(r, g, b, a); } void UIManager::VidInit(void) { UIComponentListType::iterator theCompIter; for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++) { ReloadableComponent* theReloadableComponent = dynamic_cast((*theCompIter)->GetComponentPointer()); if(theReloadableComponent) { theReloadableComponent->VidInit(); } } } void UIManager::ToggleMouse(void) { this->SetMouseVisibility(!g_iVisibleMouse); } //////////////////////////////// // Functions from InputSignal // //////////////////////////////// void UIManager::cursorMoved(int inX, int inY, Panel* inPanel) { if(!inPanel) { ClientCmd("say cursorMoved with null inPanel! Yeah!\n"); } // x,y are local to the upper left of the panel. int theLocalX = inX; int theLocalY = inY; // Get screen coordinates int theScreenX, theScreenY; this->GetScreenCoords(theScreenX, theScreenY); // This function should only be called when mouse visible and we are in edit mode if(this->mEditMode) { // We can't assume that a cursorEntered will always get called before a cursor moved, so // call cursorEntered if we don't have a component yet (happens when toggling between the two modes if(!this->mComponentMouseOver) { this->cursorEntered(inPanel); } // Number of pixels to move with the mouse button down before we start dragging const int START_DRAG_PIXEL_DIST = 6; const int MIN_DRAG_PIXEL_DIST = 4; static int theStartDragLocalXOffset = 0; static int theStartDragLocalYOffset = 0; // Check how far we have moved, are we dragging yet? if((!this->mDraggingLMB) && (this->mLMBDownX != -1) && (this->mLMBDownY != -1)) { int theXDiff = theScreenX - this->mLMBDownX; int theYDiff = theScreenY - this->mLMBDownY; // Requires more movement in diagonal direction, probably not // worth the extra complexity to change if((abs(theXDiff) > START_DRAG_PIXEL_DIST) || (abs(theYDiff) > START_DRAG_PIXEL_DIST)) { //ClientCmd("say Starting drag"); // Save the offset from the component's upper left. Preserve // this when for more intuitive dragging (so dragging doesn't // suddenly move the component relative to the mouse). theStartDragLocalXOffset = theLocalX; theStartDragLocalYOffset = theLocalY; //inPanel->setAsMouseArena(true); this->mDraggingLMB = true; } } // Are we dragging? if(this->mDraggingLMB) { // If so, set the component's new position. The position corresponds to the upper // left corner of the component, so subtract out the local offset. // The component's new position is equal to the current screen pos of the mouse, MINUS // the local component offset which we started the drag. If we were dragging the component // around by the upper left corner, this would be like setting the component's position equal // to whatever the mouse was at during a mouse move. If we were dragging it by the center, // it would set the component's position to the current screen mouse pos minus half the component // width and height. Make sense? //ClientCmd("say Setting new component position"); int theChangeX = theScreenX - theStartDragLocalXOffset; int theChangeY = theScreenY - theStartDragLocalYOffset; // Make sure we move at least a few pixels, because we're bound by control and we // could've grabbed it near one of the edges theChangeX = max(theChangeX, MIN_DRAG_PIXEL_DIST); theChangeY = max(theChangeY, MIN_DRAG_PIXEL_DIST); this->SetPanelPosition(inPanel, theChangeX, theChangeY); } } // Update new mouse position this->mLastMouseX = theScreenX; this->mLastMouseY = theScreenY; } void UIManager::SetPanelPosition(Panel* inPanel, int inX, int inY) { // Look up the component UIComponent* theUIComp = this->GetComponentFromPanel(inPanel); if(theUIComp) { // Update run-time version // Set the vgui panel's position (pixel coords) // Clip so component never goes off the screen in any way int theCompWidth = 0; int theCompHeight = 0; inPanel->getSize(theCompWidth, theCompHeight); int theClippedScreenX = max(min(inX, ScreenWidth() - theCompWidth), 0); int theClippedScreenY = max(min(inY, ScreenHeight() - theCompHeight), 0); inPanel->setPos(theClippedScreenX, theClippedScreenY); // repaint parent if present Panel* inPanelParent = inPanel->getParent(); if(inPanelParent != NULL) { inPanelParent->repaint(); } // Convert to normalized coords for text representation. float theClippedNormX = (float)theClippedScreenX/ScreenWidth(); float theClippedNormY = (float)theClippedScreenY/ScreenHeight(); // Change the text represntation so it has the update coordinates (normalized coords) // This means it can save out again with the player's changes! TRDescription& theCompDesc = theUIComp->GetDescription(); theCompDesc.SetTagValue(UITagXPos, theClippedNormX); theCompDesc.SetTagValue(UITagYPos, theClippedNormY); } else { //ClientCmd("say Can't find UIComponent that you're dragging, can't save changes to it."); } } void UIManager::cursorEntered(Panel* inPanel) { // Handle stacking of ui components. Only enter component if we aren't already on a component if(!this->mComponentMouseOver) { if(!this->mDraggingLMB) { //ClientCmd("say Cursor entered component"); this->mComponentMouseOver = inPanel; } } } void UIManager::cursorExited(Panel* inPanel) { // Only leave the component we are currently on for stacking purposes if(this->mComponentMouseOver == inPanel) { if(!this->mDraggingLMB) { //ClientCmd("say Cursor exited component"); this->mComponentMouseOver = NULL; } } } void UIManager::mousePressed(MouseCode inCode, Panel* inPanel) { // Track dragging state if(inCode == MOUSE_LEFT) { if(this->mComponentMouseOver) { //ClientCmd("say Left mouse pressed on component"); this->mLMBDownX = this->mLastMouseX; this->mLMBDownY = this->mLastMouseY; } } } void UIManager::mouseDoublePressed(MouseCode inCode, Panel* inPanel) { } // Take into account the mouse offset into the component // Note: This doesn't work in windowed mode, as it returns the cursor position in pixels, // and the desktop resolution is different than HL resolution in windowed mode. If there // are function to tell if we are in windowed mode, and to find the upper left x,y this // could be fixed. void UIManager::GetScreenCoords(int& outLocalX, int& outLocalY) { int theX, theY; App::getInstance()->getCursorPos(theX, theY); // int theLocalX = theX; // int theLocalY = theY; // inPanel->screenToLocal(theLocalX, theLocalY); // theX += ioLocalX; // theY += ioLocalY; outLocalX = theX; outLocalY = theY; } void UIManager::SetEnabledState(bool inState) { UIComponentListType::iterator theCompIter; for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++) { (*theCompIter)->GetComponentPointer()->setEnabled(inState); } } void UIManager::mouseReleased(MouseCode code, Panel* inPanel) { // Track dragging state if(code == MOUSE_LEFT) { //ClientCmd("say Left mouse released on component"); //ALERT(at_console, "Down xy = -1\n"); this->mLMBDownX = -1; this->mLMBDownY = -1; this->mDraggingLMB = false; //App::getInstance()->setMouseArena(NULL); //inPanel->setAsMouseArena(false); //App::getInstance()->setMouseArena(NULL); } } void UIManager::mouseWheeled(int delta,Panel* panel) { } void UIManager::keyPressed(KeyCode code,Panel* panel) { } void UIManager::keyTyped(KeyCode code,Panel* panel) { } void UIManager::keyReleased(KeyCode code,Panel* panel) { } void UIManager::keyFocusTicked(Panel* panel) { }