NS/releases/3.2.0/source/mod/AvHCommanderModeHandler.cpp
puzl 5dcc163bd5 made a copy
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@379 67975925-1194-0748-b3d5-c16f83f1a3a1
2006-04-02 10:49:08 +00:00

868 lines
24 KiB
C++

//======== (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:
//
// $Workfile: AvHCommanderModeHandler.cpp$
// $Date: 2002/10/24 21:22:19 $
//
//-------------------------------------------------------------------------------
// $Log: AvHCommanderModeHandler.cpp,v $
// Revision 1.25 2002/10/24 21:22:19 Flayra
// - Remove resource tower upgrade icon
//
// Revision 1.24 2002/10/16 20:51:27 Flayra
// - Phase gates are now recyclable
//
// Revision 1.23 2002/10/16 00:50:17 Flayra
// - Phase gates can be recycled now
//
// Revision 1.22 2002/09/23 22:11:28 Flayra
// - Command UI is now a 4x4 matrix
// - Updated for new droppable jetpacks and heavy armor
//
// Revision 1.21 2002/08/31 18:01:01 Flayra
// - Work at VALVe
//
// Revision 1.20 2002/08/09 00:55:56 Flayra
// - Fixed bug where pressing the equip menu button sometimes caused menu to reset (bug still exists when selecting some things)
//
// Revision 1.19 2002/07/23 17:00:40 Flayra
// - Lots of UI changes, new upgrades, selectable siege
//
// Revision 1.18 2002/06/25 17:45:07 Flayra
// - Renamed some buildings, armory is now upgraded
//
// Revision 1.17 2002/06/10 19:51:06 Flayra
// - New commander UI
//
// Revision 1.16 2002/06/03 16:40:24 Flayra
// - Renamed weapons factory and armory
//
// Revision 1.15 2002/05/28 17:37:43 Flayra
// - Added recycling, added fix for occasional crash when selecting command station with some lag
//
// Revision 1.14 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 "util/nowarnings.h"
#include "VGUI_Panel.h"
#include "cl_dll/chud.h"
#include "engine/cdll_int.h"
#include "cl_dll/cl_util.h"
#include "mod/AvHCommanderModeHandler.h"
#include "mod/AvHConstants.h"
#include "mod/AvHLogoutComponent.h"
#include "mod/AvHSpecials.h"
#include "mod/AvHMarineEquipmentConstants.h"
#include "mod/AvHSharedUtil.h"
#include "mod/AvHTitles.h"
#include "mod/AvHTechImpulsePanel.h"
#include "mod/AvHCommandConstants.h"
#include "util/STLUtil.h"
AvHCommanderModeHandler::AvHCommanderModeHandler()
{
this->Init();
}
void AvHCommanderModeHandler::Init()
{
this->mTechNodePressed = false;
this->mMoveToWorldX = this->mMoveToWorldY = 0;
this->mHasMoveToPosition = false;
this->mDefaultOrderWorldX = this->mDefaultOrderWorldY = 0;
this->mHasDefaultOrderPosition = false;
this->mMouseOneDown = false;
this->mMouseTwoDown = false;
this->mMouseOneDownOnActionButtons = false;
this->mMouseOneDownOnLogoutButton = false;
this->mDisplayMenu = AVH_USER3_MENU_BUILD;
this->mDisplayMenuMessageID = MENU_BUILD;
this->mSelected.clear();
this->mTechHelpText = "";
this->mBuildResearchText = "";
}
void AvHCommanderModeHandler::CancelHit()
{
// this->SetBaseMenu();
}
void AvHCommanderModeHandler::ClearDefaultOrderPosition()
{
this->mHasDefaultOrderPosition = false;
}
void AvHCommanderModeHandler::ClearMoveToPosition()
