doom3-bfg/neo/framework/Common_dialog.h

329 lines
9.7 KiB
C
Raw Normal View History

2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
2012-11-26 18:58:24 +00:00
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
2012-11-26 18:58:24 +00:00
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#ifndef __COMMON_DIALOG_H__
#define __COMMON_DIALOG_H__
static const int MAX_DIALOGS = 4; // maximum dialogs that can be open at one time
static const int PC_KEYBOARD_WAIT = 20000;
/*
================================================
Dialog box message types
2012-11-26 18:58:24 +00:00
================================================
*/
enum gameDialogMessages_t
{
2012-11-26 18:58:24 +00:00
GDM_INVALID,
GDM_SWAP_DISKS_TO1,
GDM_SWAP_DISKS_TO2,
GDM_SWAP_DISKS_TO3,
GDM_NO_GAMER_PROFILE,
GDM_PLAY_ONLINE_NO_PROFILE,
GDM_LEADERBOARD_ONLINE_NO_PROFILE,
GDM_NO_STORAGE_SELECTED,
GDM_ONLINE_INCORRECT_PERMISSIONS,
GDM_SP_QUIT_SAVE,
GDM_SP_RESTART_SAVE,
GDM_SP_SIGNIN_CHANGE,
GDM_SERVER_NOT_AVAILABLE,
GDM_CONNECTION_LOST_HOST,
GDM_CONNECTION_LOST,
GDM_OPPONENT_CONNECTION_LOST,
GDM_HOST_CONNECTION_LOST,
GDM_HOST_CONNECTION_LOST_STATS,
GDM_FAILED_TO_LOAD_RANKINGS,
GDM_HOST_QUIT,
GDM_BECAME_HOST_PARTY, // Became host of party
GDM_NEW_HOST_PARTY, // Someone else became host of party
GDM_LOBBY_BECAME_HOST_GAME, // In lobby, you became game host
GDM_LOBBY_NEW_HOST_GAME, // In lobby, new game host was chosen (not you)
GDM_NEW_HOST_GAME, // Host left/DC'd, someone else is new host, unranked game
GDM_NEW_HOST_GAME_STATS_DROPPED,// Host left/DC'd, someone else is new host, ranked game so stats were dropped
GDM_BECAME_HOST_GAME, // Host left/DC'd, you became host, unranked game
GDM_BECAME_HOST_GAME_STATS_DROPPED, // Host left/DC'd, you became host, ranked game so stats were dropped
GDM_LOBBY_DISBANDED,
GDM_LEAVE_WITH_PARTY,
GDM_LEAVE_LOBBY_RET_MAIN,
GDM_LEAVE_LOBBY_RET_NEW_PARTY,
GDM_MIGRATING,
GDM_OPPONENT_LEFT,
GDM_NO_MATCHES_FOUND,
GDM_INVALID_INVITE,
GDM_KICKED,
GDM_BANNED,
GDM_SAVING,
GDM_OVERWRITE_SAVE,
GDM_LOAD_REQUEST,
GDM_AUTOSAVE_DISABLED_STORAGE_REMOVED,
GDM_STORAGE_INVALID,
GDM_STORAGE_REMOVED,
GDM_CONNECTING,
GDM_REFRESHING,
GDM_DELETE_SAVE,
GDM_DELETING,
GDM_BINDING_ALREDY_SET,
GDM_CANNOT_BIND,
GDM_OVERLAY_DISABLED,
GDM_DIRECT_MAP_CHANGE,
GDM_DELETE_AUTOSAVE,
GDM_QUICK_SAVE,
GDM_MULTI_RETRY,
GDM_MULTI_SELF_DESTRUCT,
2012-11-26 18:58:24 +00:00
GDM_MULTI_VDM_QUIT,
GDM_MULTI_COOP_QUIT,
GDM_LOADING_PROFILE,
GDM_STORAGE_REQUIRED,
GDM_INSUFFICENT_STORAGE_SPACE,
GDM_PARTNER_LEFT,
GDM_RESTORE_CORRUPT_SAVEGAME,
GDM_UNRECOVERABLE_SAVEGAME,
GDM_PROFILE_SAVE_ERROR,
GDM_LOBBY_FULL,
GDM_QUIT_GAME,
GDM_CONNECTION_PROBLEMS,
GDM_VOICE_RESTRICTED,
GDM_LOAD_DAMAGED_FILE,
GDM_MUST_SIGNIN,
GDM_CONNECTION_LOST_NO_LEADERBOARD,
GDM_SP_SIGNIN_CHANGE_POST,
GDM_MIGRATING_WAITING,
GDM_MIGRATING_RELAUNCHING,
GDM_MIGRATING_FAILED_CONNECTION,
GDM_MIGRATING_FAILED_CONNECTION_STATS,
GDM_MIGRATING_FAILED_DISBANDED,
