/* =========================================================================== 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 "Window.h" #include "Winvar.h" #include "GuiScript.h" #include "UserInterfaceLocal.h" /* ========================= Script_Set ========================= */ void Script_Set( idWindow* window, idList* src ) { idStr key, val; idWinStr* dest = dynamic_cast( ( *src )[0].var ); if( dest ) { if( idStr::Icmp( *dest, "cmd" ) == 0 ) { dest = dynamic_cast( ( *src )[1].var ); int parmCount = src->Num(); if( parmCount > 2 ) { val = dest->c_str(); int i = 2; while( i < parmCount ) { val += " \""; val += ( *src )[i].var->c_str(); val += "\""; i++; } window->AddCommand( val ); } else { window->AddCommand( *dest ); } return; } } ( *src )[0].var->Set( ( *src )[1].var->c_str() ); ( *src )[0].var->SetEval( false ); } /* ========================= Script_SetFocus ========================= */ void Script_SetFocus( idWindow* window, idList* src ) { idWinStr* parm = dynamic_cast( ( *src )[0].var ); if( parm ) { drawWin_t* win = window->GetGui()->GetDesktop()->FindChildByName( *parm ); if( win != NULL && win->win != NULL ) { window->SetFocus( win->win ); } } } /* ========================= Script_ShowCursor ========================= */ void Script_ShowCursor( idWindow* window, idList* src ) { idWinStr* parm = dynamic_cast( ( *src )[0].var ); if( parm ) { if( atoi( *parm ) ) { window->GetGui()->GetDesktop()->ClearFlag( WIN_NOCURSOR ); } else { window->GetGui()->GetDesktop()->SetFlag( WIN_NOCURSOR ); } } } /* ========================= Script_RunScript run scripts must come after any set cmd set's in the script ========================= */ void Script_RunScript( idWindow* window, idList* src ) { idWinStr* parm = dynamic_cast( ( *src )[0].var ); if( parm ) { idStr str = window->cmd; str += " ; runScript "; str += parm->c_str(); window->cmd = str; } } /* ========================= Script_LocalSound ========================= */ void Script_LocalSound( idWindow* window, idList* src ) { idWinStr* parm = dynamic_cast( ( *src )[0].var ); if( parm ) { common->SW()->PlayShaderDirectly( *parm ); } } /* ========================= Script_EvalRegs ========================= */ void Script_EvalRegs( idWindow* window, idList* src ) { window->EvalRegs( -1, true ); } /* ========================= Script_EndGame ========================= */ void Script_EndGame( idWindow* window, idList* src ) { cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" ); } /* ========================= Script_ResetTime ========================= */ void Script_ResetTime( idWindow* window, idList* src ) { idWinStr* parm = dynamic_cast( ( *src )[0].var ); drawWin_t* win = NULL; if( parm != NULL && src->Num() > 1 ) { win = window->GetGui()->GetDesktop()->FindChildByName( *parm ); parm = dynamic_cast( ( *src )[1].var ); } if( parm == NULL ) { return; } if( win != NULL && win->win != NULL ) { win->win->ResetTime( atoi( *parm ) ); win->win->EvalRegs( -1, true ); } else { window->ResetTime( atoi( *parm ) ); window->EvalRegs( -1, true ); } } /* ========================= Script_ResetCinematics ========================= */ void Script_ResetCinematics( idWindow* window, idList* src ) { window->ResetCinematics(); } /* ========================= Script_Transition ========================= */ void Script_Transition( idWindow* window, idList* src ) { // transitions always affect rect or vec4 vars if( src->Num() >= 4 ) { idWinRectangle* rect = NULL; idWinVec4* vec4 = dynamic_cast( ( *src )[0].var ); // // added float variable idWinFloat* val = NULL; // if( vec4 == NULL ) { rect = dynamic_cast( ( *src )[0].var ); // // added float variable if( NULL == rect ) { val = dynamic_cast( ( *src )[0].var ); } // } idWinVec4* from = dynamic_cast( ( *src )[1].var ); idWinVec4* to = dynamic_cast( ( *src )[2].var ); idWinStr* timeStr = dynamic_cast( ( *src )[3].var ); // // added float variable if( !