mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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d949bc9410
many of the warnings -Wreorder and #includes with invalid path because of case-errors (windows may not care, but linux does)
158 lines
4.7 KiB
C++
158 lines
4.7 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 "../../idlib/precompiled.h"
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#include "../Game_local.h"
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/*
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================================================================================================
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idMenuWidget_Help
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Shows a help tooltip message based on observed events. It's expected that the widgets being
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observed are all buttons, and therefore have a GetDescription() call to get the help message.
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SWF object structure
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--------------------
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HELPTOOLTIP (Frames: shown, shown, hide, hidden)
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txtOption
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txtValue (Text)
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Note: Frame 1 should, effectively, be a "hidden" state.
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Future work:
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- Make this act more like a help tooltip when on PC?
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================================================================================================
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*/
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/*
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========================
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idMenuWidget_Help::Update
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========================
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*/
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void idMenuWidget_Help::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 idStr& msg = ( lastHoveredMessage.Length() > 0 ) ? lastHoveredMessage : lastFocusedMessage;
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if( msg.Length() > 0 && !hideMessage )
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{
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// try to show it if...
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// - we are on the first frame
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// - we aren't still animating while being between the "show" and "shown" frames
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//
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if( GetSprite()->GetCurrentFrame() != GetSprite()->FindFrame( "shown" )
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&& ( GetSprite()->GetCurrentFrame() == 1 || !( GetSprite()->IsPlaying() && GetSprite()->IsBetweenFrames( "show", "shown" ) ) ) )
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{
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GetSprite()->PlayFrame( "show" );
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}
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idSWFScriptObject* const textObject = GetSprite()->GetScriptObject()->GetNestedObj( "txtOption", "txtValue" );
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if( textObject != NULL )
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{
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idSWFTextInstance* const text = textObject->GetText();
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text->SetText( msg );
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text->SetStrokeInfo( true, 0.75f, 2.0f );
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}
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}
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else
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{
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// try to hide it
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if( GetSprite()->GetCurrentFrame() != 1
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&& GetSprite()->GetCurrentFrame() != GetSprite()->FindFrame( "hidden" )
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&& !GetSprite()->IsBetweenFrames( "hide", "hidden" ) )
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{
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GetSprite()->PlayFrame( "hide" );
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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_Help::ObserveEvent
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========================
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*/
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void idMenuWidget_Help::ObserveEvent( const idMenuWidget& widget, const idWidgetEvent& event )
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{
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const idMenuWidget_Button* const button = dynamic_cast< const idMenuWidget_Button* >( &widget );
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if( button == NULL )
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{
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return;
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}
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switch( event.type )
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{
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case WIDGET_EVENT_FOCUS_ON:
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{
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hideMessage = false;
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lastFocusedMessage = button->GetDescription();
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lastHoveredMessage.Clear();
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Update();
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break;
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}
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case WIDGET_EVENT_FOCUS_OFF:
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{
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// Don't do anything when losing focus. Focus updates come in pairs, so we can
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// skip doing anything on the "lost focus" event, and instead do updates on the
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// "got focus" event.
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break;
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}
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case WIDGET_EVENT_ROLL_OVER:
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{
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idStr desc = button->GetDescription();
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if( desc.IsEmpty() )
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{
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hideMessage = true;
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}
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else
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{
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hideMessage = false;
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lastHoveredMessage = button->GetDescription();
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}
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Update();
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break;
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}
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case WIDGET_EVENT_ROLL_OUT:
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{
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hideMessage = false;
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lastHoveredMessage.Clear();
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Update();
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break;
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}
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}
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}
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