GDM_MIGRATING_FAILED_DISBANDED_STATS,
GDM_MIGRATING_FAILED_PARTNER_LEFT,
GDM_HOST_RETURNED_TO_LOBBY,
GDM_HOST_RETURNED_TO_LOBBY_STATS_DROPPED,
GDM_FAILED_JOIN_LOCAL_SESSION,
GDM_DELETE_CORRUPT_SAVEGAME,
GDM_LEAVE_INCOMPLETE_INSTANCE,
GDM_UNBIND_CONFIRM,
GDM_BINDINGS_RESTORE,
GDM_NEW_HOST,
GDM_CONFIRM_VIDEO_CHANGES,
GDM_UNABLE_TO_USE_SELECTED_STORAGE_DEVICE,
GDM_ERROR_LOADING_SAVEGAME,
GDM_ERROR_SAVING_SAVEGAME,
GDM_DISCARD_CHANGES,
GDM_LEAVE_LOBBY,
GDM_LEAVE_LOBBY_AND_TEAM,
GDM_CONTROLLER_DISCONNECTED_0,
GDM_CONTROLLER_DISCONNECTED_1,
GDM_CONTROLLER_DISCONNECTED_2,
GDM_CONTROLLER_DISCONNECTED_3,
GDM_CONTROLLER_DISCONNECTED_4,
GDM_CONTROLLER_DISCONNECTED_5,
GDM_CONTROLLER_DISCONNECTED_6,
GDM_DLC_ERROR_REMOVED,
GDM_DLC_ERROR_CORRUPT,
GDM_DLC_ERROR_MISSING,
GDM_DLC_ERROR_MISSING_GENERIC,
GDM_DISC_SWAP,
GDM_NEEDS_INSTALL,
GDM_NO_SAVEGAMES_AVAILABLE,
GDM_ERROR_JOIN_TWO_PROFILES_ONE_BOX,
GDM_WARNING_PLAYING_COOP_SOLO,
GDM_MULTI_COOP_QUIT_LOSE_LEADERBOARDS,
GDM_CORRUPT_CONTINUE,
GDM_MULTI_VDM_QUIT_LOSE_LEADERBOARDS,
GDM_WARNING_PLAYING_VDM_SOLO,
GDM_NO_GUEST_SUPPORT,
GDM_DISC_SWAP_CONFIRMATION,
GDM_ERROR_LOADING_PROFILE,
GDM_CANNOT_INVITE_LOBBY_FULL,
GDM_WARNING_FOR_NEW_DEVICE_ABOUT_TO_LOSE_PROGRESS,
GDM_DISCONNECTED,
GDM_INCOMPATIBLE_NEWER_SAVE,
GDM_ACHIEVEMENTS_DISABLED_DUE_TO_CHEATING,
GDM_INCOMPATIBLE_POINTER_SIZE,
GDM_TEXTUREDETAIL_RESTARTREQUIRED,
GDM_TEXTUREDETAIL_INSUFFICIENT_CPU,
GDM_CHECKPOINT_SAVE,
GDM_CALCULATING_BENCHMARK,
GDM_DISPLAY_BENCHMARK,
GDM_DISPLAY_CHANGE_FAILED,
GDM_GPU_TRANSCODE_FAILED,
GDM_OUT_OF_MEMORY,
GDM_CORRUPT_PROFILE,
GDM_PROFILE_TOO_OUT_OF_DATE_DEVELOPMENT_ONLY,
GDM_SP_LOAD_SAVE,
GDM_INSTALLING_TROPHIES,
GDM_XBOX_DEPLOYMENT_TYPE_FAIL,
GDM_SAVEGAME_WRONG_LANGUAGE,
GDM_GAME_RESTART_REQUIRED,
GDM_MAX
};
/*
================================================
Dialog box types
================================================
*/
enum dialogType_t
{
2012-11-26 18:58:24 +00:00
DIALOG_INVALID = -1,
DIALOG_ACCEPT,
DIALOG_CONTINUE,
DIALOG_ACCEPT_CANCEL,
DIALOG_YES_NO,
DIALOG_CANCEL,
DIALOG_WAIT,
DIALOG_WAIT_BLACKOUT,
DIALOG_WAIT_CANCEL,
DIALOG_DYNAMIC,
DIALOG_QUICK_SAVE,
DIALOG_TIMER_ACCEPT_REVERT,
DIALOG_CRAWL_SAVE,
DIALOG_CONTINUE_LARGE,
DIALOG_BENCHMARK,
};
/*
================================================
idDialogInfo
================================================
*/
class idDialogInfo
{
2012-11-26 18:58:24 +00:00
public:
idDialogInfo()
{
2012-11-26 18:58:24 +00:00
msg = GDM_INVALID;
type = DIALOG_ACCEPT;
acceptCB = NULL;
cancelCB = NULL;
altCBOne = NULL;
altCBTwo = NULL;
showing = false;
clear = false;
waitClear = false;
pause = false;
startTime = 0;
killTime = 0;
leaveOnClear = false;
renderDuringLoad = false;
}
gameDialogMessages_t msg;
dialogType_t type;
idSWFScriptFunction* acceptCB;
idSWFScriptFunction* cancelCB;
idSWFScriptFunction* altCBOne;
idSWFScriptFunction* altCBTwo;
2012-11-26 18:58:24 +00:00
bool showing;
bool clear;
bool waitClear;
bool pause;
bool forcePause;
