mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
487 lines
No EOL
12 KiB
C++
487 lines
No EOL
12 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 "../../idLib/precompiled.h"
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#include "../Game_local.h"
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/*
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================================================================================================
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idMenuWidget_List
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Provides a paged view of this widgets children. Each child is expected to take on the following
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naming scheme. Children outside of the given window size (NumVisibleOptions) are not rendered,
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and will affect which type of arrow indicators are shown.
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Future work:
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- Make upIndicator another kind of widget (Image widget?)
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================================================================================================
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*/
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/*
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========================
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idMenuWidget_List::Update
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========================
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*/
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void idMenuWidget_List::Update()
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{
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if( GetSWFObject() == NULL )
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{
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return;
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}
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idSWFScriptObject& root = GetSWFObject()->GetRootObject();
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if( !BindSprite( root ) )
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{
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return;
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}
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for( int optionIndex = 0; optionIndex < GetNumVisibleOptions(); ++optionIndex )
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{
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const int childIndex = GetViewOffset() + optionIndex;
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bool shown = false;
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if( optionIndex < GetChildren().Num() )
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{
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idMenuWidget& child = GetChildByIndex( optionIndex );
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const int controlIndex = GetNumVisibleOptions() - Min( GetNumVisibleOptions(), GetTotalNumberOfOptions() ) + optionIndex;
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child.SetSpritePath( GetSpritePath(), va( "item%d", controlIndex ) );
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if( child.BindSprite( root ) )
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{
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PrepareListElement( child, childIndex );
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child.Update();
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shown = true;
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}
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}
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if( !shown )
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{
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// hide the item
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idSWFSpriteInstance* const sprite = GetSprite()->GetScriptObject()->GetSprite( va( "item%d", optionIndex - GetTotalNumberOfOptions() ) );
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if( sprite != NULL )
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{
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sprite->SetVisible( false );
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}
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}
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}
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idSWFSpriteInstance* const upSprite = GetSprite()->GetScriptObject()->GetSprite( "upIndicator" );
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if( upSprite != NULL )
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{
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upSprite->SetVisible( GetViewOffset() > 0 );
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}
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idSWFSpriteInstance* const downSprite = GetSprite()->GetScriptObject()->GetSprite( "downIndicator" );
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if( downSprite != NULL )
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{
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downSprite->SetVisible( GetViewOffset() + GetNumVisibleOptions() < GetTotalNumberOfOptions() );
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}
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}
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/*
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========================
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idMenuWidget_List::HandleAction
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========================
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*/
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bool idMenuWidget_List::HandleAction( idWidgetAction& action, const idWidgetEvent& event, idMenuWidget* widget, bool forceHandled )
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{
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const idSWFParmList& parms = action.GetParms();
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if( action.GetType() == WIDGET_ACTION_SCROLL_VERTICAL )
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{
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const scrollType_t scrollType = static_cast< scrollType_t >( event.arg );
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if( scrollType == SCROLL_SINGLE )
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{
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Scroll( parms[ 0 ].ToInteger() );
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}
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else if( scrollType == SCROLL_PAGE )
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{
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ScrollOffset( parms[ 0 ].ToInteger() * ( GetNumVisibleOptions() - 1 ) );
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}
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else if( scrollType == SCROLL_FULL )
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{
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ScrollOffset( parms[ 0 ].ToInteger() * 999 );
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}
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return true;
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}
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return idMenuWidget::HandleAction( action, event, widget, forceHandled );
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}
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/*
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========================
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idMenuWidget_List::ObserveEvent
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========================
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*/
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void idMenuWidget_List::ObserveEvent( const idMenuWidget& widget, const idWidgetEvent& event )
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{
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ExecuteEvent( event );
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}
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/*
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========================
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idMenuWidget_List::CalculatePositionFromIndexDelta
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Pure functional encapsulation of how to calculate a new index and offset based on how the user
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chose to move through the list.
