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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
158 lines
6.1 KiB
C++
158 lines
6.1 KiB
C++
#ifndef UIMANAGER_H
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#define UIMANAGER_H
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// Main ideas:
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// 1) The full UI is specified from a text file
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// 2) Changing or adding UI components doesn't require changing the layout parser
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// 3) Globals aren't needed in the client code, it can look up components by name when it needs them. This makes
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// the code much neater and easier to maintain.
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//
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// Components are defined as a set of tags, many of them common for all components. A new UI component
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// can define its own custom tags if it so desires.
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//
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#include "textrep/TRTag.h"
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#include "textrep/TRDescription.h"
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#include "VGUI_InputSignal.h"
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#include "ui/UIComponent.h"
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class CSchemeManager;
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using namespace vgui;
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class UIComponent;
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class UIFactory;
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// Singleton or global?
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class UIManager : public InputSignal
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{
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public:
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// Only one way to construct. Not meaningful to use until Initialize() is called.
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UIManager(UIFactory* inFactory);
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// Make destructor virtual just in case this is subclassed someday
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virtual ~UIManager(void);
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void AddInputSignal(InputSignal* inInputSignal);
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// Deletes all components that have been previously read in. Clients should not hold onto UI component
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// pointers, because this function invalidates them. This will typically be called from within VGUI_Shutdown.
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// It is also called at the beginning of Initialize(). Returns true if at least one component was deleted.
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bool Clear(void);
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// Find a component that has been created with the specified name. The text files lay out the components, this
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// is how the mod finds them after they have been created. The calling code shouldn't keep around the pointer
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// to the component, it should query it every tick in case it goes away.
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UIComponent* GetComponentNamed(const string& inName);
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const UIComponent* GetComponentNamed(const string& inName) const;
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// Quick way to fetch the vgui component you're looking for. Returns null if type is wrong or it doesn't exist.
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template <class T>
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bool GetVGUIComponentNamed(const string& inName, T& outValue)
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{
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bool theSuccess = false;
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T theReturnComponent = NULL;
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outValue = NULL;
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UIComponent* theComponent = this->GetComponentNamed(inName);
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if(theComponent)
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{
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outValue = dynamic_cast<T>(theComponent->GetComponentPointer());
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if(outValue)
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{
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theSuccess = true;
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}
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}
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return theSuccess;
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}
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bool HideComponent(const string& inName);
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void HideComponents();
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// Load up all UI components specified by the text description. Any components that have already been loaded
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// are cleared first. Returns false if the file couldn't be opened or no components could be built from the file.
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// Typically this will be called once when the mod is initialized and never again.
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bool Initialize(const TRDescriptionList& inDesc, CSchemeManager* inSchemeManager = NULL);
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bool InMouseMode(void) const;
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//void NotifyGammaChange(float inGammaSlope);
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// Saves the current UI layout back out the file that it was read in from. This is only meaningful after
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// the layout has been edited by the player. Returns false if the file couldn't be opened, if a write fails.
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// or if the manager is currently in edit mode.
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bool Save(const string& outFilename, const string& outHeader);
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// Sets the left mouse button action to
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bool SetLMBActionAbsolute(const TRTag& inTag);
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bool SetLMBActionRelative(const TRTag& inTag);
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void SetMouseVisibility(bool inState);
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bool SetRMBActionAbsolute(const TRTag& inTag);
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bool SetRMBActionRelative(const TRTag& inTag);
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void SetUsingVGUI(bool inState);
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// Call to toggle editing current layout with the mouse. Starts in non-edit mode.
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// Returns true if we were in edit mode and just left.
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bool ToggleEditMode(void);
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void ToggleMouse(void);
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bool TranslateComponent(const string& inName, bool inAway);
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bool UnhideComponent(const string& inName);
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virtual void Update(float inCurrentTime);
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// Called every time the hud is re-inited
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virtual void VidInit(void);
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// Input signal functions for graphical editing
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virtual void cursorMoved(int x,int y,Panel* panel);
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virtual void cursorEntered(Panel* panel);
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virtual void cursorExited(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 mouseReleased(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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UIManager(void);
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UIComponent* GetComponentFromPanel(Panel* inPanel);
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void GetScreenCoords(int& ioLocalX, int& ioLocalY);
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void SetEnabledState(bool inState);
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void SetPanelPosition(Panel* inPanel, int inX, int inY);
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void SetSchemeValues(const TRDescription& inDesc, UIComponent* inComponent, CSchemeManager* inManager);
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void TranslateComponents(bool inAway);
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void TranslateComponent(vgui::Panel* inPanel, bool inAway);
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bool mEditMode;
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bool mDraggingLMB;
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bool mUsingVGUI;
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int mLastMouseX, mLastMouseY;
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int mLMBDownX, mLMBDownY;
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Panel* mComponentMouseOver;
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Cursor* mBlankCursor;
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UIFactory* mFactory;
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//float mGammaSlope;
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// List of text representations associated with UIComponents.
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// These are all currently loaded in the game.
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typedef vector<UIComponent*> UIComponentListType;
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UIComponentListType mComponentList;
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};
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#endif
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