bool leaveOnClear;
bool renderDuringLoad;
int startTime;
int killTime;
idStrStatic< 256 > overrideMsg;
2012-11-26 18:58:24 +00:00
idStrId txt1;
idStrId txt2;
idStrId txt3;
idStrId txt4;
};
/*
================================================
idLoadScreenInfo
2012-11-26 18:58:24 +00:00
================================================
*/
class idLoadScreenInfo
{
2012-11-26 18:58:24 +00:00
public:
idStr varName;
idStr value;
};
/*
==============================================================
Common Dialog
==============================================================
*/
class idCommonDialog
{
2012-11-26 18:58:24 +00:00
public:
void Init();
void Render( bool loading );
void Shutdown();
void Restart();
bool IsDialogPausing()
{
return dialogPause;
}
2012-11-26 18:58:24 +00:00
void ClearDialogs( bool forceClear = false );
bool HasDialogMsg( gameDialogMessages_t msg, bool* isNowActive );
void AddDialog( gameDialogMessages_t msg, dialogType_t type, idSWFScriptFunction* acceptCallback, idSWFScriptFunction* cancelCallback, bool pause, const char* location = NULL, int lineNumber = 0, bool leaveOnMapHeapReset = false, bool waitOnAtlas = false, bool renderDuringLoad = false );
void AddDynamicDialog( gameDialogMessages_t msg, const idStaticList< idSWFScriptFunction*, 4 >& callbacks, const idStaticList< idStrId, 4 >& optionText, bool pause, idStrStatic< 256 > overrideMsg, bool leaveOnMapHeapReset = false, bool waitOnAtlas = false, bool renderDuringLoad = false );
void AddDialogIntVal( const char* name, int val );
2012-11-26 18:58:24 +00:00
bool IsDialogActive();
void ClearDialog( gameDialogMessages_t msg, const char* location = NULL, int lineNumber = 0 );
2012-11-26 18:58:24 +00:00
void ShowSaveIndicator( bool show );
bool HasAnyActiveDialog() const
{
return ( messageList.Num() > 0 ) && ( !messageList[0].clear );
}
2012-11-26 18:58:24 +00:00
void ClearAllDialogHack();
idStr GetDialogMsg( gameDialogMessages_t msg, idStr& message, idStr& title );
bool HandleDialogEvent( const sysEvent_t* sev );
2012-11-26 18:58:24 +00:00
protected:
void RemoveWaitDialogs();
void ShowDialog( const idDialogInfo& info );
2012-11-26 18:58:24 +00:00
void ShowNextDialog();
void ActivateDialog( bool activate );
void AddDialogInternal( idDialogInfo& info );
2012-11-26 18:58:24 +00:00
void ReleaseCallBacks( int index );
2012-11-26 18:58:24 +00:00
private:
bool dialogPause;
idSWF* dialog;
idSWF* saveIndicator;
2012-11-26 18:58:24 +00:00
bool dialogShowingSaveIndicatorRequested;
int dialogShowingSaveIndicatorTimeRemaining;
2012-11-26 18:58:24 +00:00
idStaticList< idDialogInfo, MAX_DIALOGS > messageList;
idStaticList< idLoadScreenInfo, 16 > loadScreenInfo;
2012-11-26 18:58:24 +00:00
int startSaveTime; // with stopSaveTime, useful to pass 360 TCR# 047. Need to keep the dialog on the screen for a minimum amount of time
int stopSaveTime;
bool dialogInUse; // this is to prevent an active msg getting lost during a map heap reset
};
#endif