( ( vec4 || rect || val ) && from && to && timeStr ) ) { // common->Warning( "Bad transition in gui %s in window %s\n", window->GetGui()->GetSourceFile(), window->GetName() ); return; } int time = atoi( *timeStr ); float ac = 0.0f; float dc = 0.0f; if( src->Num() > 4 ) { idWinStr* acv = dynamic_cast( ( *src )[4].var ); idWinStr* dcv = dynamic_cast( ( *src )[5].var ); assert( acv && dcv ); ac = atof( *acv ); dc = atof( *dcv ); } if( vec4 ) { vec4->SetEval( false ); window->AddTransition( vec4, *from, *to, time, ac, dc ); // // added float variable } else if( val ) { val->SetEval( false ); window->AddTransition( val, *from, *to, time, ac, dc ); // } else { rect->SetEval( false ); window->AddTransition( rect, *from, *to, time, ac, dc ); } window->StartTransition(); } } typedef struct { const char* name; void ( *handler )( idWindow* window, idList* src ); int mMinParms; int mMaxParms; } guiCommandDef_t; guiCommandDef_t commandList[] = { { "set", Script_Set, 2, 999 }, { "setFocus", Script_SetFocus, 1, 1 }, { "endGame", Script_EndGame, 0, 0 }, { "resetTime", Script_ResetTime, 0, 2 }, { "showCursor", Script_ShowCursor, 1, 1 }, { "resetCinematics", Script_ResetCinematics, 0, 2 }, { "transition", Script_Transition, 4, 6 }, { "localSound", Script_LocalSound, 1, 1 }, { "runScript", Script_RunScript, 1, 1 }, { "evalRegs", Script_EvalRegs, 0, 0 } }; int scriptCommandCount = sizeof( commandList ) / sizeof( guiCommandDef_t ); /* ========================= idGuiScript::idGuiScript ========================= */ idGuiScript::idGuiScript() { ifList = NULL; elseList = NULL; conditionReg = -1; handler = NULL; parms.SetGranularity( 2 ); } /* ========================= idGuiScript::~idGuiScript ========================= */ idGuiScript::~idGuiScript() { delete ifList; delete elseList; int c = parms.Num(); for( int i = 0; i < c; i++ ) { if( parms[i].own ) { delete parms[i].var; } } } /* ========================= idGuiScript::WriteToSaveGame ========================= */ void idGuiScript::WriteToSaveGame( idFile* savefile ) { int i; if( ifList ) { ifList->WriteToSaveGame( savefile ); } if( elseList ) { elseList->WriteToSaveGame( savefile ); } savefile->Write( &conditionReg, sizeof( conditionReg ) ); for( i = 0; i < parms.Num(); i++ ) { if( parms[i].own ) { parms[i].var->WriteToSaveGame( savefile ); } } } /* ========================= idGuiScript::ReadFromSaveGame ========================= */ void idGuiScript::ReadFromSaveGame( idFile* savefile ) { int i; if( ifList ) { ifList->ReadFromSaveGame( savefile ); } if( elseList ) { elseList->ReadFromSaveGame( savefile ); } savefile->Read( &conditionReg, sizeof( conditionReg ) ); for( i = 0; i < parms.Num(); i++ ) { if( parms[i].own ) { parms[i].var->ReadFromSaveGame( savefile ); } } } /* ========================= idGuiScript::Parse ========================= */ bool idGuiScript::Parse( idTokenParser* src ) { int i; // first token should be function call // then a potentially variable set of parms // ended with a ; idToken token; if( !src->ReadToken( &token ) ) { src->Error( "Unexpected end of file" ); return false; } handler = NULL; for( i = 0; i < scriptCommandCount ; i++ ) { if( idStr::Icmp( token, commandList[i].name ) == 0 ) { handler = commandList[i].handler; break; } } if( handler == NULL ) { src->Error( "Uknown script call %s", token.c_str() ); } // now read parms til ; // all parms are read as idWinStr's but will be fixed up later // to be proper types while( 1 ) { if( !src->ReadToken( &token ) ) { src->Error( "Unexpected end of file" ); return false; } if( idStr::Icmp( token, ";" ) == 0 ) { break; } if( idStr::Icmp( token, "}" ) == 0 ) { src->UnreadToken( &token ); break; } idWinStr* str = new( TAG_OLD_UI ) idWinStr(); *str = token; idGSWinVar wv; wv.own = true; wv.var = str; parms.Append( wv ); } // // verify min/max params if( handler && ( parms.Num() < commandList[i].mMinParms || parms.Num() > commandList[i].mMaxParms ) ) { src->Error( "incorrect number of parameters for script %s", commandList[i].name ); } // return true; } /* ========================= idGuiScriptList::Execute ========================= */ void idGuiScriptList::Execute( idWindow* win ) { int c = list.Num(); for( int i = 0; i < c; i++ ) { idGuiScript* gs = list[i]; assert( gs ); if( gs->conditionReg >= 0 ) { if( win->HasOps() ) { float f = win->EvalRegs( gs->conditionReg ); if( f ) { if( gs->ifList ) { win->RunScriptList( gs->ifList ); } } else if( gs->elseList ) { win->RunScriptList( gs->elseList ); } } } gs->Execute( win ); } } /* ========================= idGuiScriptList::FixupParms ========================= */ void idGuiScript::FixupParms( idWindow* win ) { if( handler == &Script_Set ) { bool precacheBackground = false; bool precacheSounds = false; idWinStr* str = dynamic_cast( parms[0].var ); assert( str ); idWinVar* dest = win->GetWinVarByName( *str, true ); if( dest ) { delete parms[0].var; parms[0].var = dest; parms[0].own = false; if( dynamic_cast( dest ) != NULL ) { precacheBackground = true; } } else