mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
489 lines
10 KiB
C++
489 lines
10 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "DeviceContext.h"
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#include "Window.h"
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#include "UserInterfaceLocal.h"
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#include "ChoiceWindow.h"
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/*
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============
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idChoiceWindow::InitVars
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============
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*/
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void idChoiceWindow::InitVars( )
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{
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if( cvarStr.Length() )
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{
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cvar = cvarSystem->Find( cvarStr );
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if( !cvar )
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{
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common->Warning( "idChoiceWindow::InitVars: gui '%s' window '%s' references undefined cvar '%s'", gui->GetSourceFile(), name.c_str(), cvarStr.c_str() );
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return;
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}
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updateStr.Append( &cvarStr );
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}
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if( guiStr.Length() )
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{
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updateStr.Append( &guiStr );
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}
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updateStr.SetGuiInfo( gui->GetStateDict() );
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updateStr.Update();
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}
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/*
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============
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idChoiceWindow::CommonInit
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============
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*/
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void idChoiceWindow::CommonInit()
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{
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currentChoice = 0;
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choiceType = 0;
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cvar = NULL;
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liveUpdate = true;
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choices.Clear();
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}
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idChoiceWindow::idChoiceWindow( idUserInterfaceLocal* g ) : idWindow( g )
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{
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gui = g;
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CommonInit();
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}
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idChoiceWindow::~idChoiceWindow()
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{
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}
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void idChoiceWindow::RunNamedEvent( const char* eventName )
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{
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idStr event, group;
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if( !idStr::Cmpn( eventName, "cvar read ", 10 ) )
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{
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event = eventName;
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group = event.Mid( 10, event.Length() - 10 );
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if( !group.Cmp( updateGroup ) )
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{
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UpdateVars( true, true );
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}
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}
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else if( !idStr::Cmpn( eventName, "cvar write ", 11 ) )
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{
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event = eventName;
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group = event.Mid( 11, event.Length() - 11 );
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if( !group.Cmp( updateGroup ) )
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{
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UpdateVars( false, true );
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}
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}
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}
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void idChoiceWindow::UpdateVars( bool read, bool force )
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{
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if( force || liveUpdate )
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{
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if( cvar && cvarStr.NeedsUpdate() )
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{
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if( read )
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{
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cvarStr.Set( cvar->GetString() );
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}
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else
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{
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cvar->SetString( cvarStr.c_str() );
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}
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}
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if( !read && guiStr.NeedsUpdate() )
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{
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guiStr.Set( va( "%i", currentChoice ) );
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}
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}
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}
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const char* idChoiceWindow::HandleEvent( const sysEvent_t* event, bool* updateVisuals )
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{
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int key;
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bool runAction = false;
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bool runAction2 = false;
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if( event->evType == SE_KEY )
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{
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key = event->evValue;
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if( key == K_RIGHTARROW || key == K_KP_6 || key == K_MOUSE1 )
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{
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// never affects the state, but we want to execute script handlers anyway
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if( !event->evValue2 )
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{
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RunScript( ON_ACTIONRELEASE );
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return cmd;
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}
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currentChoice++;
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if( currentChoice >= choices.Num() )
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{
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currentChoice = 0;
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}
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runAction = true;
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}
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if( key == K_LEFTARROW || key == K_KP_4 || key == K_MOUSE2 )
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{
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// never affects the state, but we want to execute script handlers anyway
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if( !event->evValue2 )
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{
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RunScript( ON_ACTIONRELEASE );
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return cmd;
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}
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currentChoice--;
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if( currentChoice < 0 )
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{
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currentChoice = choices.Num() - 1;
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}
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runAction = true;
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}
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if( !event->evValue2 )
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{
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// is a key release with no action catch
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return "";
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}
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}
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else if( event->evType == SE_CHAR )
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{
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key = event->evValue;
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int potentialChoice = -1;
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for( int i = 0; i < choices.Num(); i++ )
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{
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if( toupper( key ) == toupper( choices[i][0] ) )
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{
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if( i < currentChoice && potentialChoice < 0 )
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{
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potentialChoice = i;
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}
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else if( i > currentChoice )
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{
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potentialChoice = -1;
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currentChoice = i;
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break;
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}
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}
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}
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if( potentialChoice >= 0 )
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{
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currentChoice = potentialChoice;
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}
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runAction = true;
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runAction2 = true;
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}
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else
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{
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return "";
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}
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if( runAction )
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{
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RunScript( ON_ACTION );
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}
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if( choiceType == 0 )
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{
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cvarStr.Set( va( "%i", currentChoice ) );
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}
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else if( values.Num() )
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{
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cvarStr.Set( values[ currentChoice ] );
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}
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else
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{
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cvarStr.Set( choices[ currentChoice ] );
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}
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UpdateVars( false );
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if( runAction2 )
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{
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RunScript( ON_ACTIONRELEASE );
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}
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return cmd;
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}
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void idChoiceWindow::ValidateChoice()
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{
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if( currentChoice < 0 || currentChoice >= choices.Num() )
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{
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currentChoice = 0;
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}
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if( choices.Num() == 0 )
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{
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choices.Append( "No Choices Defined" );
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}
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}
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void idChoiceWindow::UpdateChoice()
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{
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if( !updateStr.Num() )
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{
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return;
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}
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UpdateVars( true );
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updateStr.Update();
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if( choiceType == 0 )
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{
