/* =========================================================================== 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 "precompiled.h" #include "ListGUILocal.h" /* ==================== idListGUILocal::StateChanged ==================== */ void idListGUILocal::StateChanged() { int i; if( !m_stateUpdates ) { return; } for( i = 0; i < Num(); i++ ) { m_pGUI->SetStateString( va( "%s_item_%i", m_name.c_str(), i ), ( *this )[i].c_str() ); } for( i = Num() ; i < m_water ; i++ ) { m_pGUI->SetStateString( va( "%s_item_%i", m_name.c_str(), i ), "" ); } m_water = Num(); m_pGUI->StateChanged( Sys_Milliseconds() ); } /* ==================== idListGUILocal::GetNumSelections ==================== */ int idListGUILocal::GetNumSelections() { return m_pGUI->State().GetInt( va( "%s_numsel", m_name.c_str() ) ); } /* ==================== idListGUILocal::GetSelection ==================== */ int idListGUILocal::GetSelection( char* s, int size, int _sel ) const { if( s ) { s[ 0 ] = '\0'; } int sel = m_pGUI->State().GetInt( va( "%s_sel_%i", m_name.c_str(), _sel ), "-1" ); if( sel == -1 || sel >= m_ids.Num() ) { return -1; } if( s ) { idStr::snPrintf( s, size, m_pGUI->State().GetString( va( "%s_item_%i", m_name.c_str(), sel ), "" ) ); } // don't let overflow if( sel >= m_ids.Num() ) { sel = 0; } m_pGUI->SetStateInt( va( "%s_selid_0", m_name.c_str() ), m_ids[ sel ] ); return m_ids[ sel ]; } /* ==================== idListGUILocal::SetSelection ==================== */ void idListGUILocal::SetSelection( int sel ) { m_pGUI->SetStateInt( va( "%s_sel_0", m_name.c_str() ), sel ); StateChanged(); } /* ==================== idListGUILocal::Add ==================== */ void idListGUILocal::Add( int id, const idStr& s ) { int i = m_ids.FindIndex( id ); if( i == -1 ) { Append( s ); m_ids.Append( id ); } else { ( *this )[ i ] = s; } StateChanged(); } /* ==================== idListGUILocal::Push ==================== */ void idListGUILocal::Push( const idStr& s ) { Append( s ); m_ids.Append( m_ids.Num() ); StateChanged(); } /* ==================== idListGUILocal::Del ==================== */ bool idListGUILocal::Del( int id ) { int i = m_ids.FindIndex( id ); if( i == -1 ) { return false; } m_ids.RemoveIndex( i ); this->RemoveIndex( i ); StateChanged(); return true; } /* ==================== idListGUILocal::Clear ==================== */ void idListGUILocal::Clear() { m_ids.Clear(); idList::Clear(); if( m_pGUI ) { // will clear all the GUI variables and will set m_water back to 0 StateChanged(); } } /* ==================== idListGUILocal::IsConfigured ==================== */ bool idListGUILocal::IsConfigured() const { return m_pGUI != NULL; } /* ==================== idListGUILocal::SetStateChanges ==================== */ void idListGUILocal::SetStateChanges( bool enable ) { m_stateUpdates = enable; StateChanged(); } /* ==================== idListGUILocal::Shutdown ==================== */ void idListGUILocal::Shutdown() { m_pGUI = NULL; m_name.Clear(); Clear(); }