NS/main/source/ui/PieMenu.cpp
pierow 8ab1a69972 add postprocessing
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp
- clear framebuffer between frames to fix visual bugs outside map
- remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader
- additional visual preset config updates
2024-02-28 22:36:49 -05:00

213 lines
5.2 KiB
C++

//======== (C) Copyright 2002 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: PieMenu.cpp $
// $Date: 2002/08/31 18:04:32 $
//
//-------------------------------------------------------------------------------
// $Log: PieMenu.cpp,v $
// Revision 1.13 2002/08/31 18:04:32 Flayra
// - Work at VALVe
//
// Revision 1.12 2002/08/16 02:29:19 Flayra
// - Added document headers
// - Started to add support for pie nodes with both images and text
//
//===============================================================================
#include "util/nowarnings.h"
#include "ui/PieMenu.h"
#include "ui/PieNode.h"
#include "cl_dll/cl_util.h"
#include "cl_dll/vgui_int.h"
using vgui::Panel;
const string PieMenuType("PieMenu");
PieMenu::PieMenu(const string& inRootName, int x,int y, int wide, int tall) : vgui::Panel(x, y, wide, tall)
{
// Hard-code node distance to something "reasonable", hopefully it will be specified in ui.txt
this->mNodeList = new PieNodeList(inRootName, .18f);
this->mNodeList->GetRoot()->setParent(this);
this->addChild(this->mNodeList->GetRoot());
this->mFont = NULL;
}
PieMenu::~PieMenu()
{
delete this->mNodeList;
}
void PieMenu::AddInputSignalForNodes(InputSignal* s)
{
Panel::addInputSignal(s);
this->mNodeList->AddInputSignalForNodes(s);
}
bool PieMenu::AddNode(const string& inNodeString)
{
bool theSuccess = true;
// Build new node using passed in string, use this->mPieNodeTarga as the image name
// Tell node that this pie menu is its parent
// Register pie menu input signal with it
// Add it to list
Color theFGColor;
this->getFgColor(theFGColor);
Color theBGColor;
this->getBgColor(theBGColor);
this->mNodeList->AddNode(inNodeString, this->mFont, theBGColor, theFGColor, this->mDefaultImage);
return theSuccess;
}
void PieMenu::ChangeNode(int inMessageID, int inNewMessageID, const string& inNewText)
{
this->mNodeList->ChangeNode(inMessageID, inNewMessageID, inNewText);
}
void PieMenu::DisableNodesWhoseChildrenAreDisabled()
{
this->mNodeList->DisableNodesWhoseChildrenAreDisabled();
}
PieNode* PieMenu::GetRootNode(void)
{
return this->mNodeList->GetRoot();
}
bool PieMenu::GetSelectedNode(PieNode*& outNode)
{
return this->mNodeList->GetSelectedNode(outNode);
}
void PieMenu::mouseReleased(MouseCode code, Panel* panel)
{
// TODO:
// Cast panel to a PieNode
// Get the pie node name
// Trigger an event from it
}
// don't draw anything, nodes will draw instead
//void PieMenu::paint()
//{
// Panel::paint();
//
//}
void PieMenu::paintBackground()
{
// Panel::paintBackground();
}
void PieMenu::RecomputeVisibleSize(void)
{
this->mNodeList->RecomputeVisibleSize();
//// Recalculate base position, because root node probably just changed size to the
//// size of the biggest node we have
//int thePieX, thePieY;
//this->getPos(thePieX, thePieY);
//
//int thePieWidth, thePieHeight;
//this->getSize(thePieWidth, thePieHeight);
//
//this->mNodeList->SetBasePosition(thePieX, thePieY, thePieWidth, thePieHeight);
}
void PieMenu::ResetToDefaults()
{
this->mNodeList->ResetToDefaults();
}
//void PieMenu::NotifyGammaChange(float inGammaSlope)
//{
// // TODO: Adjust font color?
// this->mNodeList->GetRoot()->SetColorBias(1.0f/inGammaSlope);
//}
void PieMenu::SetConnectorName(const string& inConnectorName)
{
this->mNodeList->SetConnectorName(inConnectorName);
}
void PieMenu::SetConstructionComplete()
{
this->mNodeList->SetConstructionComplete();
}
void PieMenu::SetDefaultImage(const string& inDefaultImage)
{
this->mDefaultImage = inDefaultImage;
this->GetRootNode()->SetDefaultImage(inDefaultImage);
}
void PieMenu::SetFont(Font* inFont)
{
this->mFont = inFont;
}
void PieMenu::SetNodeDistance(float inNewXDistance, float inNewYDistance)
{
this->mNodeList->SetNodeDistance(inNewXDistance, inNewYDistance);
}
//void PieMenu::SetNodeTargaName(const string& inTarga)
//{
// this->mPieNodeTarga = inTarga;
//}
// Set our own position, but also tell pie node list
void PieMenu::setPos(int x, int y)
{
Panel::setPos(x, y);
int thePieWidth, thePieHeight;
this->getSize(thePieWidth, thePieHeight);
this->mNodeList->SetBasePosition(x, y, thePieWidth, thePieHeight);
}
void PieMenu::setSize(int wide, int tall)
{
Panel::setSize(wide, tall);
int thePieX, thePieY;
this->getPos(thePieX, thePieY);
this->mNodeList->SetBasePosition(thePieX, thePieY, wide, tall);
}
void PieMenu::SetFadeState(bool inNewVisState)
{
//Panel::setVisible(inNewVisState);
this->mNodeList->SetFadeState(inNewVisState);
}
// update
void PieMenu::Update(float theCurrentTime)
{
// Tell all nested components to Update
this->mNodeList->Update(theCurrentTime);
}
void PieMenu::UpdateMenuFromTech(const AvHTechTree& inMenuCosts, int inPurchaselevel)
{
this->mNodeList->UpdateMenuFromTech(inMenuCosts, inPurchaselevel);
}
void PieMenu::VidInit()
{
this->mNodeList->VidInit();
}