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8ab1a69972
- 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
275 lines
No EOL
7.8 KiB
C++
275 lines
No EOL
7.8 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: PieNode.h $
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// $Date: 2002/08/31 18:04:32 $
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//
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//-------------------------------------------------------------------------------
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// $Log: PieNode.h,v $
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// Revision 1.15 2002/08/31 18:04:32 Flayra
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// - Work at VALVe
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//
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// Revision 1.14 2002/08/16 02:29:20 Flayra
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// - Added document headers
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// - Started to add support for pie nodes with both images and text
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//
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//===============================================================================
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#ifndef PIENODE_H
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#define PIENODE_H
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#include "ui/FadingImageLabel.h"
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//#include "ui/GammaAwareComponent.h"
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#include "mod/AvHSharedTypes.h"
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#include "string"
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using std::string;
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const int kNumNodes = 8;
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typedef vector<int> MessageIDList;
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class PieNode : public FadingImageLabel
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{
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public:
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PieNode(const string& inNodeString, int inMessageID);
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virtual ~PieNode();
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// Call FadingImageLabel::addInputSignal, then call it on all our children
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void AddInputSignalForNodes(InputSignal* s);
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// Add and forget
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bool AttachNode(PieNode* inNode, int inAngularOffset, float inNodeXDistance, float inNodeYDistance);
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void DisableNodesGreaterThanCost(int inCost);
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void DisableNodesNotInMessageList(const MessageIDList& inList);
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void DisableNodesWhoseChildrenAreDisabled();
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//vgui::Color GetColor() const;
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virtual void getBgColor(int& r,int& g,int& b,int& a);
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virtual void getBgColor(Color& color);
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//virtual void FadedIn();
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//virtual void FadedOut();
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virtual bool GetDrawHighlighted() const;
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virtual bool GetDrawSelected() const;
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virtual bool GetEnabled() const;
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virtual bool GetHasChild(const PieNode* inNode) const;
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bool GetIsAbove(const PieNode* inNode) const;
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void GetMaxTextSize(int& outWidth, int& outHeight);
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int GetMessageID() const;
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int GetPointCost() const;
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PieNode* GetNodeAtAngularOffset(int inAngularOffset);
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const string& GetNodeName() const;
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PieNode* GetRoot();
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virtual bool GetSelectedNode(PieNode*& outNode);
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virtual bool HasChildren(void) const;
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virtual bool HighlightNode(void);
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virtual bool IsAdjacentTo(const PieNode* inNode);
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virtual bool IsChildOf(const PieNode* inNode);
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virtual bool isVisible();
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void MoveTree(int inDeltaX, int inDeltaY);
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void ChangeNode(int inMessageID, int inNewMessageID, const string& inNewText);
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void ChangeNode(int inNewMessageID, const string& inNewText);
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void ResetToDefaults();
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void SetColorBias(float inBias);
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void SetConnectorName(const string& inConnectorName);
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void SetDefaultImage(const string& inDefaultImage);
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void SetDrawSelected(bool inDrawSelected);
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void SetNodeAndAdjacentChildrenFadeState(bool inFadeState);
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void SetNodeAndAllChildrenFadeState(bool inNewVisState);
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void SetNodeDistance(float inNewXDistance, float inNewYDistance);
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//bool SetNodeEnabled(const string& inNodeName, bool inNewState);
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bool SetPosFromOffset(int inOffset, float inNodeXDistance, float inNodeYDistance);
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//virtual void setSize(int wide,int tall);
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virtual void SetSizeKeepCenter(int inWidth, int inHeight);
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//void SetTolerance(int inPercentage);
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virtual void SetFadeState(bool inNewFadeState);
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virtual void SetVisibleSize(int inVisWidth, int inVisHeight);
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void SetNodeAndChildrenVisible(bool inVisibilityState);
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virtual void Update(float theCurrentTime);
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void UpdateMenuFromTech(const AvHTechTree& inMenuCosts, int inPurchaseLevel);
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virtual void VidInit(void);
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private:
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bool ComputeRelativeConnectorCoordinates(PieNode* theCurrentPieNode, int& x0, int& y0, int& x1, int& y1);
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void ComputeAndSetLocalizedText();
