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4f13237895
Change CRLF to LF in repo.
754 lines
22 KiB
C++
754 lines
22 KiB
C++
#include "ui/UIComponent.h"
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#include "ui/UIManager.h"
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#include "ui/UIFactory.h"
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#include "ui/UITags.h"
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#include "VGUI_Menu.h"
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#include "VGUI_App.h"
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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#include "textrep/TRFactory.h"
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#include "cl_dll/vgui_SchemeManager.h"
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#include "VGUI_TextPanel.h"
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#include "VGUI_Label.h"
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#include "cl_dll/vgui_TeamFortressViewport.h"
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#include "ui/GammaAwareComponent.h"
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#include "ui/ReloadableComponent.h"
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//using vgui::Label;
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//extern CImageLabel *gTestLabel;
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extern vgui::BitmapTGA *vgui_LoadTGA( const char* pImageName, bool bInvertAlpha = true);
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const int kTranslation = 1000;
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// Stupid messy externs
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extern "C"
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{
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void* VGui_GetPanel();
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}
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extern int g_iVisibleMouse;
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UIManager::UIManager(UIFactory* inFactory)
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{
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this->mEditMode = false;
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this->mDraggingLMB = false;
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this->mUsingVGUI = false;
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this->mLMBDownX = this->mLMBDownY = -1;
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this->mLastMouseX = this->mLastMouseY = -1;
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this->mComponentMouseOver = NULL;
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this->mBlankCursor = NULL;
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this->mFactory = inFactory;
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this->mGammaSlope = 1.0f;
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}
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UIManager::~UIManager(void)
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{
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delete this->mFactory;
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this->mFactory = NULL;
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delete this->mBlankCursor;
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this->mBlankCursor = NULL;
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}
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void UIManager::AddInputSignal(InputSignal* inInputSignal)
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{
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UIComponentListType::iterator theCompIter;
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for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
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{
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UIComponent* theComponent = *theCompIter;
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ASSERT(theComponent);
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Panel* theVGUIComponent = theComponent->GetComponentPointer();
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ASSERT(theVGUIComponent);
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theVGUIComponent->addInputSignal(inInputSignal);
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}
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}
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bool UIManager::Clear(void)
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{
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bool theSuccess = false;
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// Make sure we aren't in edit mode
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if(!this->mEditMode)
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{
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// Delete every component in the list
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UIComponentListType::iterator theCompIter;
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for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
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{
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delete *theCompIter;
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theSuccess = true;
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}
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// Delete the list
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this->mComponentList.clear();
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}
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else
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{
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// TODO: Emit error indicating manager can't be cleared in edit mode
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}
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return theSuccess;
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}
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UIComponent* UIManager::GetComponentFromPanel(Panel* inPanel)
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{
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UIComponent* theComponent = NULL;
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UIComponentListType::iterator theCompIter;
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for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
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{
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if((*theCompIter)->GetComponentPointer() == inPanel)
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{
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theComponent = *theCompIter;
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break;
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}
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}
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return theComponent;
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}
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UIComponent* UIManager::GetComponentNamed(const string& inName)
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{
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UIComponent* theResult = NULL;
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UIComponentListType::iterator theCompIter;
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for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
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{
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if((*theCompIter)->GetName() == inName)
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{
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theResult = *theCompIter;
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break;
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}
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}
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return theResult;
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}
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const UIComponent* UIManager::GetComponentNamed(const string& inName) const
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{
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return NULL;
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}
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// TODO: Add list of components that are "hidden" and fail if the component is already hidden
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bool UIManager::HideComponent(const string& inName)
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{
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bool theSuccess = false;
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vgui::Panel* thePanel = NULL;
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if(this->GetVGUIComponentNamed(inName, thePanel))
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{
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ASSERT(thePanel != NULL);
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//this->TranslateComponent(thePanel, true);
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thePanel->setVisible(false);
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theSuccess = true;
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}
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return theSuccess;
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}
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void UIManager::HideComponents()
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{
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typedef vector<UIComponent*> UIComponentListType;
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for(UIComponentListType::iterator theIter = this->mComponentList.begin(); theIter != this->mComponentList.end(); theIter++)
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{
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this->HideComponent((*theIter)->GetName());
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}
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}
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bool UIManager::Initialize(const TRDescriptionList& inDesc, CSchemeManager* inSchemeManager)
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{
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bool theSuccess = false;
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// Clear out everything in case we have already been used once
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this->Clear();
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// Now loop through entities found
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for(TRDescriptionList::const_iterator theListIter = inDesc.begin(); theListIter != inDesc.end(); theListIter++)
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{
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// See if the factory knows how to create such a thing. It is giving the memory to us forever so take care of it.