{
this->mHasMoveToPosition = false;
}
bool AvHCommanderModeHandler::GetAndClearTechNodePressed(AvHMessageID& outMessageID, bool inClear)
{
bool theSuccess = false;
if(this->mTechNodePressed)
{
outMessageID = this->mLastTechPressed;
theSuccess = true;
if(inClear)
{
this->mTechNodePressed = false;
}
}
return theSuccess;
}
AvHMessageID AvHCommanderModeHandler::GetDisplayMenuMessageID() const
{
return this->mDisplayMenuMessageID;
}
bool AvHCommanderModeHandler::GetDefaultOrderPosition(float& outWorldX, float& outWorldY) const
{
bool theSuccess = false;
if(this->mHasDefaultOrderPosition)
{
outWorldX = this->mDefaultOrderWorldX;
outWorldY = this->mDefaultOrderWorldY;
theSuccess = true;
}
return theSuccess;
}
bool AvHCommanderModeHandler::GetMoveToWorldPosition(float& outWorldX, float& outWorldY) const
{
bool theSuccess = false;
if(this->mHasMoveToPosition)
{
outWorldX = this->mMoveToWorldX;
outWorldY = this->mMoveToWorldY;
theSuccess = true;
}
return theSuccess;
}
bool AvHCommanderModeHandler::GetMouseOneDown() const
{
return this->mMouseOneDown;
}
string AvHCommanderModeHandler::GetBuildResearchText() const
{
return this->mBuildResearchText;
}
string AvHCommanderModeHandler::GetTechHelpText() const
{
return this->mTechHelpText;
}
AvHMessageID AvHCommanderModeHandler::HotKeyHit(char inChar)
{
AvHMessageID theMessageID = MESSAGE_NULL;
// Map hotkey to index
int theCol, theRow;
if(AvHActionButtons::HotKeyToButtonIndex(inChar, theCol, theRow))
{
AvHActionButtons* theActionButtons = NULL;
if(gHUD.GetManager().GetVGUIComponentNamed(kActionButtonsComponents, theActionButtons))
{
//ActionButton* theActionButton = theActionButtons->GetActionButtonWithHotKey(inChar);
ActionButton* theActionButton = theActionButtons->GetActionButtonAtPos(theCol, theRow);
if(theActionButton)
{
this->ActionButtonActivated(theActionButton);
theMessageID = theActionButton->GetMessageID();
}
}
}
return theMessageID;
}
void AvHCommanderModeHandler::DefaultOrderToLastMousePosition(AvHTeamHierarchy* inHierarchy)
{
ASSERT(inHierarchy);
inHierarchy->GetWorldPosFromMouse(this->mLastMouseX, this->mLastMouseY, this->mDefaultOrderWorldX, this->mDefaultOrderWorldY);
this->mHasDefaultOrderPosition = true;
}
void AvHCommanderModeHandler::MoveToLastMousePosition(AvHTeamHierarchy* inHierarchy)
{
ASSERT(inHierarchy);
inHierarchy->GetWorldPosFromMouse(this->mLastMouseX, this->mLastMouseY, this->mMoveToWorldX, this->mMoveToWorldY);
gHUD.GetOverviewMap().SetWorldPosition(this->mMoveToWorldX, this->mMoveToWorldY);
this->mHasMoveToPosition = true;
}
// Look at currently selected units and set our help text. This is only used for research currently
void AvHCommanderModeHandler::RecalculateBuildResearchText()
{
this->mBuildResearchText = "";
if(this->mSelected.size() == 1)
{
// Get entity
int theEntityIndex = *this->mSelected.begin();
cl_entity_s* theEntity = gEngfuncs.GetEntityByIndex(theEntityIndex);
if(theEntity)
{
bool theIsBuilding, theIsResearching;
float thePercentage;
string theHelpPrefix;