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//void GetCenteredCoordinatesFromQuadrant(int inQuadrant, int inRelativeToX, int inRelativeToY, int& outX, int& outY);
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void GetCenteredCoordinatesFromQuadrant(int inQuadrant, int& outX, int& outY);
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bool HasSelectedNodeAbove(void) const;
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bool HasSelectedNodeBelow(void) const;
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virtual void DoPaint();
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virtual void paintBackground();
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static int mDegrees[kNumNodes];
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string mNodeName;
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float mColorBias;
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// Count counter-clockwise
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PieNode* mArray[kNumNodes];
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PieNode* mParentPieNode;
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string mConnectorSpriteName;
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AVHHSPRITE mConnectorSprite;
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string mLocalizedText;
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string mBaseText;
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string mDefaultText;
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string mDefaultImage;
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int mMessageID;
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int mDefaultID;
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int mPointCost;
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bool mEnabled;
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bool mDrawSelected;
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};
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class PieNodeList //: public InputSignal
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{
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public:
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PieNodeList(const string& inRootName, float inDist);
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virtual ~PieNodeList();
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// Adds a new node using the string from the description file (node name, relative position). It uses
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// the same texture name as the root node. Fails if SetConstructionComplete was already called.
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bool AddNode(const string& inNodeString, Font* inFont, const Color& inBGColor, const Color& inFGColor, const string& inDefaultImage);
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void AddInputSignalForNodes(InputSignal* s);
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void ChangeNode(int inMessageID, int inNewMessageID, const string& inNewText);
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void DisableNodesGreaterThanCost(int inCost);
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void DisableNodesNotInMessageList(const MessageIDList& inList);
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void DisableNodesWhoseChildrenAreDisabled();
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PieNode* GetRoot();
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bool GetSelectedNode(PieNode*& outNode);
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void RecomputeVisibleSize(void);
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void ResetToDefaults();
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void SetBasePosition(int inX, int inY, int inPieWidth, int inPieHeight);
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void SetConnectorName(const string& inConnectorName);
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// Indicate that there are no more nodes. Set self as input signal for all nodes.
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void SetConstructionComplete();
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void setParent(vgui::Panel* inPanel);
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void SetNodeDistance(float inNewXDistance, float inNewYDistance);
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//bool SetNodeEnabled(const string& inNodeName, bool inNewState);
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// Set root visible only, until mouse moves over other components
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//void SetRootVisible(bool inNewVisibility);
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//void SetTolerance(int inPercentage);
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// When hiding pie menu, hide all nodes
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// When showing pie menu, show only root
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virtual void SetFadeState(bool inNewVisibility);
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virtual void SetSizeKeepCenter(int inWidth, int inHeight);
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void Update(float inTime);
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void UpdateMenuFromTech(const AvHTechTree& inMenuCosts, int inPurchaseLevel);
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void VidInit();
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// Mark node and its first-level children visible
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//virtual void cursorEntered(Panel* panel);
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//virtual void cursorExited(Panel* panel);
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// If right mouse button released over node, mark all nodes invisible
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// and hide the control. Don't select a node, that is assumed to be handled by the outer
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// PieMenu::AddInputSignalForNodes(). If mouse button was released off the control entirely,
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// it should generated a ClosePieMenu command that sets whole thing invisible again.
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//virtual void mouseReleased(MouseCode code, Panel* panel);
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// Irrelevant events, override so we can instantiate
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// virtual void cursorMoved(int x,int y,Panel* panel);
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// virtual void mousePressed(MouseCode code,Panel* panel);
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// virtual void mouseDoublePressed(MouseCode code,Panel* panel);
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// virtual void mouseWheeled(int delta,Panel* panel);
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// virtual void keyPressed(KeyCode code,Panel* panel);
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// virtual void keyTyped(KeyCode code,Panel* panel);
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// virtual void keyReleased(KeyCode code,Panel* panel);
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// virtual void keyFocusTicked(Panel* panel);
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private:
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PieNode* mRoot;
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float mNodeXDistance;
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float mNodeYDistance;
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};
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#endif |