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========================
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*/
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void idMenuWidget_List::CalculatePositionFromIndexDelta( int& outIndex, int& outOffset, const int currentIndex, const int currentOffset, const int windowSize, const int maxSize, const int indexDelta, const bool allowWrapping, const bool wrapAround ) const
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{
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assert( indexDelta != 0 );
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int newIndex = currentIndex + indexDelta;
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bool wrapped = false;
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if( indexDelta > 0 )
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{
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// moving down the list
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if( newIndex > maxSize - 1 )
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{
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if( allowWrapping )
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{
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if( wrapAround )
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{
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wrapped = true;
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newIndex = 0 + ( newIndex - maxSize );
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}
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else
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{
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newIndex = 0;
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}
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}
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else
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{
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newIndex = maxSize - 1;
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}
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}
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}
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else
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{
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// moving up the list
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if( newIndex < 0 )
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{
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if( allowWrapping )
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{
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if( wrapAround )
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{
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newIndex = maxSize + newIndex;
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}
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else
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{
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newIndex = maxSize - 1;
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}
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}
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else
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{
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newIndex = 0;
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}
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}
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}
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// calculate the offset
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if( newIndex - currentOffset >= windowSize )
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{
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outOffset = newIndex - windowSize + 1;
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}
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else if( currentOffset > newIndex )
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{
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if( wrapped )
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{
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outOffset = 0;
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}
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else
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{
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outOffset = newIndex;
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}
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}
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else
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{
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outOffset = currentOffset;
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}
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outIndex = newIndex;
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// the intended behavior is that outOffset and outIndex are always within maxSize of each
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// other, as they are meant to model a window of items that should be visible in the list.
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assert( outIndex - outOffset < windowSize );
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assert( outIndex >= outOffset && outIndex >= 0 && outOffset >= 0 );
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}
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/*
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========================
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idMenuWidget_List::CalculatePositionFromOffsetDelta
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========================
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*/
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void idMenuWidget_List::CalculatePositionFromOffsetDelta( int& outIndex, int& outOffset, const int currentIndex, const int currentOffset, const int windowSize, const int maxSize, const int offsetDelta ) const
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{
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// shouldn't be setting both indexDelta AND offsetDelta
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// FIXME: make this simpler code - just pass a boolean to control it?
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assert( offsetDelta != 0 );
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const int newOffset = Max( currentIndex + offsetDelta, 0 );
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if( newOffset >= maxSize )
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{
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// scrolling past the end - just scroll all the way to the end
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outIndex = maxSize - 1;
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outOffset = Max( maxSize - windowSize, 0 );
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}
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else if( newOffset >= maxSize - windowSize )
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{
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// scrolled to the last window
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outIndex = newOffset;
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outOffset = Max( maxSize - windowSize, 0 );
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}
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else
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{
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outIndex = outOffset = newOffset;
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}
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// the intended behavior is that outOffset and outIndex are always within maxSize of each
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// other, as they are meant to model a window of items that should be visible in the list.
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assert( outIndex - outOffset < windowSize );
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assert( outIndex >= outOffset && outIndex >= 0 && outOffset >= 0 );
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}
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/*
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========================
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idMenuWidget_List::Scroll
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========================
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*/
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void idMenuWidget_List::Scroll( const int scrollAmount, const bool wrapAround )
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{
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if( GetTotalNumberOfOptions() == 0 )
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{
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return;
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}
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int newIndex, newOffset;
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CalculatePositionFromIndexDelta( newIndex, newOffset, GetViewIndex(), GetViewOffset(), GetNumVisibleOptions(), GetTotalNumberOfOptions(), scrollAmount, IsWrappingAllowed(), wrapAround );
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if( newOffset != GetViewOffset() )
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{
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SetViewOffset( newOffset );
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if( menuData != NULL )
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{
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menuData->PlaySound( GUI_SOUND_FOCUS );
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}
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Update();
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}
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if( newIndex != GetViewIndex() )
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{
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SetViewIndex( newIndex );
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SetFocusIndex( newIndex - newOffset );
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}
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}
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/*
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========================
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idMenuWidget_List::ScrollOffset
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========================
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*/
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void idMenuWidget_List::ScrollOffset( const int scrollAmount )
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{
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if( GetTotalNumberOfOptions() == 0 )
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{