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UIComponent* theCurrentComponent = this->mFactory->BuildComponent(*theListIter, inSchemeManager);
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// Tell it to set all the tags it knows about
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if(theCurrentComponent)
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{
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// Check for named root tag, look up that component and set it
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Panel* theRoot = NULL;
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string theRootName;
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if(theListIter->GetTagValue("root", theRootName))
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{
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UIComponent* theUIComponent = NULL;
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theUIComponent = this->GetComponentNamed(theRootName);
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if(theUIComponent)
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{
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theRoot = theUIComponent->GetComponentPointer();
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}
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}
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// If none specified or it couldn't be found, use default
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if(!theRoot)
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{
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theRoot = (Panel*)VGui_GetPanel();
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}
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// Set the root
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theCurrentComponent->GetComponentPointer()->setParent(theRoot);
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// Add to menu if specified
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string theMenuName;
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if(theListIter->GetTagValue(UITagMenuAddItem, theMenuName))
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{
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Menu* theParentMenu = NULL;
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if(this->GetVGUIComponentNamed(theMenuName, theParentMenu))
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{
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theParentMenu->addMenuItem(theCurrentComponent->GetComponentPointer());
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}
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}
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// Set up scheme if specified
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if(inSchemeManager)
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{
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this->SetSchemeValues(*theListIter, theCurrentComponent, inSchemeManager);
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}
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// <sigh> If we are currently using the regular VGUI instead of the manager, translate
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// this component out of the way so it doesn't suck up input
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if(this->mUsingVGUI)
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{
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this->TranslateComponent(theCurrentComponent->GetComponentPointer(), true);
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}
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// If gamma aware, tell it immediately
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GammaAwareComponent* theGammaAwareComponent = dynamic_cast<GammaAwareComponent*>(theCurrentComponent->GetComponentPointer());
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if(theGammaAwareComponent)
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{
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theGammaAwareComponent->NotifyGammaChange(this->mGammaSlope);
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}
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// Save it. It is now part of the world.
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this->mComponentList.push_back(theCurrentComponent);
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// Return success if we found at least one component
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theSuccess = true;
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}
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}
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// Build default blank cursor
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this->mBlankCursor = new Cursor(vgui_LoadTGA("blank"), 0, 0);
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// Register for notification for all input events
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//this->AddInputSignal(this);
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return theSuccess;
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}
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bool UIManager::InMouseMode(void) const
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{
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return (g_iVisibleMouse ? true : false);
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}
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void UIManager::NotifyGammaChange(float inGammaSlope)
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{
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UIComponentListType::iterator theCompIter;
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for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
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{
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GammaAwareComponent* theGammaAwareComponent = dynamic_cast<GammaAwareComponent*>((*theCompIter)->GetComponentPointer());
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if(theGammaAwareComponent)
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{
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theGammaAwareComponent->NotifyGammaChange(inGammaSlope);
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}
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}
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this->mGammaSlope = inGammaSlope;
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}
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bool UIManager::Save(const string& outFilename, const string& outHeader)
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{
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// Build description list
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TRDescriptionList theDescriptionList;
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UIComponentListType::iterator theCompIter;
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for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
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{
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theDescriptionList.push_back((*theCompIter)->GetDescription());
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}
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// Write it out!