AvHSHUGetBuildResearchState(theEntity->curstate.iuser3, theEntity->curstate.iuser4, theEntity->curstate.fuser1, theIsBuilding, theIsResearching, thePercentage);
// Special-case for energy
if(theIsBuilding && theIsResearching && (thePercentage > 0.0f))
{
LocalizeString(kEnergyPrefix, theHelpPrefix);
// Read energy
int theEnergy = thePercentage*kMarineStructureMaxEnergy;
this->mBuildResearchText = theHelpPrefix + string(" ") + MakeStringFromInt(theEnergy);
}
// Check if it's recycling
else if(!theIsBuilding && theIsResearching && GetHasUpgrade(theEntity->curstate.iuser4, MASK_RECYCLING))
{
LocalizeString("Recycling", this->mBuildResearchText);
}
// Check to see if it's being built
else if((theIsBuilding || theIsResearching) && (thePercentage < 1.0f))
{
if(theIsBuilding)
{
// Set help text to "Building: <tech name>"
LocalizeString(kBuildingPrefix, theHelpPrefix);
}
else if(theIsResearching)
{
// Set help text to "Researching: <tech name>"
LocalizeString(kResearchingPrefix, theHelpPrefix);
}
string theHelpText;
AvHMessageID theResearchID = (AvHMessageID)(theEntity->curstate.iuser2);
if(theResearchID != MESSAGE_NULL)
{
if(ActionButton::GetLabelForMessage(theResearchID, theHelpText))
{
string theFinalMessage = theHelpPrefix + theHelpText;
this->mBuildResearchText = theFinalMessage;
}
}
}
else
{
if(GetHasUpgrade(theEntity->curstate.iuser4, MASK_BUILDABLE))
{
// Look up name for entity and show it
AvHMessageID theResearchID = (AvHMessageID)(theEntity->curstate.iuser2);
if(theResearchID != MESSAGE_NULL)
{
ActionButton::GetLabelForMessage(theResearchID, this->mBuildResearchText);
}
}
// If we have a resource selected, set the resource level
else if(theEntity->curstate.iuser3 == AVH_USER3_FUNC_RESOURCE)
{
int theResources = (int)(theEntity->curstate.fuser1/kNormalizationNetworkFactor);
if(theResources > 0)
{
if(LocalizeString(kResourcesTitle, this->mBuildResearchText))
{
char theResourceMessage[64];
sprintf(theResourceMessage, "%d", theResources);
this->mBuildResearchText += string(theResourceMessage);
}
}
else
{
LocalizeString(kResourcesDepletedTitle, this->mBuildResearchText);
}
}
else if(theEntity->curstate.iuser3 == AVH_USER3_INFANTRYPORTAL)
{
// int the = (int)(theEntity->curstate.fuser1/kNormalizationNetworkFactor);
// if(theResources > 0)
// {
if(LocalizeString(kReinforcementsTitle, this->mBuildResearchText))
{
// TODO: Read this number correctly
//char theMessage[64];
//sprintf(theMessage, "%d", 100);
//this->mBuildResearchText += string(theMessage);
}
// }
// else
// {
// LocalizeString(kResourcesDepletedTitle, this->mBuildResearchText);
// }
}
}
}
}
}
// Player isn't commanding, make sure UI is reset
void AvHCommanderModeHandler::Reset()
{
//EntityListType theEmptySelection;
//this->SetSelectedUnits(theEmptySelection);
this->Init();
this->RecalculateMenus();
}
// Look at currently selected units and set up our menus
void AvHCommanderModeHandler::RecalculateMenus()
{
bool theSuccess = false;
int theUser4 = 0;
float theFuser1 = 0;
// If we have only one thing selected, it can be a building
int theNumUnits = (int)this->mSelected.size();
