/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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. =========================================================================== */ #pragma hdrstop #include "../../idLib/precompiled.h" #include "../Game_local.h" /* ================================================================================================ idMenuWidget_Help Shows a help tooltip message based on observed events. It's expected that the widgets being observed are all buttons, and therefore have a GetDescription() call to get the help message. SWF object structure -------------------- HELPTOOLTIP (Frames: shown, shown, hide, hidden) txtOption txtValue (Text) Note: Frame 1 should, effectively, be a "hidden" state. Future work: - Make this act more like a help tooltip when on PC? ================================================================================================ */ /* ======================== idMenuWidget_Help::Update ======================== */ void idMenuWidget_Help::Update() { if ( GetSWFObject() == NULL ) { return; } idSWFScriptObject & root = GetSWFObject()->GetRootObject(); if ( !BindSprite( root ) ) { return; } const idStr & msg = ( lastHoveredMessage.Length() > 0 ) ? lastHoveredMessage : lastFocusedMessage; if ( msg.Length() > 0 && !hideMessage ) { // try to show it if... // - we are on the first frame // - we aren't still animating while being between the "show" and "shown" frames // if ( GetSprite()->GetCurrentFrame() != GetSprite()->FindFrame( "shown" ) && ( GetSprite()->GetCurrentFrame() == 1 || !( GetSprite()->IsPlaying() && GetSprite()->IsBetweenFrames( "show", "shown" ) ) ) ) { GetSprite()->PlayFrame( "show" ); } idSWFScriptObject * const textObject = GetSprite()->GetScriptObject()->GetNestedObj( "txtOption", "txtValue" ); if ( textObject != NULL ) { idSWFTextInstance * const text = textObject->GetText(); text->SetText( msg ); text->SetStrokeInfo( true, 0.75f, 2.0f ); } } else { // try to hide it if ( GetSprite()->GetCurrentFrame() != 1 && GetSprite()->GetCurrentFrame() != GetSprite()->FindFrame( "hidden" ) && !GetSprite()->IsBetweenFrames( "hide", "hidden" ) ) { GetSprite()->PlayFrame( "hide" ); } } } /* ======================== idMenuWidget_Help::ObserveEvent ======================== */ void idMenuWidget_Help::ObserveEvent( const idMenuWidget & widget, const idWidgetEvent & event ) { const idMenuWidget_Button * const button = dynamic_cast< const idMenuWidget_Button * >( &widget ); if ( button == NULL ) { return; } switch ( event.type ) { case WIDGET_EVENT_FOCUS_ON: { hideMessage = false; lastFocusedMessage = button->GetDescription(); lastHoveredMessage.Clear(); Update(); break; } case WIDGET_EVENT_FOCUS_OFF: { // Don't do anything when losing focus. Focus updates come in pairs, so we can // skip doing anything on the "lost focus" event, and instead do updates on the // "got focus" event. break; } case WIDGET_EVENT_ROLL_OVER: { idStr desc = button->GetDescription(); if ( desc.IsEmpty() ) { hideMessage = true; } else { hideMessage = false; lastHoveredMessage = button->GetDescription(); } Update(); break; } case WIDGET_EVENT_ROLL_OUT: { hideMessage = false; lastHoveredMessage.Clear(); Update(); break; } } }