doom3-bfg/neo/ui/ChoiceWindow.cpp

489 lines
10 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 "DeviceContext.h"
#include "Window.h"
#include "UserInterfaceLocal.h"
#include "ChoiceWindow.h"
/*
============
idChoiceWindow::InitVars
============
*/
void idChoiceWindow::InitVars( )
{
if( cvarStr.Length() )
{
cvar = cvarSystem->Find( cvarStr );
if( !cvar )
{
common->Warning( "idChoiceWindow::InitVars: gui '%s' window '%s' references undefined cvar '%s'", gui->GetSourceFile(), name.c_str(), cvarStr.c_str() );
return;
}
updateStr.Append( &cvarStr );
}
if( guiStr.Length() )
{
updateStr.Append( &guiStr );
}
updateStr.SetGuiInfo( gui->GetStateDict() );
updateStr.Update();
}
/*
============
idChoiceWindow::CommonInit
============
*/
void idChoiceWindow::CommonInit()
{
currentChoice = 0;
choiceType = 0;
cvar = NULL;
liveUpdate = true;
choices.Clear();
}
idChoiceWindow::idChoiceWindow( idUserInterfaceLocal* g ) : idWindow( g )
{
gui = g;
CommonInit();
}
idChoiceWindow::~idChoiceWindow()
{
}
void idChoiceWindow::RunNamedEvent( const char* eventName )
{
idStr event, group;
if( !idStr::Cmpn( eventName, "cvar read ", 10 ) )
{
event = eventName;
group = event.Mid( 10, event.Length() - 10 );
if( !group.Cmp( updateGroup ) )
{
UpdateVars( true, true );
}
}
else if( !idStr::Cmpn( eventName, "cvar write ", 11 ) )
{
event = eventName;
group = event.Mid( 11, event.Length() - 11 );
if( !group.Cmp( updateGroup ) )
{
UpdateVars( false, true );
}
}
}
void idChoiceWindow::UpdateVars( bool read, bool force )
{
if( force || liveUpdate )
{
if( cvar && cvarStr.NeedsUpdate() )
{
if( read )
{
cvarStr.Set( cvar->GetString() );
}
else
{
cvar->SetString( cvarStr.c_str() );
}
}
if( !read && guiStr.NeedsUpdate() )
{
guiStr.Set( va( "%i", currentChoice ) );
}
}
}
const char* idChoiceWindow::HandleEvent( const sysEvent_t* event, bool* updateVisuals )
{
int key;
bool runAction = false;
bool runAction2 = false;
if( event->evType == SE_KEY )
{
key = event->evValue;
if( key == K_RIGHTARROW || key == K_KP_6 || key == K_MOUSE1 )
{
// never affects the state, but we want to execute script handlers anyway
if( !event->evValue2 )
{
RunScript( ON_ACTIONRELEASE );
return cmd;
}
currentChoice++;
if( currentChoice >= choices.Num() )
{
currentChoice = 0;
}
runAction = true;
}
if( key == K_LEFTARROW || key == K_KP_4 || key == K_MOUSE2 )
{
// never affects the state, but we want to execute script handlers anyway
if( !event->evValue2 )
{
RunScript( ON_ACTIONRELEASE );
return cmd;
}
currentChoice--;
if( currentChoice < 0 )
{
currentChoice = choices.Num() - 1;
}
runAction = true;
}
if( !event->evValue2 )
{
// is a key release with no action catch
return "";
}
}
else if( event->evType == SE_CHAR )
{
key = event->evValue;
int potentialChoice = -1;
for( int i = 0; i < choices.Num(); i++ )
{
if( toupper( key ) == toupper( choices[i][0] ) )
{
if( i < currentChoice && potentialChoice < 0 )
{
potentialChoice = i;
}
else if( i > currentChoice )
{
potentialChoice = -1;
currentChoice = i;
break;
}
}
}
if( potentialChoice >= 0 )
{
currentChoice = potentialChoice;
}
runAction = true;
runAction2 = true;
}
else
{
return "";
}
if( runAction )
{
RunScript( ON_ACTION );
}
if( choiceType == 0 )
{
cvarStr.Set( va( "%i", currentChoice ) );
}
else if( values.Num() )
{
cvarStr.Set( values[ currentChoice ] );
}
else
{
cvarStr.Set( choices[ currentChoice ] );
}
UpdateVars( false );
if( runAction2 )
{
RunScript( ON_ACTIONRELEASE );
}
return cmd;
}
void idChoiceWindow::ValidateChoice()
{
if( currentChoice < 0 || currentChoice >= choices.Num() )
{
currentChoice = 0;
}
if( choices.Num() == 0 )
{
choices.Append( "No Choices Defined" );
}
}
void idChoiceWindow::UpdateChoice()
{
if( !updateStr.Num() )
{
return;
}
UpdateVars( true );
updateStr.Update();
if( choiceType == 0 )
{
// ChoiceType 0 stores current as an integer in either cvar or gui
// If both cvar and gui are defined then cvar wins, but they are both updated
if( updateStr[ 0 ]->NeedsUpdate() )
{
currentChoice = atoi( updateStr[ 0 ]->c_str() );