if(theNumUnits > 0)
{
// Assumes all of selected is of same type
int theIndex = *this->mSelected.begin();
cl_entity_s* theEntity = gEngfuncs.GetEntityByIndex(theIndex);
if(theEntity)
{
// Display icons for this type of structure
AvHUser3 theUser3 = (AvHUser3)(theEntity->curstate.iuser3);
if((theUser3 == AVH_USER3_MARINE_PLAYER) || GetHasUpgrade(theEntity->curstate.iuser4, MASK_RECYCLING))
{
// Set to base marine menu if current isn't compatible with it
switch(this->mDisplayMenu)
{
case AVH_USER3_MENU_BUILD:
case AVH_USER3_MENU_BUILD_ADVANCED:
case AVH_USER3_MENU_ASSIST:
case AVH_USER3_MENU_EQUIP:
// Do nothing, keep current menu
break;
default:
this->mDisplayMenu = AVH_USER3_MENU_BUILD;
}
theSuccess = true;
}
else
{
this->mDisplayMenu = theUser3;
theUser4 = theEntity->curstate.iuser4;
theFuser1 = theEntity->curstate.fuser1;
theSuccess = true;
}
}
}
// Menu takes precedence over player selection, to allow ordering selected players to construct
// else if(this->mDisplayMenu == AVH_USER3_NONE)
// {
// int theCommonUser4 = 0;
// if(this->GetIsSelectionAllPlayers(&theCommonUser4))
// {
// this->mDisplayMenu = AVH_USER3_COMMANDER_PLAYER;
// theUser4 = theCommonUser4;
// }
// }
if(this->mDisplayMenu == AVH_USER3_NONE)
{
this->mDisplayMenu = AVH_USER3_MENU_BUILD;
}
// Recalculate iuser4 for special menu options
int theMenuTechSlots = gHUD.GetMenuTechSlots();
switch(this->mDisplayMenu)
{
case AVH_USER3_MENU_BUILD:
//case AVH_USER3_COMMANDER_PLAYER:
theUser4 = theMenuTechSlots << 3;
break;
case AVH_USER3_MENU_BUILD_ADVANCED:
theUser4 = theMenuTechSlots >> 5;
break;
case AVH_USER3_MENU_ASSIST:
theUser4 = theMenuTechSlots >> 13;
break;
case AVH_USER3_MENU_EQUIP:
theUser4 = theMenuTechSlots >> 21;
break;
}
// Show menu according to our current mode and data
this->SetMenuFromUserVariables(this->mDisplayMenu, theUser4, theFuser1);
}
bool AvHCommanderModeHandler::GetIsSelectionAllPlayers(int* outCommonUser4) const
{
bool theSuccess = false;
if(outCommonUser4)
{
*outCommonUser4 = 0xFFFFFFFF;
}
for(EntityListType::const_iterator theIter = this->mSelected.begin(); theIter != this->mSelected.end(); theIter++)
{
theSuccess = true;
// Lookup class name for player
// string theClassName;
// if(this->LookupClassNameForEntity(*theIter, theClassName))
// {
// if(theClassName != kAvHPlayerClassName)
// {
cl_entity_s* theEntity = gEngfuncs.GetEntityByIndex(*theIter);
if(!theEntity || (((AvHUser3)theEntity->curstate.iuser3) != AVH_USER3_MARINE_PLAYER))
{
theSuccess = false;
break;
}
// AND all the user4's together to see what actions are applicable to this group (may not be used)
if(theEntity && outCommonUser4)
{
*outCommonUser4 &= theEntity->curstate.iuser4;
}
}
return theSuccess;
}
void AvHCommanderModeHandler::SetSelectedUnits(const EntityListType& inUnits)
{
this->mSelected = inUnits;
// if(this->mSelected.size() > 0)
// {
// this->mDisplayMenu = AVH_USER3_NONE;
// }
this->RecalculateMenus();
}
void AvHCommanderModeHandler::SetResearchingMenu()
{
AvHActionButtons* theActionButtons = NULL;