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TRFactory::WriteDescriptions(outFilename, theDescriptionList, outHeader);
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return true;
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}
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bool UIManager::SetLMBActionAbsolute(const TRTag& inTag)
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{
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return true;
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}
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bool UIManager::SetLMBActionRelative(const TRTag& inTag)
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{
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return true;
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}
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void UIManager::SetMouseVisibility(bool inState)
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{
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// To change whether the mouse is visible, just change this variable
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g_iVisibleMouse = inState;
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// Update cursor
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if(g_iVisibleMouse)
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{
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//ClientCmd("say Entering mouse mode.");
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//App::getInstance()->setCursorOveride(App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_arrow));
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// Remove above line and put this line back in for sprite cursors
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App::getInstance()->setCursorOveride(this->mBlankCursor);
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}
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else
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{
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//ClientCmd("say Exiting mouse mode.");
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// Move mouse to center of screen so mouse look isn't changed
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// Only do this when in full screen
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App::getInstance()->setCursorPos(ScreenWidth()/2, ScreenHeight()/2);
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// Hide cursor again
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App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_none) );
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}
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//App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_none) );
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}
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// Set up default scheme values if a scheme was specified (overrides other tags specified)
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void UIManager::SetSchemeValues(const TRDescription& inDesc, UIComponent* inComponent, CSchemeManager* inSchemeManager)
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{
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std::string theSchemeName;
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if(inDesc.GetTagValue(UITagScheme, theSchemeName))
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{
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// Get the vgui panel inside
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Panel* thePanelPointer = inComponent->GetComponentPointer();
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// Get the scheme specified in the layout
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const char* theSchemeCString = theSchemeName.c_str();
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SchemeHandle_t theSchemeHandle = inSchemeManager->getSchemeHandle(theSchemeCString);
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int r, g, b, a;
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// Set fg color
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inSchemeManager->getFgColor(theSchemeHandle, r, g, b, a);
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thePanelPointer->setFgColor(r, g, b, a);
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// Set bg color
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inSchemeManager->getBgColor(theSchemeHandle, r, g, b, a);
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thePanelPointer->setBgColor(r, g, b, a);
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// Set font if applicable
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vgui::Font* theFont = inSchemeManager->getFont(theSchemeHandle);
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vgui::TextPanel* theTextPanel = dynamic_cast<vgui::TextPanel*>(thePanelPointer);
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if(theFont && theTextPanel)
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{
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theTextPanel->setFont(theFont);
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}
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}
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}
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bool UIManager::SetRMBActionAbsolute(const TRTag& inTag)
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{
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return true;
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}
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bool UIManager::SetRMBActionRelative(const TRTag& inTag)
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{
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return true;
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}
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void UIManager::SetUsingVGUI(bool inState)
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{
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if(inState)
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{
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if(!this->mUsingVGUI)
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{
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// Translate all components away
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this->TranslateComponents(true);
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this->mUsingVGUI = true;
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}
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}
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else
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{
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if(this->mUsingVGUI)
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{
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// Translate everything back
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this->TranslateComponents(false);
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this->mUsingVGUI = false;
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}
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}
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}
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bool UIManager::TranslateComponent(const string& inName, bool inAway)
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{
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bool theSuccess = false;
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UIComponent* theComponent = this->GetComponentNamed(inName);
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if(theComponent)
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{
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this->TranslateComponent(theComponent->GetComponentPointer(), inAway);
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theSuccess = true;
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}
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return theSuccess;
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}
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void UIManager::TranslateComponent(vgui::Panel* inPanel, bool inAway)
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{
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int theX, theY;
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inPanel->getPos(theX, theY);
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int theAmount = kTranslation*(inAway ? 1 : -1);
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inPanel->setPos(theX + theAmount, theY + theAmount);
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}
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void UIManager::TranslateComponents(bool inAway)
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{
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UIComponentListType::iterator theCompIter;
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for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
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{
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vgui::Panel* theCurrentPanel = (*theCompIter)->GetComponentPointer();
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this->TranslateComponent(theCurrentPanel, inAway);
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}
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}
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bool UIManager::ToggleEditMode(void)
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{
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bool theWasInEditMode = this->mEditMode;
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this->mEditMode = !this->mEditMode;
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// if(this->mEditMode)
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// {
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// ClientCmd("say Entering edit mode.");
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// }
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// else
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// {
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// ClientCmd("say Exiting edit mode.");
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// }
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// If we enter edit mode, disable all components. If we leave, reenable them.