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return;
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}
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int newIndex, newOffset;
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CalculatePositionFromOffsetDelta( newIndex, newOffset, GetViewIndex(), GetViewOffset(), GetNumVisibleOptions(), GetTotalNumberOfOptions(), scrollAmount );
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if( newOffset != GetViewOffset() )
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{
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SetViewOffset( newOffset );
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Update();
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}
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if( newIndex != GetViewIndex() )
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{
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SetViewIndex( newIndex );
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SetFocusIndex( newIndex - newOffset );
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}
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}
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//*********************************************************************************
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// GAME BROWSER LIST
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//********************************************************************************
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/*
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========================
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idMenuWidget_GameBrowserList::Update
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========================
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*/
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void idMenuWidget_GameBrowserList::Update()
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{
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if( GetSWFObject() == NULL )
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{
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return;
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}
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idSWFScriptObject& root = GetSWFObject()->GetRootObject();
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if( !BindSprite( root ) )
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{
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return;
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}
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for( int optionIndex = 0; optionIndex < GetNumVisibleOptions(); ++optionIndex )
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{
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const int childIndex = GetViewOffset() + optionIndex;
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bool shown = false;
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if( optionIndex < GetChildren().Num() )
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{
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idMenuWidget& child = GetChildByIndex( optionIndex );
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child.SetSpritePath( GetSpritePath(), va( "item%d", optionIndex ) );
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if( child.BindSprite( root ) )
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{
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shown = PrepareListElement( child, childIndex );
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if( shown )
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{
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child.SetState( WIDGET_STATE_NORMAL );
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child.GetSprite()->SetVisible( true );
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child.Update();
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}
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else
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{
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child.GetSprite()->SetVisible( false );
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}
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}
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}
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}
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idSWFSpriteInstance* const upSprite = GetSprite()->GetScriptObject()->GetSprite( "upIndicator" );
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if( upSprite != NULL )
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{
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upSprite->SetVisible( GetViewOffset() > 0 );
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}
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idSWFSpriteInstance* const downSprite = GetSprite()->GetScriptObject()->GetSprite( "downIndicator" );
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if( downSprite != NULL )
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{
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downSprite->SetVisible( GetViewOffset() + GetNumVisibleOptions() < GetTotalNumberOfOptions() );
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}
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}
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/*
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========================
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idMenuWidget_GameBrowserList::PrepareListElement
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========================
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*/
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bool idMenuWidget_GameBrowserList::PrepareListElement( idMenuWidget& widget, const int childIndex )
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{
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if( childIndex >= games.Num() )
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{
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return false;
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}
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idMenuWidget_ServerButton* const button = dynamic_cast< idMenuWidget_ServerButton* >( &widget );
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if( button == NULL )
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{
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return false;
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}
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if( games[childIndex].serverName.IsEmpty() )
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{
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return false;
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}
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const idBrowserEntry_t entry = games[childIndex];
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button->SetButtonInfo( entry.serverName, entry.mapName, entry.modeName, entry.index, entry.players, entry.maxPlayers, entry.joinable, entry.validMap );
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return true;
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}
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/*
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========================
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idMenuWidget_GameBrowserList::PrepareListElement
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========================
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*/
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void idMenuWidget_GameBrowserList::ClearGames()
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{
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games.Clear();
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}
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/*
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========================
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idMenuWidget_GameBrowserList::PrepareListElement
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========================
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*/
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void idMenuWidget_GameBrowserList::AddGame( idStr name_, idStrId mapName_, idStr modeName_, int index_, int players_, int maxPlayers_, bool joinable_, bool validMap_ )
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{
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idBrowserEntry_t entry;
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entry.serverName = name_;
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entry.index = index_;
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entry.players = players_;
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entry.maxPlayers = maxPlayers_;
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entry.joinable = joinable_;
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entry.validMap = validMap_;
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entry.mapName = mapName_;
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entry.modeName = modeName_;
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games.Append( entry );
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}
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/*
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========================
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idMenuWidget_GameBrowserList::GetTotalNumberOfOptions
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========================
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*/
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int idMenuWidget_GameBrowserList::GetTotalNumberOfOptions() const
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{
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return games.Num();
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}
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/*
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========================
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idMenuWidget_GameBrowserList::PrepareListElement
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========================
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*/
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int idMenuWidget_GameBrowserList::GetServerIndex()
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{
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if( GetViewIndex() < games.Num() )
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{
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return games[ GetViewIndex() ].index;
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}
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return -1;
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} |