if(gHUD.GetManager().GetVGUIComponentNamed(kActionButtonsComponents, theActionButtons))
{
theActionButtons->ClearButtons();
theActionButtons->SetButton(0, MENU_BUILD);
theActionButtons->SetButton(1, MENU_BUILD_ADVANCED);
theActionButtons->SetButton(2, MENU_ASSIST);
theActionButtons->SetButton(3, MENU_EQUIP);
theActionButtons->SetButton(kNumTechSlots - 1, MESSAGE_CANCEL);
theActionButtons->Localize();
}
}
bool AvHCommanderModeHandler::SetMenuFromUserVariables(int inUser3, int inUser4, float inFuser1)
{
bool theSuccess = false;
AvHTechSlots theTechSlots;
if(gHUD.GetTechSlotManager().GetTechSlotList((AvHUser3)inUser3, theTechSlots))
{
this->SetMenuFromTechSlots(theTechSlots, inUser3, inUser4, inFuser1);
theSuccess = true;
}
return theSuccess;
}
void AvHCommanderModeHandler::SetMenuFromTechSlots(const AvHTechSlots& inTechSlots, int inUser3, int inUser4, float inFuser1)
{
AvHActionButtons* theActionButtons = NULL;
if(gHUD.GetManager().GetVGUIComponentNamed(kActionButtonsComponents, theActionButtons))
{
//string theNotFullyBuiltText;
//if(LocalizeString(kNotFullyBuilt, theNotFullyBuiltText))
theActionButtons->ClearButtons();
bool theIsBuilding, theIsResearching;
float thePercentage;
AvHSHUGetBuildResearchState(inUser3, inUser4, inFuser1, theIsBuilding, theIsResearching, thePercentage);
bool theDisplayingSpecialMenu = false;
switch(inUser3)
{
case AVH_USER3_MENU_BUILD:
case AVH_USER3_MENU_BUILD_ADVANCED:
case AVH_USER3_MENU_ASSIST:
case AVH_USER3_MENU_EQUIP:
theDisplayingSpecialMenu = true;
break;
}
// if recycling, draw nothing (check if something is selected, as otherwise inUser3 could be MENU_ something and MASK_RECYCLING won't make sense)
if(!theDisplayingSpecialMenu && (this->mSelected.size() > 0) && GetHasUpgrade(inUser4, MASK_RECYCLING))
{
}
// else if we're placing a building or researching, don't display anything but cancel
else if((gHUD.GetGhostBuilding() != MESSAGE_NULL) || (theIsResearching && !theIsBuilding))
{
// Set last button as cancel
theActionButtons->SetButton(0, MENU_BUILD);
theActionButtons->SetButton(1, MENU_BUILD_ADVANCED);
theActionButtons->SetButton(2, MENU_ASSIST);
theActionButtons->SetButton(3, MENU_EQUIP);
theActionButtons->SetButton(kNumActionButtonRows*kNumActionButtonCols - 1, MESSAGE_CANCEL);
}
// else use the menu the server specifies
else
{
// Set hard-coded top bar
theActionButtons->SetButton(0, MENU_BUILD);
theActionButtons->SetButton(1, MENU_BUILD_ADVANCED);
theActionButtons->SetButton(2, MENU_ASSIST);
theActionButtons->SetButton(3, MENU_EQUIP);
const int kBaseButtonIndex = 4;
// else, query for rest of state
for(int i=0; i < kNumTechSlots; i++)
{
AvHMessageID theMessageID = inTechSlots.mTechSlots[i];
if(theMessageID != MESSAGE_NULL)
{
int theCurrentButtonIndex = kBaseButtonIndex + i;
theActionButtons->SetButton(theCurrentButtonIndex, theMessageID);
// Now set it's enabled state generically
bool theEnabledState = AvHGetTechSlotEnabled(i, inUser4);
theActionButtons->SetEnabledState(theCurrentButtonIndex, theEnabledState);
}
}
}
