mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
9eeea7adf3
mostly -Wreorder, use const char* instead of char* for "static strings", fix inappropriate usage of NULL (e.g. instead of '\0' or (int)0)
633 lines
14 KiB
C++
633 lines
14 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::idMenuWidget
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========================
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*/
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idMenuWidget::idMenuWidget() :
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handlerIsParent( false ),
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menuData( NULL ),
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swfObj( NULL ),
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boundSprite( NULL ),
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parent( NULL ),
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dataSource( NULL ),
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dataSourceFieldIndex( 0 ),
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focusIndex( 0 ),
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widgetState( WIDGET_STATE_NORMAL ),
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refCount( 0 ),
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noAutoFree( false )
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{
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eventActionLookup.SetNum( eventActionLookup.Max() );
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for( int i = 0; i < eventActionLookup.Num(); ++i )
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{
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eventActionLookup[ i ] = INVALID_ACTION_INDEX;
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}
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}
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/*
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========================
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idMenuWidget::~idMenuWidget
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========================
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*/
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idMenuWidget::~idMenuWidget()
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{
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Cleanup();
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}
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void idMenuWidget::Cleanup()
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{
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for( int j = 0; j < observers.Num(); ++j )
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{
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assert( observers[j]->refCount > 0 );
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observers[ j ]->Release();
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}
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observers.Clear();
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// free all children
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for( int i = 0; i < children.Num(); ++i )
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{
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assert( children[i]->refCount > 0 );
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children[ i ]->Release();
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}
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children.Clear();
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}
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/*
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========================
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idMenuWidget::AddChild
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========================
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*/
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void idMenuWidget::AddChild( idMenuWidget* widget )
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{
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if( !verify( children.Find( widget ) == NULL ) )
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{
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return; // attempt to add a widget that was already in the list
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}
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if( widget->GetParent() != NULL )
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{
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// take out of previous parent
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widget->GetParent()->RemoveChild( widget );
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}
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widget->AddRef();
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widget->SetParent( this );
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children.Append( widget );
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}
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/*
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========================
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idMenuWidget::RemoveAllChildren
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========================
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*/
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void idMenuWidget::RemoveAllChildren()
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{
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for( int i = 0; i < children.Num(); ++ i )
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{
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assert( children[ i ]->GetParent() == this );
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children[ i ]->SetParent( NULL );
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children[ i ]->Release();
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}
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children.Clear();
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}
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/*
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========================
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idMenuWidget::RemoveChild
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========================
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*/
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void idMenuWidget::RemoveChild( idMenuWidget* widget )
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{
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assert( widget->GetParent() == this );
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children.Remove( widget );
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widget->SetParent( NULL );
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widget->Release();
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}
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/*
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========================
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idMenuWidget::RemoveChild
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========================
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*/
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bool idMenuWidget::HasChild( idMenuWidget* widget )
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{
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for( int i = 0; i < children.Num(); ++ i )
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{
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if( children[ i ] == widget )
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{
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return true;
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}
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}
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return false;
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}
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/*
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========================
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idMenuWidget::ReceiveEvent
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Events received through this function are passed to the innermost focused widget first, and then
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propagates back through each widget within the focus chain. The first widget that handles the
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event will stop propagation.
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Each widget along the way will fire off an event to its observers, whether or not it actually
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handles the event.
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Note: How the focus chain is calculated:
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Descend through GetFocus() calls until you reach a NULL focus. The terminating widget is the
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innermost widget, while *this* widget is the outermost widget.
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========================
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*/
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void idMenuWidget::ReceiveEvent( const idWidgetEvent& event )
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{
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idStaticList< idMenuWidget*, 16 > focusChain;
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int focusRunawayCounter = focusChain.Max();
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idMenuWidget* focusedWidget = this;
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while( focusedWidget != NULL && --focusRunawayCounter != 0 )
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{
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focusChain.Append( focusedWidget );
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focusedWidget = focusedWidget->GetFocus();
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}
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// If hitting this then more than likely you have a self-referential chain. If that's not
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// the case, then you may need to increase the size of the focusChain list.
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assert( focusRunawayCounter != 0 );
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for( int focusIndex = focusChain.Num() - 1; focusIndex >= 0; --focusIndex )
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{
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idMenuWidget* const focusedWidget = focusChain[ focusIndex ];
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if( focusedWidget->ExecuteEvent( event ) )
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{
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break; // this widget has handled the event, so stop propagation
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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::ExecuteEvent
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Handles the event directly, and doesn't pass it through the focus chain.
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This should only be used in very specific circumstances! Most events should go to the focus.