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// ChoiceType 0 stores current as an integer in either cvar or gui
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// If both cvar and gui are defined then cvar wins, but they are both updated
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if( updateStr[ 0 ]->NeedsUpdate() )
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{
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currentChoice = atoi( updateStr[ 0 ]->c_str() );
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}
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ValidateChoice();
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}
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else
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{
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// ChoiceType 1 stores current as a cvar string
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int c = ( values.Num() ) ? values.Num() : choices.Num();
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int i;
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for( i = 0; i < c; i++ )
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{
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if( idStr::Icmp( cvarStr.c_str(), ( values.Num() ) ? values[i] : choices[i] ) == 0 )
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{
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break;
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}
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}
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if( i == c )
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{
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i = 0;
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}
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currentChoice = i;
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ValidateChoice();
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}
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}
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bool idChoiceWindow::ParseInternalVar( const char* _name, idTokenParser* src )
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{
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if( idStr::Icmp( _name, "choicetype" ) == 0 )
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{
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choiceType = src->ParseInt();
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return true;
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}
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if( idStr::Icmp( _name, "currentchoice" ) == 0 )
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{
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currentChoice = src->ParseInt();
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return true;
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}
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return idWindow::ParseInternalVar( _name, src );
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}
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idWinVar* idChoiceWindow::GetWinVarByName( const char* _name, bool fixup, drawWin_t** owner )
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{
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if( idStr::Icmp( _name, "choices" ) == 0 )
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{
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return &choicesStr;
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}
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if( idStr::Icmp( _name, "values" ) == 0 )
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{
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return &choiceVals;
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}
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if( idStr::Icmp( _name, "cvar" ) == 0 )
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{
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return &cvarStr;
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}
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if( idStr::Icmp( _name, "gui" ) == 0 )
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{
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return &guiStr;
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}
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if( idStr::Icmp( _name, "liveUpdate" ) == 0 )
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{
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return &liveUpdate;
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}
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if( idStr::Icmp( _name, "updateGroup" ) == 0 )
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{
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return &updateGroup;
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}
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return idWindow::GetWinVarByName( _name, fixup, owner );
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}
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// update the lists whenever the WinVar have changed
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void idChoiceWindow::UpdateChoicesAndVals()
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{
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idToken token;
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idStr str2, str3;
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idLexer src;
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if( latchedChoices.Icmp( choicesStr ) )
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{
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choices.Clear();
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src.FreeSource();
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src.SetFlags( LEXFL_NOFATALERRORS | LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
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src.LoadMemory( choicesStr, choicesStr.Length(), "<ChoiceList>" );
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if( src.IsLoaded() )
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{
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while( src.ReadToken( &token ) )
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{
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if( token == ";" )
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{
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if( str2.Length() )
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{
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str2.StripTrailingWhitespace();
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str2 = idLocalization::GetString( str2 );
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choices.Append( str2 );
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str2 = "";
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}
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continue;
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}
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str2 += token;
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str2 += " ";
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}
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if( str2.Length() )
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{
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str2.StripTrailingWhitespace();
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choices.Append( str2 );
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}
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}
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latchedChoices = choicesStr.c_str();
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}
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if( choiceVals.Length() && latchedVals.Icmp( choiceVals ) )
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{
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values.Clear();
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src.FreeSource();
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src.SetFlags( LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
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src.LoadMemory( choiceVals, choiceVals.Length(), "<ChoiceVals>" );
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str2 = "";
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bool negNum = false;
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if( src.IsLoaded() )
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{
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while( src.ReadToken( &token ) )
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{
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if( token == "-" )
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{
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negNum = true;
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continue;
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}
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if( token == ";" )
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{
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if( str2.Length() )
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{
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str2.StripTrailingWhitespace();
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values.Append( str2 );
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str2 = "";
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}
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continue;
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}
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if( negNum )
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{
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str2 += "-";
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negNum = false;
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}
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str2 += token;
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str2 += " ";
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}
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if( str2.Length() )
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{
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str2.StripTrailingWhitespace();
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values.Append( str2 );
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}
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}
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if( choices.Num() != values.Num() )
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{
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common->Warning( "idChoiceWindow:: gui '%s' window '%s' has value count unequal to choices count", gui->GetSourceFile(), name.c_str() );
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}
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latchedVals = choiceVals.c_str();
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}
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}
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void idChoiceWindow::PostParse()
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{
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idWindow::PostParse();
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UpdateChoicesAndVals();
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InitVars();
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UpdateChoice();
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UpdateVars( false );
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flags |= WIN_CANFOCUS;
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}
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void idChoiceWindow::Draw( int time, float x, float y )
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{
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idVec4 color = foreColor;
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UpdateChoicesAndVals();
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UpdateChoice();
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// 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
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textAlign = 0;
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if( textShadow )
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{
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idStr shadowText = choices[currentChoice];
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idRectangle shadowRect = textRect;
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shadowText.RemoveColors();
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shadowRect.x += textShadow;
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shadowRect.y += textShadow;
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dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, false, -1 );
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}
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if( hover && !noEvents && Contains( gui->CursorX(), gui->CursorY() ) )
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{
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color = hoverColor;
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}
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else
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{
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hover = false;
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}
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if( flags & WIN_FOCUS )
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{
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color = hoverColor;
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}
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dc->DrawText( choices[currentChoice], textScale, textAlign, color, textRect, false, -1 );
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}
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void idChoiceWindow::Activate( bool activate, idStr& act )
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{
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idWindow::Activate( activate, act );
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if( activate )
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{
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// sets the gui state based on the current choice the window contains
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UpdateChoice();
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}
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}
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