doom3-bfg/neo/d3xp/menus/MenuWidget_DevList.cpp
2012-11-26 12:58:24 -06:00

219 lines
7.2 KiB
C++

/*
===========================================================================
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 <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.
===========================================================================
*/
#pragma hdrstop
#include "../precompiled.h"
#include "../MainMenuLocal.h"
/*
================================================================================================
idMenuWidget_DevList
Extends the standard list widget to support the developer menu.
================================================================================================
*/
namespace {
/*
================================================
DevList_NavigateForward
================================================
*/
class DevList_NavigateForward : public idSWFScriptFunction_RefCounted {
public:
DevList_NavigateForward( idMenuWidget_DevList * devList_, const int optionIndex_ ) :
devList( devList_ ),
optionIndex( optionIndex_ ) {
}
idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms ) {
devList->NavigateForward( optionIndex );
return idSWFScriptVar();
}
private:
idMenuWidget_DevList * devList;
int optionIndex;
};
}
/*
========================
idMenuWidget_DevList::Initialize
========================
*/
void idMenuWidget_DevList::Initialize() {
AddEventAction( WIDGET_EVENT_SCROLL_DOWN ).Set( WIDGET_ACTION_START_REPEATER, WIDGET_ACTION_SCROLL_VERTICAL, 1 );
AddEventAction( WIDGET_EVENT_SCROLL_UP ).Set( WIDGET_ACTION_START_REPEATER, WIDGET_ACTION_SCROLL_VERTICAL, -1 );
AddEventAction( WIDGET_EVENT_SCROLL_DOWN_RELEASE ).Set( WIDGET_ACTION_STOP_REPEATER );
AddEventAction( WIDGET_EVENT_SCROLL_UP_RELEASE ).Set( WIDGET_ACTION_STOP_REPEATER );
int optionIndex = 0;
while ( GetChildren().Num() < GetNumVisibleOptions() ) {
idMenuWidget_Button * const buttonWidget = new ( TAG_MENU ) idMenuWidget_Button();
buttonWidget->AddEventAction( WIDGET_EVENT_PRESS ).Set( new ( TAG_SWF ) DevList_NavigateForward( this, optionIndex++ ) );
AddChild( buttonWidget );
}
}
/*
========================
idMenuWidget_DevList::GetTotalNumberOfOptions
========================
*/
int idMenuWidget_DevList::GetTotalNumberOfOptions() const {
if ( devMenuList == NULL ) {
return 0;
}
return devMenuList->devMenuList.Num();
}
/*
========================
idMenuWidget_DevList::GoToFirstMenu
========================
*/
void idMenuWidget_DevList::GoToFirstMenu() {
devMapListInfos.Clear();
indexInfo_t & info = devMapListInfos.Alloc();
info.name = "devmenuoption/main";
devMenuList = NULL;
RecalculateDevMenu();
}
/*
========================
idMenuWidget_DevList::NavigateForward
========================
*/
void idMenuWidget_DevList::NavigateForward( const int optionIndex ) {
if ( devMenuList == NULL ) {
return;
}
const int focusedIndex = GetViewOffset() + optionIndex;
const idDeclDevMenuList::idDevMenuOption & devOption = devMenuList->devMenuList[ focusedIndex ];
if ( ( devOption.devMenuDisplayName.Length() == 0 ) || ( devOption.devMenuDisplayName.Cmp( "..." ) == 0 ) ) {
return;
}
if ( devOption.devMenuSubList != NULL ) {
indexInfo_t & indexes = devMapListInfos.Alloc();
indexes.name = devOption.devMenuSubList->GetName();
indexes.focusIndex = GetFocusIndex();
indexes.viewIndex = GetViewIndex();
indexes.viewOffset = GetViewOffset();
RecalculateDevMenu();
SetViewIndex( 0 );
SetViewOffset( 0 );
Update();
// NOTE: This must be done after the Update() because it MAY change the sprites that
// children refer to
GetChildByIndex( 0 ).SetState( WIDGET_STATE_SELECTED );
ForceFocusIndex( 0 );
SetFocusIndex( 0 );
gameLocal->GetMainMenu()->ClearWidgetActionRepeater();
} else {
cmdSystem->AppendCommandText( va( "loadDevMenuOption %s %d\n", devMapListInfos[ devMapListInfos.Num() - 1 ].name, focusedIndex ) );
}
}
/*
========================
idMenuWidget_DevList::NavigateBack
========================
*/
void idMenuWidget_DevList::NavigateBack() {
assert( devMapListInfos.Num() != 0 );
if ( devMapListInfos.Num() == 1 ) {
// Important that this goes through as a DIRECT event, since more than likely the list
// widget will have the parent's focus, so a standard ReceiveEvent() here would turn
// into an infinite recursion.
idWidgetEvent event( WIDGET_EVENT_BACK, 0, NULL, idSWFParmList() );
idWidgetAction action;
action.Set( WIDGET_ACTION_GO_BACK, MENU_ROOT );
HandleAction( action, event );
return;
}
// NOTE: we need a copy here, since it's about to be removed from the list
const indexInfo_t indexes = devMapListInfos[ devMapListInfos.Num() - 1 ];
assert( indexes.focusIndex < GetChildren().Num() );
assert( ( indexes.viewIndex - indexes.viewOffset ) < GetNumVisibleOptions() );
devMapListInfos.RemoveIndex( devMapListInfos.Num() - 1 );
RecalculateDevMenu();
SetViewIndex( indexes.viewIndex );
SetViewOffset( indexes.viewOffset );
Update();
// NOTE: This must be done AFTER Update() because so that it is sure to refer to the proper sprite
GetChildByIndex( indexes.focusIndex ).SetState( WIDGET_STATE_SELECTED );
ForceFocusIndex( indexes.focusIndex );
SetFocusIndex( indexes.focusIndex );
gameLocal->GetMainMenu()->ClearWidgetActionRepeater();
}
/*
========================
idMenuWidget_DevList::RecalculateDevMenu
========================
*/
void idMenuWidget_DevList::RecalculateDevMenu() {
if ( devMapListInfos.Num() > 0 ) {
const idDeclDevMenuList * const devMenuListDecl = idDeclDevMenuList::resourceList.Load( devMapListInfos[ devMapListInfos.Num() - 1 ].name, false );
if ( devMenuListDecl != NULL ) {
devMenuList = devMenuListDecl;
}
}
idSWFScriptObject & root = gameLocal->GetMainMenu()->GetSWF()->GetRootObject();
for ( int i = 0; i < GetChildren().Num(); ++i ) {
idMenuWidget & child = GetChildByIndex( i );
child.SetSpritePath( GetSpritePath(), va( "option%d", i ) );
if ( child.BindSprite( root ) ) {
child.SetState( WIDGET_STATE_NORMAL );
child.GetSprite()->StopFrame( 1 );
}
}
}