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========================
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*/
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bool idMenuWidget::ExecuteEvent( const idWidgetEvent& event )
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{
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idList< idWidgetAction, TAG_IDLIB_LIST_MENU >* const actions = GetEventActions( event.type );
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if( actions != NULL )
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{
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for( int actionIndex = 0; actionIndex < actions->Num(); ++actionIndex )
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{
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HandleAction( ( *actions )[ actionIndex ], event, this );
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}
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}
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SendEventToObservers( event );
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return actions != NULL && actions->Num() > 0;
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}
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/*
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========================
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idMenuWidget::SendEventToObservers
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Sends an event to all the observers
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========================
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*/
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void idMenuWidget::SendEventToObservers( const idWidgetEvent& event )
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{
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for( int i = 0; i < observers.Num(); ++i )
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{
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observers[ i ]->ObserveEvent( *this, event );
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}
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}
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/*
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========================
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idMenuWidget::RegisterEventObserver
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Adds an observer to our observers list
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========================
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*/
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void idMenuWidget::RegisterEventObserver( idMenuWidget* observer )
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{
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if( !verify( observers.Find( observer ) == NULL ) )
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{
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return;
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}
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observer->AddRef();
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observers.Append( observer );
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}
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/*
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========================
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idMenuWidget::SetSpritePath
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========================
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*/
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void idMenuWidget::SetSpritePath( const char* arg1, const char* arg2, const char* arg3, const char* arg4, const char* arg5 )
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{
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const char* args[] = { arg1, arg2, arg3, arg4, arg5 };
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const int numArgs = sizeof( args ) / sizeof( args[ 0 ] );
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spritePath.Clear();
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for( int i = 0; i < numArgs; ++i )
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{
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if( args[ i ] == NULL )
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{
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break;
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}
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spritePath.Append( args[ i ] );
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}
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}
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/*
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========================
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idMenuWidget::SetSpritePath
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========================
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*/
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void idMenuWidget::SetSpritePath( const idList< idStr >& spritePath_, const char* arg1, const char* arg2, const char* arg3, const char* arg4, const char* arg5 )
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{
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const char* args[] = { arg1, arg2, arg3, arg4, arg5 };
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const int numArgs = sizeof( args ) / sizeof( args[ 0 ] );
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spritePath = spritePath_;
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for( int i = 0; i < numArgs; ++i )
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{
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if( args[ i ] == NULL )
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{
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break;
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}
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spritePath.Append( args[ i ] );
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}
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}
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/*
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========================
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idMenuWidget::ClearSprite
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========================
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*/
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void idMenuWidget::ClearSprite()
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{
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if( GetSprite() == NULL )
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{
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return;
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}
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GetSprite()->SetVisible( false );
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boundSprite = NULL;
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}
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/*
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========================
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idMenuWidget::GetSWFObject
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========================
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*/
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idSWF* idMenuWidget::GetSWFObject()
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{
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if( swfObj != NULL )
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{
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return swfObj;
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}
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if( parent != NULL )
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{
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return parent->GetSWFObject();
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}
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if( menuData != NULL )
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{
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return menuData->GetGUI();
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}
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return NULL;
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}
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/*
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========================
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idMenuWidget::GetMenuData
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========================
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*/
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idMenuHandler* idMenuWidget::GetMenuData()
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{
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if( parent != NULL )
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{
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return parent->GetMenuData();
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}
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return menuData;
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}
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/*
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========================
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idMenuWidget::BindSprite
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Takes the sprite path strings and resolves it to an actual sprite relative to a given root.
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This is setup in this manner, because we can't resolve from path -> sprite immediately since
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SWFs aren't necessarily loaded at the time widgets are instantiated.
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========================
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*/
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bool idMenuWidget::BindSprite( idSWFScriptObject& root )
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{
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const char* args[ 6 ] = { NULL };
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assert( GetSpritePath().Num() > 0 );
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for( int i = 0; i < GetSpritePath().Num(); ++i )
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{
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args[ i ] = GetSpritePath()[ i ].c_str();
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}
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boundSprite = root.GetNestedSprite( args[ 0 ], args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
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return boundSprite != NULL;
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}
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/*
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========================
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idMenuWidget::Show
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========================
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*/
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void idMenuWidget::Show()
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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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if( !BindSprite( GetSWFObject()->GetRootObject() ) )
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{
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return;
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}
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GetSprite()->SetVisible( true );
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int currentFrame = GetSprite()->GetCurrentFrame();
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int findFrame = GetSprite()->FindFrame( "rollOn" );
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int idleFrame = GetSprite()->FindFrame( "idle" );
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if( currentFrame == findFrame || ( currentFrame > 1 && currentFrame <= idleFrame ) )
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{
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return;
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}
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GetSprite()->PlayFrame( findFrame );
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}
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/*
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========================
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idMenuWidget::Hide