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this->SetEnabledState(!this->mEditMode);
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//CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"fov\" is \"%d\"\n", (int)GetClassPtr((CBasePlayer *)pev)->m_iFOV ) );
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if(!this->mEditMode)
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{
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// Reset graphical layout variables
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this->mComponentMouseOver = NULL;
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this->mDraggingLMB = false;
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this->mLastMouseX = this->mLastMouseY = -1;
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this->mLMBDownX = this->mLMBDownY = -1;
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}
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return theWasInEditMode;
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}
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// TODO: Add list of components that are "hidden" and fail if the component is not currently hidden
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bool UIManager::UnhideComponent(const string& inName)
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{
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bool theSuccess = false;
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vgui::Panel* thePanel = NULL;
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if(this->GetVGUIComponentNamed(inName, thePanel))
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{
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ASSERT(thePanel != NULL);
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//this->TranslateComponent(thePanel, false);
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thePanel->setVisible(true);
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theSuccess = true;
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}
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return theSuccess;
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}
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void UIManager::Update(float inCurrentTime)
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{
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UIComponentListType::iterator theCompIter;
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for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
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{
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(*theCompIter)->Update(inCurrentTime);
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}
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// int r, g, b, a;
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// r = g = b = a = 0;
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// //gTestLabel->getFgColor(r, g, b, a);
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// vgui::Color theColor;
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// gTestLabel->m_pTGA->getColor(theColor);
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// theColor.getColor(r, g, b, a);
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// r = (r + 1) % 255;
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// theColor.setColor(r, g, b, a);
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// gTestLabel->m_pTGA->setColor(theColor);
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// //gTestLabel->setFgColor(r, g, b, a);
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//
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// gTestLabel->getBgColor(r, g, b, a);
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// a = (a + 1) % 255;
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// gTestLabel->setBgColor(r, g, b, a);
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}
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void UIManager::VidInit(void)
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{
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UIComponentListType::iterator theCompIter;
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for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
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{
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ReloadableComponent* theReloadableComponent = dynamic_cast<ReloadableComponent*>((*theCompIter)->GetComponentPointer());
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if(theReloadableComponent)
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{
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theReloadableComponent->VidInit();
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}
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}
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}
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void UIManager::ToggleMouse(void)
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{
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this->SetMouseVisibility(!g_iVisibleMouse);
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}
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////////////////////////////////
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// Functions from InputSignal //
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////////////////////////////////
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void UIManager::cursorMoved(int inX, int inY, Panel* inPanel)
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{
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if(!inPanel)
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{
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ClientCmd("say cursorMoved with null inPanel! Yeah!\n");
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}
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// x,y are local to the upper left of the panel.
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int theLocalX = inX;
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int theLocalY = inY;
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// Get screen coordinates
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int theScreenX, theScreenY;
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this->GetScreenCoords(theScreenX, theScreenY);
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// This function should only be called when mouse visible and we are in edit mode
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if(this->mEditMode)
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{
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// We can't assume that a cursorEntered will always get called before a cursor moved, so
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// call cursorEntered if we don't have a component yet (happens when toggling between the two modes
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if(!this->mComponentMouseOver)
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{
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this->cursorEntered(inPanel);
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}
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// Number of pixels to move with the mouse button down before we start dragging
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const int START_DRAG_PIXEL_DIST = 6;
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const int MIN_DRAG_PIXEL_DIST = 4;
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static int theStartDragLocalXOffset = 0;
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static int theStartDragLocalYOffset = 0;
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// Check how far we have moved, are we dragging yet?
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if((!this->mDraggingLMB) &&
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(this->mLMBDownX != -1) &&
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(this->mLMBDownY != -1))
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{
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int theXDiff = theScreenX - this->mLMBDownX;
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int theYDiff = theScreenY - this->mLMBDownY;
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// Requires more movement in diagonal direction, probably not
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// worth the extra complexity to change
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if((abs(theXDiff) > START_DRAG_PIXEL_DIST) ||
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(abs(theYDiff) > START_DRAG_PIXEL_DIST))
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{
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//ClientCmd("say Starting drag");
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// Save the offset from the component's upper left. Preserve
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// this when for more intuitive dragging (so dragging doesn't
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// suddenly move the component relative to the mouse).
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theStartDragLocalXOffset = theLocalX;
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theStartDragLocalYOffset = theLocalY;
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//inPanel->setAsMouseArena(true);
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this->mDraggingLMB = true;
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}
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}
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// Are we dragging?
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if(this->mDraggingLMB)
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{
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// If so, set the component's new position. The position corresponds to the upper
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// left corner of the component, so subtract out the local offset.
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// The component's new position is equal to the current screen pos of the mouse, MINUS
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// the local component offset which we started the drag. If we were dragging the component
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// around by the upper left corner, this would be like setting the component's position equal
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// to whatever the mouse was at during a mouse move. If we were dragging it by the center,
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// it would set the component's position to the current screen mouse pos minus half the component
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// width and height. Make sense?
