mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
220 lines
7.2 KiB
C++
220 lines
7.2 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../precompiled.h"
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#include "../MainMenuLocal.h"
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/*
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================================================================================================
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idMenuWidget_DevList
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Extends the standard list widget to support the developer menu.
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================================================================================================
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*/
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namespace {
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/*
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================================================
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DevList_NavigateForward
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================================================
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*/
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class DevList_NavigateForward : public idSWFScriptFunction_RefCounted {
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public:
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DevList_NavigateForward( idMenuWidget_DevList * devList_, const int optionIndex_ ) :
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devList( devList_ ),
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optionIndex( optionIndex_ ) {
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}
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idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms ) {
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devList->NavigateForward( optionIndex );
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return idSWFScriptVar();
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}
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private:
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idMenuWidget_DevList * devList;
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int optionIndex;
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};
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}
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/*
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========================
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idMenuWidget_DevList::Initialize
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========================
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*/
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void idMenuWidget_DevList::Initialize() {
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AddEventAction( WIDGET_EVENT_SCROLL_DOWN ).Set( WIDGET_ACTION_START_REPEATER, WIDGET_ACTION_SCROLL_VERTICAL, 1 );
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AddEventAction( WIDGET_EVENT_SCROLL_UP ).Set( WIDGET_ACTION_START_REPEATER, WIDGET_ACTION_SCROLL_VERTICAL, -1 );
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AddEventAction( WIDGET_EVENT_SCROLL_DOWN_RELEASE ).Set( WIDGET_ACTION_STOP_REPEATER );
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AddEventAction( WIDGET_EVENT_SCROLL_UP_RELEASE ).Set( WIDGET_ACTION_STOP_REPEATER );
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int optionIndex = 0;
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while ( GetChildren().Num() < GetNumVisibleOptions() ) {
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idMenuWidget_Button * const buttonWidget = new ( TAG_MENU ) idMenuWidget_Button();
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buttonWidget->AddEventAction( WIDGET_EVENT_PRESS ).Set( new ( TAG_SWF ) DevList_NavigateForward( this, optionIndex++ ) );
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AddChild( buttonWidget );
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}
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}
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/*
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========================
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idMenuWidget_DevList::GetTotalNumberOfOptions
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========================
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*/
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int idMenuWidget_DevList::GetTotalNumberOfOptions() const {
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if ( devMenuList == NULL ) {
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return 0;
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}
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return devMenuList->devMenuList.Num();
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}
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/*
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========================
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idMenuWidget_DevList::GoToFirstMenu
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========================
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*/
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void idMenuWidget_DevList::GoToFirstMenu() {
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devMapListInfos.Clear();
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indexInfo_t & info = devMapListInfos.Alloc();
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info.name = "devmenuoption/main";
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devMenuList = NULL;
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RecalculateDevMenu();
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}
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/*
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========================
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idMenuWidget_DevList::NavigateForward
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========================
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*/
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void idMenuWidget_DevList::NavigateForward( const int optionIndex ) {
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if ( devMenuList == NULL ) {
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return;
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}
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const int focusedIndex = GetViewOffset() + optionIndex;
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const idDeclDevMenuList::idDevMenuOption & devOption = devMenuList->devMenuList[ focusedIndex ];
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if ( ( devOption.devMenuDisplayName.Length() == 0 ) || ( devOption.devMenuDisplayName.Cmp( "..." ) == 0 ) ) {
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return;
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}
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if ( devOption.devMenuSubList != NULL ) {
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indexInfo_t & indexes = devMapListInfos.Alloc();
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indexes.name = devOption.devMenuSubList->GetName();
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indexes.focusIndex = GetFocusIndex();
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indexes.viewIndex = GetViewIndex();
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indexes.viewOffset = GetViewOffset();
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RecalculateDevMenu();
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SetViewIndex( 0 );
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SetViewOffset( 0 );
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Update();
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// NOTE: This must be done after the Update() because it MAY change the sprites that
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// children refer to
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GetChildByIndex( 0 ).SetState( WIDGET_STATE_SELECTED );
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ForceFocusIndex( 0 );
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SetFocusIndex( 0 );
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gameLocal->GetMainMenu()->ClearWidgetActionRepeater();
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} else {
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cmdSystem->AppendCommandText( va( "loadDevMenuOption %s %d\n", devMapListInfos[ devMapListInfos.Num() - 1 ].name, focusedIndex ) );
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}
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}
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/*
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========================
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idMenuWidget_DevList::NavigateBack
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========================
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*/
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void idMenuWidget_DevList::NavigateBack() {
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assert( devMapListInfos.Num() != 0 );
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if ( devMapListInfos.Num() == 1 ) {
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// Important that this goes through as a DIRECT event, since more than likely the list
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// widget will have the parent's focus, so a standard ReceiveEvent() here would turn
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// into an infinite recursion.
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idWidgetEvent event( WIDGET_EVENT_BACK, 0, NULL, idSWFParmList() );
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idWidgetAction action;
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action.Set( WIDGET_ACTION_GO_BACK, MENU_ROOT );
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HandleAction( action, event );
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return;
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}
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// NOTE: we need a copy here, since it's about to be removed from the list
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const indexInfo_t indexes = devMapListInfos[ devMapListInfos.Num() - 1 ];
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assert( indexes.focusIndex < GetChildren().Num() );
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assert( ( indexes.viewIndex - indexes.viewOffset ) < GetNumVisibleOptions() );
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devMapListInfos.RemoveIndex( devMapListInfos.Num() - 1 );
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RecalculateDevMenu();
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SetViewIndex( indexes.viewIndex );
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SetViewOffset( indexes.viewOffset );
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Update();
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// NOTE: This must be done AFTER Update() because so that it is sure to refer to the proper sprite
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GetChildByIndex( indexes.focusIndex ).SetState( WIDGET_STATE_SELECTED );
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ForceFocusIndex( indexes.focusIndex );
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SetFocusIndex( indexes.focusIndex );
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gameLocal->GetMainMenu()->ClearWidgetActionRepeater();
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}
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/*
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========================
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idMenuWidget_DevList::RecalculateDevMenu
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========================
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*/
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void idMenuWidget_DevList::RecalculateDevMenu() {
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if ( devMapListInfos.Num() > 0 ) {
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const idDeclDevMenuList * const devMenuListDecl = idDeclDevMenuList::resourceList.Load( devMapListInfos[ devMapListInfos.Num() - 1 ].name, false );
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if ( devMenuListDecl != NULL ) {
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devMenuList = devMenuListDecl;
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}
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}
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idSWFScriptObject & root = gameLocal->GetMainMenu()->GetSWF()->GetRootObject();
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for ( int i = 0; i < GetChildren().Num(); ++i ) {
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idMenuWidget & child = GetChildByIndex( i );
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child.SetSpritePath( GetSpritePath(), va( "option%d", i ) );
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if ( child.BindSprite( root ) ) {
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child.SetState( WIDGET_STATE_NORMAL );
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child.GetSprite()->StopFrame( 1 );
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}
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}
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}
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