mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 15:01:19 +00:00
230 lines
7 KiB
C++
230 lines
7 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
#pragma hdrstop
|
|
#include "precompiled.h"
|
|
#include "../Game_local.h"
|
|
|
|
/*
|
|
================================================================================================
|
|
idMenuWidget_CommandBar
|
|
|
|
Provides a paged view of this widgets children. Each child is expected to take on the following
|
|
naming scheme. Children outside of the given window size (NumVisibleOptions) are not rendered,
|
|
and will affect which type of arrow indicators are shown.
|
|
|
|
This transparently supports the "UseCircleForAccept" behavior that we need for Japanese PS3 SKU.
|
|
|
|
SWF object structure
|
|
--------------------
|
|
COMMANDBAR
|
|
joy#
|
|
img (Frames: platform)
|
|
txt_info (Text)
|
|
================================================================================================
|
|
*/
|
|
|
|
static const char* const BUTTON_NAMES[] =
|
|
{
|
|
"joy1",
|
|
"joy2",
|
|
"joy3",
|
|
"joy4",
|
|
"joy10",
|
|
"tab"
|
|
};
|
|
compile_time_assert( sizeof( BUTTON_NAMES ) / sizeof( BUTTON_NAMES[ 0 ] ) == idMenuWidget_CommandBar::MAX_BUTTONS );
|
|
|
|
/*
|
|
========================
|
|
idMenuWidget_CommandBar::ClearAllButtons
|
|
========================
|
|
*/
|
|
void idMenuWidget_CommandBar::ClearAllButtons()
|
|
{
|
|
for( int index = 0; index < MAX_BUTTONS; ++index )
|
|
{
|
|
buttons[index].label.Clear();
|
|
buttons[index].action.Set( WIDGET_ACTION_NONE );
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idMenuWidget_CommandBar::Update
|
|
========================
|
|
*/
|
|
void idMenuWidget_CommandBar::Update()
|
|
{
|
|
|
|
if( GetSWFObject() == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
idSWFScriptObject& root = GetSWFObject()->GetRootObject();
|
|
|
|
if( !BindSprite( root ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
const int BASE_PADDING = 35;
|
|
const int PER_BUTTON_PADDING = 65;
|
|
const int ALIGNMENT_SCALE = ( GetAlignment() == LEFT ) ? 1 : -1;
|
|
|
|
int xPos = ALIGNMENT_SCALE * BASE_PADDING;
|
|
|
|
// Setup the button order.
|
|
idStaticList< button_t, MAX_BUTTONS > buttonOrder;
|
|
for( int i = 0; i < buttonOrder.Max(); ++i )
|
|
{
|
|
buttonOrder.Append( static_cast< button_t >( i ) );
|
|
}
|
|
|
|
// NOTE: Special consideration is done for JPN PS3 where the standard accept button is
|
|
// swapped with the standard back button. i.e. In US: X = Accept, O = Back, but in JPN
|
|
// X = Back, O = Accept.
|
|
if( GetSWFObject()->UseCircleForAccept() )
|
|
{
|
|
buttonOrder[ BUTTON_JOY2 ] = BUTTON_JOY1;
|
|
buttonOrder[ BUTTON_JOY1 ] = BUTTON_JOY2;
|
|
}
|
|
|
|
// FIXME: handle animating in of the button bar?
|
|
GetSprite()->SetVisible( true );
|
|
|
|
idStr shortcutName;
|
|
for( int i = 0; i < buttonOrder.Num(); ++i )
|
|
{
|
|
const char* const buttonName = BUTTON_NAMES[ buttonOrder[ i ] ];
|
|
|
|
idSWFSpriteInstance* const buttonSprite = GetSprite()->GetScriptObject()->GetSprite( buttonName );
|
|
if( buttonSprite == NULL )
|
|
{
|
|
continue;
|
|
}
|
|
idSWFTextInstance* const buttonText = buttonSprite->GetScriptObject()->GetText( "txt_info" );
|
|
if( buttonText == NULL )
|
|
{
|
|
continue;
|
|
}
|
|
idSWFSpriteInstance* const imageSprite = buttonSprite->GetScriptObject()->GetSprite( "img" );
|
|
if( imageSprite == NULL )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( buttons[ i ].action.GetType() != WIDGET_ACTION_NONE )
|
|
{
|
|
idSWFScriptObject* const shortcutKeys = GetSWFObject()->GetGlobal( "shortcutKeys" ).GetObject();
|
|
if( verify( shortcutKeys != NULL ) )
|
|
{
|
|
buttonSprite->GetScriptObject()->Set( "onPress", new WrapWidgetSWFEvent( this, WIDGET_EVENT_COMMAND, i ) );
|
|
|
|
// bind the main action - need to use all caps here because shortcuts are stored that way
|
|
shortcutName = buttonName;
|
|
shortcutName.ToUpper();
|
|
shortcutKeys->Set( shortcutName, buttonSprite->GetScriptObject() );
|
|
|
|
// Some other keys have additional bindings. Remember that the button here is
|
|
// actually the virtual button, and the physical button could be swapped based
|
|
// on the UseCircleForAccept business on JPN PS3.
|
|
switch( i )
|
|
{
|
|
case BUTTON_JOY1:
|
|
{
|
|
shortcutKeys->Set( "ENTER", buttonSprite->GetScriptObject() );
|
|
break;
|
|
}
|
|
case BUTTON_JOY2:
|
|
{
|
|
shortcutKeys->Set( "ESCAPE", buttonSprite->GetScriptObject() );
|
|
shortcutKeys->Set( "BACKSPACE", buttonSprite->GetScriptObject() );
|
|
break;
|
|
}
|
|
case BUTTON_TAB:
|
|
{
|
|
shortcutKeys->Set( "K_TAB", buttonSprite->GetScriptObject() );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( buttons[ i ].label.IsEmpty() )
|
|
{
|
|
buttonSprite->SetVisible( false );
|
|
}
|
|
else
|
|
{
|
|
imageSprite->SetVisible( true );
|
|
imageSprite->StopFrame( menuData->GetPlatform() + 1 );
|
|
buttonSprite->SetVisible( true );
|
|
buttonSprite->SetXPos( xPos );
|
|
buttonText->SetText( buttons[ i ].label );
|
|
xPos += ALIGNMENT_SCALE * ( buttonText->GetTextLength() + PER_BUTTON_PADDING );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
buttonSprite->SetVisible( false );
|
|
idSWFScriptObject* const shortcutKeys = GetSWFObject()->GetGlobal( "shortcutKeys" ).GetObject();
|
|
if( verify( shortcutKeys != NULL ) )
|
|
{
|
|
// RB: 64 bit fixes, changed NULL to 0
|
|
buttonSprite->GetScriptObject()->Set( "onPress", 0 );
|
|
// RB end
|
|
|
|
// bind the main action - need to use all caps here because shortcuts are stored that way
|
|
shortcutName = buttonName;
|
|
shortcutName.ToUpper();
|
|
shortcutKeys->Set( shortcutName, buttonSprite->GetScriptObject() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idMenuWidget_CommandBar::ReceiveEvent
|
|
========================
|
|
*/
|
|
bool idMenuWidget_CommandBar::ExecuteEvent( const idWidgetEvent& event )
|
|
{
|
|
if( event.type == WIDGET_EVENT_COMMAND )
|
|
{
|
|
if( verify( event.arg >= 0 && event.arg < buttons.Num() ) )
|
|
{
|
|
HandleAction( buttons[ event.arg ].action, event, this );
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return idMenuWidget::ExecuteEvent( event );
|
|
}
|
|
}
|