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

139 lines
4.7 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 "../../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;
}
}
}