mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 06:51:22 +00:00
230 lines
7 KiB
C++
230 lines
7 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 "../Game_local.h"
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/*
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================================================================================================
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idMenuWidget_CommandBar
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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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This transparently supports the "UseCircleForAccept" behavior that we need for Japanese PS3 SKU.
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SWF object structure
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--------------------
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COMMANDBAR
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joy#
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img (Frames: platform)
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txt_info (Text)
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================================================================================================
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*/
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static const char* const BUTTON_NAMES[] =
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{
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"joy1",
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"joy2",
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"joy3",
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"joy4",
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"joy10",
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"tab"
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};
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compile_time_assert( sizeof( BUTTON_NAMES ) / sizeof( BUTTON_NAMES[ 0 ] ) == idMenuWidget_CommandBar::MAX_BUTTONS );
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/*
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========================
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idMenuWidget_CommandBar::ClearAllButtons
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========================
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*/
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void idMenuWidget_CommandBar::ClearAllButtons()
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{
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for( int index = 0; index < MAX_BUTTONS; ++index )
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{
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buttons[index].label.Clear();
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buttons[index].action.Set( WIDGET_ACTION_NONE );
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}
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}
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/*
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========================
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idMenuWidget_CommandBar::Update
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========================
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*/
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void idMenuWidget_CommandBar::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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const int BASE_PADDING = 35;
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const int PER_BUTTON_PADDING = 65;
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const int ALIGNMENT_SCALE = ( GetAlignment() == LEFT ) ? 1 : -1;
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int xPos = ALIGNMENT_SCALE * BASE_PADDING;
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// Setup the button order.
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idStaticList< button_t, MAX_BUTTONS > buttonOrder;
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for( int i = 0; i < buttonOrder.Max(); ++i )
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{
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buttonOrder.Append( static_cast< button_t >( i ) );
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}
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// NOTE: Special consideration is done for JPN PS3 where the standard accept button is
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// swapped with the standard back button. i.e. In US: X = Accept, O = Back, but in JPN
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// X = Back, O = Accept.
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if( GetSWFObject()->UseCircleForAccept() )
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{
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buttonOrder[ BUTTON_JOY2 ] = BUTTON_JOY1;
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buttonOrder[ BUTTON_JOY1 ] = BUTTON_JOY2;
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}
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// FIXME: handle animating in of the button bar?
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GetSprite()->SetVisible( true );
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idStr shortcutName;
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for( int i = 0; i < buttonOrder.Num(); ++i )
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{
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const char* const buttonName = BUTTON_NAMES[ buttonOrder[ i ] ];
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idSWFSpriteInstance* const buttonSprite = GetSprite()->GetScriptObject()->GetSprite( buttonName );
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if( buttonSprite == NULL )
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{
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continue;
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}
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idSWFTextInstance* const buttonText = buttonSprite->GetScriptObject()->GetText( "txt_info" );
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if( buttonText == NULL )
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{
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continue;
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}
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idSWFSpriteInstance* const imageSprite = buttonSprite->GetScriptObject()->GetSprite( "img" );
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if( imageSprite == NULL )
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{
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continue;
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}
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if( buttons[ i ].action.GetType() != WIDGET_ACTION_NONE )
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{
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idSWFScriptObject* const shortcutKeys = GetSWFObject()->GetGlobal( "shortcutKeys" ).GetObject();
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if( verify( shortcutKeys != NULL ) )
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{
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buttonSprite->GetScriptObject()->Set( "onPress", new WrapWidgetSWFEvent( this, WIDGET_EVENT_COMMAND, i ) );
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// bind the main action - need to use all caps here because shortcuts are stored that way
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shortcutName = buttonName;
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shortcutName.ToUpper();
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shortcutKeys->Set( shortcutName, buttonSprite->GetScriptObject() );
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// Some other keys have additional bindings. Remember that the button here is
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// actually the virtual button, and the physical button could be swapped based
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// on the UseCircleForAccept business on JPN PS3.
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switch( i )
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{
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case BUTTON_JOY1:
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{
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shortcutKeys->Set( "ENTER", buttonSprite->GetScriptObject() );
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break;
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}
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case BUTTON_JOY2:
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{
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shortcutKeys->Set( "ESCAPE", buttonSprite->GetScriptObject() );
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shortcutKeys->Set( "BACKSPACE", buttonSprite->GetScriptObject() );
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break;
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}
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case BUTTON_TAB:
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{
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shortcutKeys->Set( "K_TAB", buttonSprite->GetScriptObject() );
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break;
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}
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}
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}
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if( buttons[ i ].label.IsEmpty() )
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{
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buttonSprite->SetVisible( false );
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}
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else
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{
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imageSprite->SetVisible( true );
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imageSprite->StopFrame( menuData->GetPlatform() + 1 );
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buttonSprite->SetVisible( true );
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buttonSprite->SetXPos( xPos );
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buttonText->SetText( buttons[ i ].label );
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xPos += ALIGNMENT_SCALE * ( buttonText->GetTextLength() + PER_BUTTON_PADDING );
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}
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}
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else
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{
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buttonSprite->SetVisible( false );
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idSWFScriptObject* const shortcutKeys = GetSWFObject()->GetGlobal( "shortcutKeys" ).GetObject();
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if( verify( shortcutKeys != NULL ) )
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{
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// RB: 64 bit fixes, changed NULL to 0
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buttonSprite->GetScriptObject()->Set( "onPress", 0 );
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// RB end
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// bind the main action - need to use all caps here because shortcuts are stored that way
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shortcutName = buttonName;
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shortcutName.ToUpper();
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shortcutKeys->Set( shortcutName, buttonSprite->GetScriptObject() );
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}
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}
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}
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}
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/*
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========================
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idMenuWidget_CommandBar::ReceiveEvent
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========================
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*/
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bool idMenuWidget_CommandBar::ExecuteEvent( const idWidgetEvent& event )
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{
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if( event.type == WIDGET_EVENT_COMMAND )
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{
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if( verify( event.arg >= 0 && event.arg < buttons.Num() ) )
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{
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HandleAction( buttons[ event.arg ].action, event, this );
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}
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return true;
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}
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else
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{
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return idMenuWidget::ExecuteEvent( event );
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}
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}
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