theActionButtons->Localize();
}
}
bool AvHCommanderModeHandler::GetIsPointInPanel(Panel* inPanel, int x, int y) const
{
int theWidth;
int theHeight;
inPanel->getSize(theWidth, theHeight);
return (x >= 0 && y >= 0 && x < theWidth && y < theHeight);
}
void AvHCommanderModeHandler::Update(const AvHTechTree& inTechNodes, int inNumPoints)
{
AvHActionButtons* theActionButtons = NULL;
if(gHUD.GetManager().GetVGUIComponentNamed(kActionButtonsComponents, theActionButtons))
{
theActionButtons->SetTechNodes(inTechNodes);
theActionButtons->SetResources(inNumPoints);
int theEnergy = 0;
if(this->mSelected.size() > 0)
{
int theEntityIndex = *this->mSelected.begin();
cl_entity_s* theEntity = gEngfuncs.GetEntityByIndex(theEntityIndex);
if(theEntity)
{
bool theIsBuilding, theIsResearching;
float thePercentage;
string theHelpPrefix;
AvHSHUGetBuildResearchState(theEntity->curstate.iuser3, theEntity->curstate.iuser4, theEntity->curstate.fuser1, theIsBuilding, theIsResearching, thePercentage);
// Special-case for energy
if(theIsBuilding && theIsResearching && (thePercentage > 0.0f))
{
// Read energy
theEnergy = thePercentage*kMarineStructureMaxEnergy;
}
}
}
theActionButtons->SetEnergy(theEnergy);
theActionButtons->UpdateEnabledState();
// Enable tech buttons
theActionButtons->SetBusy(false);
theActionButtons->UpdateEnabledAndResearchState();
// Update prereqs and things, they could've changed if research just completed
theActionButtons->Localize();
this->RecalculateMenus();
}
}
void AvHCommanderModeHandler::cursorMoved(int x, int y, Panel* inPanel)
{
bool theFoundTechNode = false;
this->mLastMouseX = x;
this->mLastMouseY = y;
if (!gHUD.GetIsSelecting())
{
ActionButton* theActionButton = dynamic_cast<ActionButton*>(inPanel);
if(theActionButton)
{
// We don't get proper exit notification when we've got the mouse captured
// so generate it every mouse move.
if (GetIsPointInPanel(inPanel, x, y))
{
theActionButton->cursorEntered();
}
else
{
theActionButton->cursorExited();
}
this->mTechHelpText = theActionButton->GetHelpText();
this->mLastTechNodeMouseX = x;
this->mLastTechNodeMouseY = y;
theFoundTechNode = true;
}
else
{
// Clear help text otherwise
this->mTechHelpText = "";
}
AvHTeamHierarchy* theHierarchy = dynamic_cast<AvHTeamHierarchy*>(inPanel);
if(theHierarchy)
{
if(this->mMouseOneDown)
{
//theHierarchy->setAsMouseArena(true);
this->MoveToLastMousePosition(theHierarchy);
}
}
}
}
void AvHCommanderModeHandler::cursorEntered(Panel* inPanel)
{
if (!gHUD.GetIsSelecting())
{
ActionButton* theActionButton = dynamic_cast<ActionButton*>(inPanel);
if(theActionButton)
{
theActionButton->cursorEntered();
}
}
}
void AvHCommanderModeHandler::cursorExited(Panel* inPanel)
{
if (!gHUD.GetIsSelecting())
{
ActionButton* theActionButton = dynamic_cast<ActionButton*>(inPanel);
if(theActionButton)
{
theActionButton->cursorExited();
}
}
}
void AvHCommanderModeHandler::mousePressed(MouseCode code, Panel* inPanel)
{
// Capture the mouse input so that we receive the mouseRelease event even
// if the cursor is no longer on the panel.