if( idStr::Icmp( str->c_str(), "cmd" ) == 0 ) { precacheSounds = true; } int parmCount = parms.Num(); for( int i = 1; i < parmCount; i++ ) { idWinStr* str = dynamic_cast( parms[i].var ); if( idStr::Icmpn( *str, "gui::", 5 ) == 0 ) { // always use a string here, no point using a float if it is one // FIXME: This creates duplicate variables, while not technically a problem since they // are all bound to the same guiDict, it does consume extra memory and is generally a bad thing idWinStr* defvar = new( TAG_OLD_UI ) idWinStr(); defvar->Init( *str, win ); win->AddDefinedVar( defvar ); delete parms[i].var; parms[i].var = defvar; parms[i].own = false; //dest = win->GetWinVarByName(*str, true); //if (dest) { // delete parms[i].var; // parms[i].var = dest; // parms[i].own = false; //} // } else if( ( *str[0] ) == '$' ) { // // dont include the $ when asking for variable dest = win->GetGui()->GetDesktop()->GetWinVarByName( ( const char* )( *str ) + 1, true ); // if( dest ) { delete parms[i].var; parms[i].var = dest; parms[i].own = false; } } else if( idStr::Cmpn( str->c_str(), STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) { str->Set( idLocalization::GetString( str->c_str() ) ); } else if( precacheBackground ) { const idMaterial* mat = declManager->FindMaterial( str->c_str() ); mat->SetSort( SS_GUI ); } else if( precacheSounds ) { // Search for "play <...>" idToken token; idParser parser( LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT ); parser.LoadMemory( str->c_str(), str->Length(), "command" ); while( parser.ReadToken( &token ) ) { if( token.Icmp( "play" ) == 0 ) { if( parser.ReadToken( &token ) && ( token != "" ) ) { declManager->FindSound( token.c_str() ); } } } } } } else if( handler == &Script_Transition ) { if( parms.Num() < 4 ) { common->Warning( "Window %s in gui %s has a bad transition definition", win->GetName(), win->GetGui()->GetSourceFile() ); } idWinStr* str = dynamic_cast( parms[0].var ); assert( str ); // drawWin_t* destowner; idWinVar* dest = win->GetWinVarByName( *str, true, &destowner ); // if( dest ) { delete parms[0].var; parms[0].var = dest; parms[0].own = false; } else { common->Warning( "Window %s in gui %s: a transition does not have a valid destination var %s", win->GetName(), win->GetGui()->GetSourceFile(), str->c_str() ); } // // support variables as parameters int c; for( c = 1; c < 3; c ++ ) { str = dynamic_cast( parms[c].var ); idWinVec4* v4 = new( TAG_OLD_UI ) idWinVec4; parms[c].var = v4; parms[c].own = true; drawWin_t* owner = NULL; if( ( *str[0] ) == '$' ) { dest = win->GetWinVarByName( ( const char* )( *str ) + 1, true, &owner ); } else { dest = NULL; } if( dest ) { idWindow* ownerparent; idWindow* destparent; if( owner != NULL ) { ownerparent = owner->simp ? owner->simp->GetParent() : owner->win->GetParent(); destparent = destowner->simp ? destowner->simp->GetParent() : destowner->win->GetParent(); // If its the rectangle they are referencing then adjust it if( ownerparent && destparent && ( dest == ( owner->simp ? owner->simp->GetWinVarByName( "rect" ) : owner->win->GetWinVarByName( "rect" ) ) ) ) { idRectangle rect; rect = *( dynamic_cast( dest ) ); ownerparent->ClientToScreen( &rect ); destparent->ScreenToClient( &rect ); *v4 = rect.ToVec4( ); } else { v4->Set( dest->c_str( ) ); } } else { v4->Set( dest->c_str( ) ); } } else { v4->Set( *str ); } delete str; } // } else if( handler == &Script_LocalSound ) { idWinStr* str = dynamic_cast( parms[0].var ); if( str ) { declManager->FindSound( str->c_str() ); } } else { int c = parms.Num(); for( int i = 0; i < c; i++ ) { parms[i].var->Init( parms[i].var->c_str(), win ); } } } /* ========================= idGuiScriptList::FixupParms ========================= */ void idGuiScriptList::FixupParms( idWindow* win ) { int c = list.Num(); for( int i = 0; i < c; i++ ) { idGuiScript* gs = list[i]; gs->FixupParms( win ); if( gs->ifList ) { gs->ifList->FixupParms( win ); } if( gs->elseList ) { gs->elseList->FixupParms( win ); } } } /* ========================= idGuiScriptList::WriteToSaveGame ========================= */ void idGuiScriptList::WriteToSaveGame( idFile* savefile ) { int i; for( i = 0; i < list.Num(); i++ ) { list[i]->WriteToSaveGame( savefile ); } } /* ========================= idGuiScriptList::ReadFromSaveGame ========================= */ void idGuiScriptList::ReadFromSaveGame( idFile* savefile ) { int i; for( i = 0; i < list.Num(); i++ ) { list[i]->ReadFromSaveGame( savefile ); } }