}
ValidateChoice();
}
else
{
// ChoiceType 1 stores current as a cvar string
int c = ( values.Num() ) ? values.Num() : choices.Num();
int i;
for( i = 0; i < c; i++ )
{
if( idStr::Icmp( cvarStr.c_str(), ( values.Num() ) ? values[i] : choices[i] ) == 0 )
{
break;
}
}
if( i == c )
{
i = 0;
}
currentChoice = i;
ValidateChoice();
}
}
bool idChoiceWindow::ParseInternalVar( const char* _name, idTokenParser* src )
{
if( idStr::Icmp( _name, "choicetype" ) == 0 )
{
choiceType = src->ParseInt();
return true;
}
if( idStr::Icmp( _name, "currentchoice" ) == 0 )
{
currentChoice = src->ParseInt();
return true;
}
return idWindow::ParseInternalVar( _name, src );
}
idWinVar* idChoiceWindow::GetWinVarByName( const char* _name, bool fixup, drawWin_t** owner )
{
if( idStr::Icmp( _name, "choices" ) == 0 )
{
return &choicesStr;
}
if( idStr::Icmp( _name, "values" ) == 0 )
{
return &choiceVals;
}
if( idStr::Icmp( _name, "cvar" ) == 0 )
{
return &cvarStr;
}
if( idStr::Icmp( _name, "gui" ) == 0 )
{
return &guiStr;
}
if( idStr::Icmp( _name, "liveUpdate" ) == 0 )
{
return &liveUpdate;
}
if( idStr::Icmp( _name, "updateGroup" ) == 0 )
{
return &updateGroup;
}
return idWindow::GetWinVarByName( _name, fixup, owner );
}
// update the lists whenever the WinVar have changed
void idChoiceWindow::UpdateChoicesAndVals()
{
idToken token;
idStr str2, str3;
idLexer src;
if( latchedChoices.Icmp( choicesStr ) )
{
choices.Clear();
src.FreeSource();
src.SetFlags( LEXFL_NOFATALERRORS | LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
src.LoadMemory( choicesStr, choicesStr.Length(), "<ChoiceList>" );
if( src.IsLoaded() )
{
while( src.ReadToken( &token ) )
{
if( token == ";" )
{
if( str2.Length() )
{
str2.StripTrailingWhitespace();
str2 = idLocalization::GetString( str2 );
choices.Append( str2 );
str2 = "";
}
continue;
}
str2 += token;
str2 += " ";
}
if( str2.Length() )
{
str2.StripTrailingWhitespace();
choices.Append( str2 );
}
}
latchedChoices = choicesStr.c_str();
}
if( choiceVals.Length() && latchedVals.Icmp( choiceVals ) )
{
values.Clear();
src.FreeSource();
src.SetFlags( LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
src.LoadMemory( choiceVals, choiceVals.Length(), "<ChoiceVals>" );
str2 = "";
bool negNum = false;
if( src.IsLoaded() )
{
while( src.ReadToken( &token ) )
{
if( token == "-" )
{
negNum = true;
continue;
}
if( token == ";" )
{
if( str2.Length() )
{
str2.StripTrailingWhitespace();
values.Append( str2 );
str2 = "";
}
continue;
}
if( negNum )
{
str2 += "-";
negNum = false;
}
str2 += token;
str2 += " ";
}
if( str2.Length() )
{
str2.StripTrailingWhitespace();
values.Append( str2 );
}
}
if( choices.Num() != values.Num() )
{
common->Warning( "idChoiceWindow:: gui '%s' window '%s' has value count unequal to choices count", gui->GetSourceFile(), name.c_str() );
}
latchedVals = choiceVals.c_str();
}
}
void idChoiceWindow::PostParse()
{
idWindow::PostParse();
UpdateChoicesAndVals();
InitVars();
UpdateChoice();
UpdateVars( false );
flags |= WIN_CANFOCUS;
}
void idChoiceWindow::Draw( int time, float x, float y )
{
idVec4 color = foreColor;
UpdateChoicesAndVals();
UpdateChoice();
// FIXME: It'd be really cool if textAlign worked, but a lot of the guis have it set wrong because it used to not work
textAlign = 0;
if( textShadow )
{
idStr shadowText = choices[currentChoice];
idRectangle shadowRect = textRect;
shadowText.RemoveColors();
shadowRect.x += textShadow;
shadowRect.y += textShadow;
dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, false, -1 );
}
if( hover && !noEvents && Contains( gui->CursorX(), gui->CursorY() ) )
{
color = hoverColor;
}
else
{
hover = false;
}
if( flags & WIN_FOCUS )
{
color = hoverColor;
}
dc->DrawText( choices[currentChoice], textScale, textAlign, color, textRect, false, -1 );
}
void idChoiceWindow::Activate( bool activate, idStr& act )
{
idWindow::Activate( activate, act );
if( activate )
{
// sets the gui state based on the current choice the window contains
UpdateChoice();
}
}