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========================
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*/
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void idMenuWidget::Hide()
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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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if( !BindSprite( GetSWFObject()->GetRootObject() ) )
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{
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return;
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}
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int currentFrame = GetSprite()->GetCurrentFrame();
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int findFrame = GetSprite()->FindFrame( "rollOff" );
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if( currentFrame >= findFrame || currentFrame == 1 )
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{
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return;
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}
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GetSprite()->PlayFrame( findFrame );
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}
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/*
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========================
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idMenuWidget::SetDataSource
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========================
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*/
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void idMenuWidget::SetDataSource( idMenuDataSource* dataSource_, const int fieldIndex )
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{
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dataSource = dataSource_;
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dataSourceFieldIndex = fieldIndex;
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}
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/*
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========================
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idMenuWidget::SetFocusIndex
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========================
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*/
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void idMenuWidget::SetFocusIndex( const int index, bool skipSound )
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{
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if( GetChildren().Num() == 0 )
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{
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return;
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}
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const int oldIndex = focusIndex;
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assert( index >= 0 && index < GetChildren().Num() ); //&& oldIndex >= 0 && oldIndex < GetChildren().Num() );
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focusIndex = index;
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if( oldIndex != focusIndex && !skipSound )
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{
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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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}
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idSWFParmList parms;
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parms.Append( oldIndex );
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parms.Append( index );
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// need to mark the widget as having lost focus
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if( oldIndex != index && oldIndex >= 0 && oldIndex < GetChildren().Num() && GetChildByIndex( oldIndex ).GetState() != WIDGET_STATE_HIDDEN )
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{
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GetChildByIndex( oldIndex ).ReceiveEvent( idWidgetEvent( WIDGET_EVENT_FOCUS_OFF, 0, NULL, parms ) );
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}
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//assert( GetChildByIndex( index ).GetState() != WIDGET_STATE_HIDDEN );
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GetChildByIndex( index ).ReceiveEvent( idWidgetEvent( WIDGET_EVENT_FOCUS_ON, 0, NULL, parms ) );
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}
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/*
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========================
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idMenuWidget_Button::SetState
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Transitioning from the current button state to the new button state
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========================
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*/
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void idMenuWidget::SetState( const widgetState_t state )
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{
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if( GetSprite() != NULL )
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{
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// FIXME: will need some more intelligence in the transitions to go from, say,
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// selected_up -> up ... but this should work fine for now.
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if( state == WIDGET_STATE_HIDDEN )
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{
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GetSprite()->SetVisible( false );
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}
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else
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{
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GetSprite()->SetVisible( true );
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if( state == WIDGET_STATE_DISABLED )
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{
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GetSprite()->PlayFrame( "disabled" );
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}
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else if( state == WIDGET_STATE_SELECTING )
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{
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if( widgetState == WIDGET_STATE_NORMAL )
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{
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GetSprite()->PlayFrame( "selecting" ); // transition from unselected to selected
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}
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else
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{
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GetSprite()->PlayFrame( "sel_up" );
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}
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}
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else if( state == WIDGET_STATE_SELECTED )
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{
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GetSprite()->PlayFrame( "sel_up" );
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}
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else if( state == WIDGET_STATE_NORMAL )
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{
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if( widgetState == WIDGET_STATE_SELECTING )
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{
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GetSprite()->PlayFrame( "unselecting" ); // transition from selected to unselected
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}
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else if( widgetState != WIDGET_STATE_HIDDEN && widgetState != WIDGET_STATE_NORMAL )
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{
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GetSprite()->PlayFrame( "out" );
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}
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else
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{
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GetSprite()->PlayFrame( "up" );
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}
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}
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}
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Update();
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}
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widgetState = state;
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}
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/*
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========================
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idMenuWidget::HandleAction
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========================
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*/
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bool idMenuWidget::HandleAction( idWidgetAction& action, const idWidgetEvent& event, idMenuWidget* widget, bool forceHandled )
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{
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bool handled = false;
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if( GetParent() != NULL )
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{
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handled = GetParent()->HandleAction( action, event, widget );
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}
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else
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{
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if( forceHandled )
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{
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return false;
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}
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idMenuHandler* data = GetMenuData();
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if( data != NULL )
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{
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return data->HandleAction( action, event, widget, false );
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}
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}
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return handled;
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}
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/*
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========================
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idMenuWidget::GetEventActions
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========================
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*/
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idList< idWidgetAction, TAG_IDLIB_LIST_MENU >* idMenuWidget::GetEventActions( const widgetEvent_t eventType )
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{
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if( eventActionLookup[ eventType ] == INVALID_ACTION_INDEX )
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{
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return NULL;
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}
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return &eventActions[ eventActionLookup[ eventType ] ];
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}
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/*
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========================
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idMenuWidget::AddEventAction
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========================
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*/
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idWidgetAction& idMenuWidget::AddEventAction( const widgetEvent_t eventType )
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{
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if( eventActionLookup[ eventType ] == INVALID_ACTION_INDEX )
|
|
{
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eventActionLookup[ eventType ] = eventActions.Num();
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eventActions.Alloc();
|
|
}
|
|
return eventActions[ eventActionLookup[ eventType ] ].Alloc();
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idMenuWidget::ClearEventActions
|
|
========================
|
|
*/
|
|
void idMenuWidget::ClearEventActions()
|
|
{
|
|
eventActions.Clear();
|
|
eventActionLookup.Clear();
|
|
eventActionLookup.SetNum( eventActionLookup.Max() );
|
|
for( int i = 0; i < eventActionLookup.Num(); ++i )
|
|
{
|
|
eventActionLookup[ i ] = INVALID_ACTION_INDEX;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|