//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: // // $Workfile: AvHActionButtons.cpp$ // $Date: 2002/06/10 19:47:55 $ // //------------------------------------------------------------------------------- // $Log: AvHActionButtons.cpp,v $ // Revision 1.11 2002/06/10 19:47:55 Flayra // - Removed accelerator character, now these are bindable via commands // // Revision 1.10 2002/05/23 02:34:00 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // // //=============================================================================== #include "mod/AvHActionButtons.h" #include "ui/UITags.h" #include "ui/UIUtil.h" #include "util/STLUtil.h" #include "mod/AvHMessage.h" #include "mod/AvHClientUtil.h" #include "mod/AvHClientVariables.h" #include "mod/AvHSharedUtil.h" const int kLineWidth = 1; //const char kAcceleratorCharacter = '-'; ActionButton::ActionButton(const char* text,int x,int y) : StaticLabel(0, 0) //Button(text, x, y) { this->mMessageID = MESSAGE_NULL; this->mCost = 0; this->mTechEnabled = true; this->mCostMet = true; // this->mResearched = false; this->mBusy = false; this->mMouseOver = false; this->mButtonIndex = 0; } void ActionButton::cursorEntered() { this->mMouseOver = true; } void ActionButton::cursorExited() { this->mMouseOver = false; } void ActionButton::getPos(int& x, int& y) { Panel* theParent = this->getParent(); theParent->getPos(x, y); int theLocalX, theLocalY; StaticLabel::getPos(theLocalX, theLocalY); x += theLocalX; y += theLocalY; } bool ActionButton::GetBusy() const { return this->mBusy; } bool ActionButton::GetMouseOver() const { return this->mMouseOver; } bool ActionButton::GetCostMet() const { return this->mCostMet; } string ActionButton::GetHelpText() const { return this->mHelpText; } bool ActionButton::GetTechEnabled() const { return this->mTechEnabled; } AvHMessageID ActionButton::GetMessageID() const { return this->mMessageID; } bool ActionButton::GetLabelForMessage(AvHMessageID inMessage, string& outLabel) { bool theSuccess = false; // Localize prereq, without IT's prereq string theKey = string(kTechNodeLabelPrefix) + MakeStringFromInt((int)inMessage); if(LocalizeString(theKey.c_str(), outLabel)) { // Remove it's accelerator if it has one //std::remove(outLabel.begin(), outLabel.end(), kAcceleratorCharacter); theSuccess = true; } return theSuccess; } void ActionButton::UpdateEnabledAndResearchState(const AvHTechTree& inTechNodes) { // Get cost bool theResearchable; float theTime; inTechNodes.GetResearchInfo(this->mMessageID, theResearchable, this->mCost, theTime); this->mTechEnabled = theResearchable; this->mResearched = false; AvHTechID theTechID = TECH_NULL; if(inTechNodes.GetTechForMessage(this->mMessageID, theTechID)) { this->mResearched = inTechNodes.GetIsTechResearched(theTechID); } } // Run through the tech nodes and look up their label and help text, storing them for drawing void ActionButton::Localize(const AvHTechTree& inTechNodes) { if(this->mMessageID == MESSAGE_NULL) { this->setText(""); this->mHelpText = ""; this->mCost = 0; } else { char theNumber[8]; sprintf(theNumber, "%d", (int)this->mMessageID); string theNumberString(theNumber); // If localize string fails, set the label to "" string theText; string theKey = string(kTechNodeLabelPrefix) + theNumberString; LocalizeString(theKey.c_str(), theText); // Localize help string this->mHelpText = ""; if(gHUD.GetHelpForMessage(this->mMessageID, this->mHelpText)) { // Add hotkey accelerator if(this->mButtonIndex >= 0) { char theHotkeyChar = ' '; int theCol = this->mButtonIndex % kNumActionButtonCols; int theRow = this->mButtonIndex / kNumActionButtonCols; if(AvHActionButtons::ButtonIndexToHotKey(theCol, theRow, theHotkeyChar)) { // Display as caps, looks nicer theHotkeyChar = toupper(theHotkeyChar); string theHotkeyText = string("(") + theHotkeyChar + string(")"); this->mHelpText += string(" "); this->mHelpText += theHotkeyText; } } // new line after hotkey this->mHelpText += " \n"; bool theFirstPrereq = true; // If there is a prerequisite that isn't researched, add this to help message AvHTechID thePrereqID1; AvHTechID