App::getInstance()->setMouseCapture(inPanel);
if(code == MOUSE_LEFT)
{
this->mMouseOneDown = true;
AvHTeamHierarchy* theHierarchy = dynamic_cast<AvHTeamHierarchy*>(inPanel);
if(theHierarchy)
{
this->MoveToLastMousePosition(theHierarchy);
}
// Remember which component the mouse clicked so we don't allow any old mouse up
if(dynamic_cast<ActionButton*>(inPanel) || dynamic_cast<AvHActionButtons*>(inPanel))
{
this->mMouseOneDownOnActionButtons = true;
}
if(dynamic_cast<AvHLogoutComponent*>(inPanel))
{
this->mMouseOneDownOnLogoutButton = true;
}
AvHTechImpulsePanel* theImpulsePanel = dynamic_cast<AvHTechImpulsePanel*>(inPanel);
if(theImpulsePanel)
{
this->mLastTechPressed = theImpulsePanel->GetMessageID();
this->mTechNodePressed = true;
}
}
else if(code == MOUSE_RIGHT)
{
this->mMouseTwoDown = true;
AvHTeamHierarchy* theHierarchy = dynamic_cast<AvHTeamHierarchy*>(inPanel);
if(theHierarchy)
{
//this->DefaultOrderToLastMousePosition(theHierarchy);
}
}
}
void AvHCommanderModeHandler::mouseDoublePressed(MouseCode code, Panel* inPanel)
{
}
void AvHCommanderModeHandler::ActionButtonActivated(ActionButton* inActionButton)
{
if(!inActionButton->GetBusy())
{
gHUD.PlayHUDSound(HUD_SOUND_SELECT);
bool theSuccess = false;
AvHMessageID theMessageID = inActionButton->GetMessageID();
switch(theMessageID)
{
case MENU_BUILD:
this->mDisplayMenu = AVH_USER3_MENU_BUILD;
theSuccess = true;
break;
case MENU_BUILD_ADVANCED:
this->mDisplayMenu = AVH_USER3_MENU_BUILD_ADVANCED;
theSuccess = true;
break;
case MENU_ASSIST:
this->mDisplayMenu = AVH_USER3_MENU_ASSIST;
theSuccess = true;
break;
case MENU_EQUIP:
this->mDisplayMenu = AVH_USER3_MENU_EQUIP;
theSuccess = true;
break;
default:
// See if they pressed a button
if(inActionButton->GetTechEnabled())
{
this->mLastTechPressed = theMessageID;
this->mTechNodePressed = true;
}
break;
}
if(theSuccess)
{
this->mDisplayMenuMessageID = theMessageID;
// If our selection isn't all players, remove the selection.
if(!this->GetIsSelectionAllPlayers())
{
gHUD.ClearSelection();
}
}
}
}
void AvHCommanderModeHandler::mouseReleased(MouseCode code, Panel* inPanel)
{
App::getInstance()->setMouseCapture(NULL);
if(code == MOUSE_LEFT)
{
if (GetIsPointInPanel(inPanel, mLastMouseX, mLastMouseY))
{
ActionButton* theActionButton = dynamic_cast<ActionButton*>(inPanel);
if(theActionButton && this->mMouseOneDownOnActionButtons)
{
this->ActionButtonActivated(theActionButton);
}
else if(dynamic_cast<AvHLogoutComponent*>(inPanel) && this->mMouseOneDownOnLogoutButton)
{
if(gHUD.GetUIMode() == MAIN_MODE)
{
ClientCmd(kcStopCommandMode);
this->mDisplayMenu = AVH_USER3_MENU_BUILD;
this->mDisplayMenuMessageID = MENU_BUILD;
}
}
}
this->mMouseOneDown = false;
this->mMouseOneDownOnActionButtons = false;
this->mMouseOneDownOnLogoutButton = false;
}
else if(code == MOUSE_RIGHT)
{
this->mMouseTwoDown = false;
}
}
void AvHCommanderModeHandler::mouseWheeled(int delta, Panel* inPanel)
{
}
void AvHCommanderModeHandler::keyPressed(KeyCode code, Panel* inPanel)
{
}
void AvHCommanderModeHandler::keyTyped(KeyCode code, Panel* inPanel)
{
}
void AvHCommanderModeHandler::keyReleased(KeyCode code, Panel* inPanel)
{
}
void AvHCommanderModeHandler::keyFocusTicked(Panel* inPanel)
{
}