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//ClientCmd("say Setting new component position");
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int theChangeX = theScreenX - theStartDragLocalXOffset;
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int theChangeY = theScreenY - theStartDragLocalYOffset;
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// Make sure we move at least a few pixels, because we're bound by control and we
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// could've grabbed it near one of the edges
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theChangeX = max(theChangeX, MIN_DRAG_PIXEL_DIST);
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theChangeY = max(theChangeY, MIN_DRAG_PIXEL_DIST);
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this->SetPanelPosition(inPanel, theChangeX, theChangeY);
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}
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}
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// Update new mouse position
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this->mLastMouseX = theScreenX;
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this->mLastMouseY = theScreenY;
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}
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void UIManager::SetPanelPosition(Panel* inPanel, int inX, int inY)
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{
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// Look up the component
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UIComponent* theUIComp = this->GetComponentFromPanel(inPanel);
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if(theUIComp)
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{
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// Update run-time version
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// Set the vgui panel's position (pixel coords)
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// Clip so component never goes off the screen in any way
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int theCompWidth = 0;
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int theCompHeight = 0;
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inPanel->getSize(theCompWidth, theCompHeight);
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int theClippedScreenX = max(min(inX, ScreenWidth() - theCompWidth), 0);
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int theClippedScreenY = max(min(inY, ScreenHeight() - theCompHeight), 0);
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inPanel->setPos(theClippedScreenX, theClippedScreenY);
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// repaint parent if present
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Panel* inPanelParent = inPanel->getParent();
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if(inPanelParent != NULL)
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{
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inPanelParent->repaint();
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}
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// Convert to normalized coords for text representation.
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float theClippedNormX = (float)theClippedScreenX/ScreenWidth();
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float theClippedNormY = (float)theClippedScreenY/ScreenHeight();
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// Change the text represntation so it has the update coordinates (normalized coords)
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// This means it can save out again with the player's changes!
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TRDescription& theCompDesc = theUIComp->GetDescription();
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theCompDesc.SetTagValue(UITagXPos, theClippedNormX);
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theCompDesc.SetTagValue(UITagYPos, theClippedNormY);
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}
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else
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{
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//ClientCmd("say Can't find UIComponent that you're dragging, can't save changes to it.");
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}
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}
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void UIManager::cursorEntered(Panel* inPanel)
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{
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// Handle stacking of ui components. Only enter component if we aren't already on a component
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if(!this->mComponentMouseOver)
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{
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if(!this->mDraggingLMB)
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{
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//ClientCmd("say Cursor entered component");
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this->mComponentMouseOver = inPanel;
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}
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}
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}
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void UIManager::cursorExited(Panel* inPanel)
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{
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// Only leave the component we are currently on for stacking purposes
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if(this->mComponentMouseOver == inPanel)
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{
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if(!this->mDraggingLMB)
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{
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//ClientCmd("say Cursor exited component");
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this->mComponentMouseOver = NULL;
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}
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}
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}
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void UIManager::mousePressed(MouseCode inCode, Panel* inPanel)
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{
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// Track dragging state
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if(inCode == MOUSE_LEFT)
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{
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if(this->mComponentMouseOver)
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{
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//ClientCmd("say Left mouse pressed on component");
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this->mLMBDownX = this->mLastMouseX;
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this->mLMBDownY = this->mLastMouseY;
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}
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}
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}
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void UIManager::mouseDoublePressed(MouseCode inCode, Panel* inPanel)
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{
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}
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// Take into account the mouse offset into the component
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// Note: This doesn't work in windowed mode, as it returns the cursor position in pixels,
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// and the desktop resolution is different than HL resolution in windowed mode. If there
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// are function to tell if we are in windowed mode, and to find the upper left x,y this
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// could be fixed.
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void UIManager::GetScreenCoords(int& outLocalX, int& outLocalY)
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{
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int theX, theY;
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App::getInstance()->getCursorPos(theX, theY);
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// int theLocalX = theX;
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// int theLocalY = theY;
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// inPanel->screenToLocal(theLocalX, theLocalY);
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// theX += ioLocalX;
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// theY += ioLocalY;
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outLocalX = theX;
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outLocalY = theY;
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}
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void UIManager::SetEnabledState(bool inState)
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{
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UIComponentListType::iterator theCompIter;
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for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
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{
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(*theCompIter)->GetComponentPointer()->setEnabled(inState);
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}
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}
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void UIManager::mouseReleased(MouseCode code, Panel* inPanel)
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{
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// Track dragging state
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if(code == MOUSE_LEFT)
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{
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//ClientCmd("say Left mouse released on component");
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//ALERT(at_console, "Down xy = -1\n");
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this->mLMBDownX = -1;
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this->mLMBDownY = -1;
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this->mDraggingLMB = false;
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//App::getInstance()->setMouseArena(NULL);
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//inPanel->setAsMouseArena(false);
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//App::getInstance()->setMouseArena(NULL);
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}
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}
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void UIManager::mouseWheeled(int delta,Panel* panel)
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{
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}
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void UIManager::keyPressed(KeyCode code,Panel* panel)
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{
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}
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void UIManager::keyTyped(KeyCode code,Panel* panel)
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{
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}
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void UIManager::keyReleased(KeyCode code,Panel* panel)
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{
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}
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void UIManager::keyFocusTicked(Panel* panel)
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{
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}
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