thePrereqID2; if(inTechNodes.GetPrequisitesForMessage(this->mMessageID, thePrereqID1, thePrereqID2)) { for(int i = 0; i < 2; i++) { AvHTechID theCurrentPrereq = ((i == 0) ? thePrereqID1 : thePrereqID2); if(theCurrentPrereq != TECH_NULL) { if(!inTechNodes.GetIsTechResearched(theCurrentPrereq)) { //this->mTechEnabled = false; // Localize "prerequisite:" string thePrequisiteText; if(LocalizeString(kPrerequisitePrefix, thePrequisiteText)) { // Get message from this tech AvHMessageID theMessageWithThisTech = MESSAGE_NULL; if(inTechNodes.GetMessageForTech(theCurrentPrereq, theMessageWithThisTech)) { string thePrereqTech; if(GetLabelForMessage(theMessageWithThisTech, thePrereqTech)) { // Add extra blank line before first prereq if(theFirstPrereq) { this->mHelpText += " \n"; this->mHelpText += kTooltipBoldPreString; this->mHelpText += thePrequisiteText; this->mHelpText += "\n"; theFirstPrereq = false; } // Prereqs draw as bold this->mHelpText += kTooltipBoldPreString; this->mHelpText += " - "; this->mHelpText += thePrereqTech; this->mHelpText += "\n"; } } } } } } } // Blank line between hotkey/prereq and description this->mHelpText += " \n"; // Add description AvHUser3 theUser3 = AVH_USER3_NONE; if(AvHSHUMessageIDToUser3(this->mMessageID, theUser3)) { string theDescription; if(gHUD.GetTranslatedUser3Description(theUser3, true, theDescription)) { this->mHelpText += theDescription; this->mHelpText += " \n"; } } } } } void ActionButton::SetBusy(bool inBusy) { this->mBusy = false; } void ActionButton::SetButtonIndex(int inButtonIndex) { this->mButtonIndex = inButtonIndex; } void ActionButton::SetEnabledState(bool inEnabledState) { this->mTechEnabled = inEnabledState; } void ActionButton::SetMessageID(AvHMessageID inMessageID) { this->mMessageID = inMessageID; } void ActionButton::UpdateEnabledState(int inCurrentPoints, int inEnergy) { bool theCostsEnergy = AvHSHUGetDoesTechCostEnergy(this->mMessageID); int theValue = theCostsEnergy ? inEnergy : inCurrentPoints; if(theValue >= this->mCost) { this->mCostMet = true; } else { this->mCostMet = false; } } // TODO: Change how it draws when enabled or not void ActionButton::paint() { //if(!this->mResearched && !this->mBusy) //{ if(this->mMessageID != MESSAGE_NULL) { StaticLabel::paint(); } //} } void ActionButton::paintBackground() { // if(!this->mTechEnabled || !this->mEnoughPoints) // { // int theX, theY; // this->getPos(theX, theY); // // int theWidth, theHeight; // this->getSize(theWidth, theHeight); // // //FillRGBA(theX, theY, theWidth, theHeight, 200, 100, 100, 100); // FillRGBA(0, 0, theWidth, theHeight, 200, 100, 100, 100); // //vguiSimpleBox(theX, theY, theX + theWidth, theY + theHeight, 200, 100, 100, 100); // } } AvHActionButtons::AvHActionButtons() : mTextImage("") { this->mTechFont = NULL; this->mResources = 0; this->mEnergy = 0; this->mBusy = false; this->mButtonArray = new ActionButton*[kNumActionButtonRows*kNumActionButtonCols]; for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { // Every button is parented to the action buttons component string theText = string("tech: ") + MakeStringFromInt(i+1); this->mButtonArray[i] = new ActionButton(theText.c_str(), 0, 0); this->mButtonArray[i]->setParent(this); this->mButtonArray[i]->SetButtonIndex(i); } } AvHActionButtons::~AvHActionButtons() { for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { delete this->mButtonArray[i]; } delete [] this->mButtonArray; } void AvHActionButtons::ClearButtons() { for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { this->mButtonArray[i]->SetMessageID(MESSAGE_NULL); } } // 4x3 array const int kMaxNumActionButtons = 12; char kHotKeyAKA[kMaxNumActionButtons] = {'q', 'w', 'e', 'r', 'a', 's', 'd', 'f', 'z', 'x', 'c', 'v'}; const char* AvHActionButtons::GetHotKeyAKA() { char* theHotKeyAKA = kHotKeyAKA; char* theCustomHotKeyAKA = cl_cmhotkeys->string; if(strlen(theCustomHotKeyAKA) >= kMaxNumActionButtons) { theHotKeyAKA = theCustomHotKeyAKA; } return theHotKeyAKA; } bool AvHActionButtons::ButtonIndexToHotKey(int inCol, int inRow, char& outChar) { bool theSuccess = false; const char* theHotKeyAKA = AvHActionButtons::GetHotKeyAKA(); if((inCol >= 0) && (inCol < kNumActionButtonCols) && (inRow >= 0) && (inRow < kNumActionButtonRows)) { int theIndex = inCol + inRow*kNumActionButtonCols; ASSERT(theIndex >= 0); ASSERT(theIndex < kMaxNumActionButtons); outChar = theHotKeyAKA[theIndex]; theSuccess = true; } return theSuccess; } // Hard-code hotkeys to be in analagous key array bool AvHActionButtons::HotKeyToButtonIndex(char inChar, int& outCol, int& outRow) { bool theSuccess = false; int theChar = tolower(inChar); const char* theHotKeyAKA = AvHActionButtons::GetHotKeyAKA(); for(int i = 0; i < kMaxNumActionButtons; i++) { if(theChar == theHotKeyAKA[i]) { outCol = i % kNumActionButtonCols; outRow = i / kNumActionButtonCols; theSuccess = true; break; } } return theSuccess; } int AvHActionButtons::GetNumCols() const { return kNumActionButtonCols; } int AvHActionButtons::GetNumRows() const { return kNumActionButtonRows; } ActionButton* AvHActionButtons::GetActionButtonAtPos(int inCol, int inRow) { ASSERT(inCol >= 0); ASSERT(inRow >= 0); ASSERT(inCol < kNumActionButtonCols); ASSERT(inRow < kNumActionButtonRows); int theIndex = inCol + inRow*kNumActionButtonCols; return this->mButtonArray[theIndex]; } // Run through the tech nodes and look up their label and help text, storing them for drawing void AvHActionButtons::Localize() { for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { this->mButtonArray[i]->Localize(this->mTechNodes); } this->SetButtonsToGrid(); } bool AvHActionButtons::SetButton(int inButtonOffset, AvHMessageID inMessageID) { bool theSuccess = false; if(inButtonOffset < kNumActionButtonRows*kNumActionButtonCols) { ActionButton* theCurrentActionButton = this->mButtonArray[inButtonOffset]; theCurrentActionButton->SetMessageID(inMessageID); theSuccess = true; } return theSuccess; } // Sets the button to the research tech, unless the tech has already been researched, in case it will set it to TECH_NULL //bool AvHActionButtons::SetResearchButton(int inButtonOffset, AvHMessageID inMessageID) //{ // // If researched, set it to MESSAGE_NULL so it isn't displayed // AvHMessageID theAdjustedID = inMessageID; // // bool theIsResearched = this->mTechNodes.GetIsTechResearched(inTechID); // if(theIsResearched) // { // theAdjustedID = MESSAGE_NULL; // } // // return this->SetButton(inButtonOffset, theAdjustedID); //} //bool AvHActionButtons::SetTechIfOtherTechResearched(int inButtonOffset, AvHTechID inTechID, AvHTechID inResearchedTech) //{ // // If other tech isn't researched, don't display // bool theSuccess = false; // if(inButtonOffset < kNumActionButtonRows*kNumActionButtonCols) // { // ActionButton* theCurrentActionButton = this->mButtonArray[inButtonOffset]; // // bool theOtherTechIsResearched = this->mTechNodes.GetIsTechResearched(inResearchedTech); // theCurrentActionButton->SetTechID(inTechID, theOtherTechIsResearched); // // theSuccess = true; // } // // return theSuccess; //} void AvHActionButtons::SetTechNodes(const AvHTechTree& inTechNodes) { if(this->mTechNodes != inTechNodes) { this->mTechNodes = inTechNodes; this->UpdateEnabledState(); } } void AvHActionButtons::SetEnergy(int inEnergy) { this->mEnergy = inEnergy; } void AvHActionButtons::SetResources(int inResources) { this->mResources = inResources; // this->UpdateEnabledState(); } void AvHActionButtons::UpdateEnabledState() { for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { this->mButtonArray[i]->UpdateEnabledState(this->mResources, this->mEnergy); } } void AvHActionButtons::UpdateEnabledAndResearchState() { for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { this->mButtonArray[i]->UpdateEnabledAndResearchState(this->mTechNodes); } } void AvHActionButtons::addInputSignal(InputSignal* s) { Panel::addInputSignal(s); for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { this->mButtonArray[i]->addInputSignal(s); } } void AvHActionButtons::setFgColor(int r,int g,int b,int a) { Panel::setFgColor(r, g, b, a); for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { this->mButtonArray[i]->setFgColor(r, g, b, a); } } void AvHActionButtons::setBgColor(int r,int g,int b,int a) { Panel::setBgColor(r, g, b, a); for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { this->mButtonArray[i]->setBgColor(r, g, b, a); } } void AvHActionButtons::setFont(Font* inFont) { this->mTechFont = inFont; for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { this->mButtonArray[i]->setFont(inFont); } } void AvHActionButtons::setFont(Scheme::SchemeFont schemeFont) { for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { this->mButtonArray[i]->setFont(schemeFont); } } void AvHActionButtons::setPos(int inX, int inY) { Panel::setPos(inX, inY); // TODO: Tell every button what it's new pos is } void AvHActionButtons::SetButtonsToGrid() { int theWidth, theHeight; Panel::getSize(theWidth, theHeight); int theButtonWidth = theWidth/kNumActionButtonCols; int theButtonHeight = theHeight/kNumActionButtonRows; // Tell every button what it's new size is for(int theRow = 0; theRow < kNumActionButtonRows; theRow++) { for(int theCol = 0; theCol < kNumActionButtonCols; theCol++) { int i = theCol + theRow*kNumActionButtonCols; this->mButtonArray[i]->SetStaticSize(theButtonWidth, theButtonHeight); //this->mButtonArray[i]->setSize(theButtonWidth, theButtonHeight); this->mButtonArray[i]->setPos(theCol*theButtonWidth, theRow*theButtonHeight); } } } void AvHActionButtons::setSize(int inWidth,int inHeight) { Panel::setSize(inWidth, inHeight); this->SetButtonsToGrid(); } void AvHActionButtons::setVisible(bool inState) { Panel::setVisible(inState); for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { this->mButtonArray[i]->setVisible(inState); } } void AvHActionButtons::paint() { // for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) // { // this->mButtonArray[i]->paint(); // } } void AvHActionButtons::paintBackground() { // Color theColor; // this->getBgColor(theColor); // // int r, g, b, a; // theColor.getColor(r, g, b, a); // // a = 255 - a; // // int theWidth, theHeight; // this->getSize(theWidth, theHeight); // // // Draw grid, but not edges, only middle lines (not first or last) // for(int theCol = 1; theCol < kNumActionButtonCols; theCol++) // { // int theX = ((float)theCol/kNumActionButtonCols)*theWidth; // FillRGBA(theX, 0, 1, theHeight, r, g, b, a); // } // // for(int theRow = 1; theRow < kNumActionButtonRows; theRow++) // { // int theY = ((float)theRow/kNumActionButtonRows)*theHeight; // FillRGBA(0, theY, theWidth, 1, r, g, b, a); // } } void AvHActionButtons::SetBusy(bool inBusy) { this->mBusy = inBusy; for(int i = 0; i < kNumActionButtonRows*kNumActionButtonCols; i++) { ActionButton* theButton = this->mButtonArray[i]; ASSERT(theButton); theButton->SetBusy(inBusy); } } void AvHActionButtons::SetEnabledState(int inButtonOffset, bool inEnabledState) { if(inButtonOffset < kNumActionButtonRows*kNumActionButtonCols) { ActionButton* theCurrentActionButton = this->mButtonArray[inButtonOffset]; theCurrentActionButton->SetEnabledState(inEnabledState); } } AvHUIActionButtons::AvHUIActionButtons(void) { this->mType = "ActionButtons"; } void AvHUIActionButtons::AllocateComponent(const TRDescription& inDescription) { this->mActionButtonsComponent = new AvHActionButtons(); } // Destructor automatically removes component from the engine AvHUIActionButtons::~AvHUIActionButtons(void) { delete this->mActionButtonsComponent; this->mActionButtonsComponent = NULL; } Panel* AvHUIActionButtons::GetComponentPointer(void) { return this->mActionButtonsComponent; } const string& AvHUIActionButtons::GetType(void) const { return this->mType; } bool AvHUIActionButtons::SetClassProperties(const TRDescription& inDesc, Panel* inComponent, CSchemeManager* inSchemeManager) { bool theSuccess = false; AvHActionButtons* theActionButtons = dynamic_cast(inComponent); ASSERT(theActionButtons); // read custom attributes here UIPanel::SetClassProperties(inDesc, inComponent, inSchemeManager); // Get tech font to use std::string theSchemeName; if(inDesc.GetTagValue(UITagScheme, theSchemeName)) { const char* theSchemeCString = theSchemeName.c_str(); SchemeHandle_t theSchemeHandle = inSchemeManager->getSchemeHandle(theSchemeCString); Font* theFont = inSchemeManager->getFont(theSchemeHandle); if(theFont) { theActionButtons->setFont(theFont); } theSuccess = true; } return theSuccess; }