etqw-sdk/source/game/guis/UITimeline.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __GAME_GUIS_UITIMELINE_H__
#define __GAME_GUIS_UITIMELINE_H__
#include "UserInterfaceTypes.h"
#include "UserInterfaceScript.h"
extern const char sdUITimelineEvent_Identifier[];
extern const char sdUITemplateFunctionInstance_IdentifierTimeline[];
class sdUITimeline;
class sdUITimelineManager :
public sdUserInterfaceScope {
public:
sdUITimelineManager( sdUserInterfaceLocal& ui, sdUserInterfaceScope& enclosingScope, sdUIScript& script );
virtual ~sdUITimelineManager() { Clear(); }
bool CreateTimelines( const sdDeclGUITimelineHolder& timelineInfo, const sdDeclGUI* guiDecl );
bool CreateEvents( const sdDeclGUITimelineHolder& timelineInfo, const sdDeclGUI* guiDecl, idTokenCache& tokenCache );
bool CreateProperties( const sdDeclGUITimelineHolder& timelineInfo, const sdDeclGUI* guiDecl, const idTokenCache& tokenCache );
// destroy all timelines
void Clear();
void ResetAllTimelines();
void ClearAllTimelines();
void PushAllTimelines();
void PostTimelineEvent( int offset, int index, sdUITimeline* scope );
void ClearTimelineEvents( sdUITimeline* scope );
void DeferredResetTimeline( sdUITimeline* scope ) { resetScopes.Append( scope ); }
void OnSnapshotHitch( int delta );
void Run( int time );
sdUserInterfaceScope& GetScope() { return enclosingScope; }
sdUIScript& GetScript() { return script; }
virtual bool IsReadOnly() const { return false; }
virtual int NumSubScopes() const { return 0; }
virtual const char* GetSubScopeNameForIndex( int index ) { assert( 0 ); return ""; }
virtual sdUserInterfaceScope* GetSubScopeForIndex( int index ) { assert( 0 ); return NULL; }
virtual const char* FindPropertyNameByKey( int index, sdUserInterfaceScope*& scope ) { assert( false ); return NULL; }
virtual const char* FindPropertyName( sdProperties::sdProperty* property, sdUserInterfaceScope*& scope ) { assert( false ); return NULL; }
virtual sdUserInterfaceLocal* GetUI() { return &ui; }
virtual sdProperties::sdProperty* GetProperty( const char* name, sdProperties::ePropertyType type ) { assert( 0 ); return NULL; }
virtual sdProperties::sdProperty* GetProperty( const char* name ) { assert( 0 ); return NULL; }
virtual sdUIFunctionInstance* GetFunction( const char* name ) { assert( 0 ); return NULL; }
virtual sdUIEvaluatorTypeBase* GetEvaluator( const char* name ) { assert( 0 ); return NULL; }
virtual sdProperties::sdPropertyHandler& GetProperties() { static sdProperties::sdPropertyHandler handler; assert( 0 ); return handler; }
virtual void SetPropertyExpression( int propertyKey, int propertyIndex, sdUIExpression* expression ) { assert( 0 ); }
virtual int IndexForProperty( sdProperties::sdProperty* property ) { assert( 0 ); return -1; }
virtual void ClearPropertyExpression( int propertyKey, int propertyIndex ) { assert( 0 ); }
virtual void RunFunction( int expressionIndex ) { assert( 0 ); }
virtual sdUIEventHandle GetEvent( const sdUIEventInfo& info ) const { assert( 0 ); return sdUIEventHandle(); }
virtual void AddEvent( const sdUIEventInfo& info, sdUIEventHandle scriptHandle ) { assert( 0 ); }
virtual int AddExpression( sdUIExpression* expression ) { assert( 0 ); return -1; }
virtual sdUIExpression* GetExpression( int index ) { assert( 0 ); return NULL; }
virtual const char* GetName() const { return "sdUITimelineManager"; }
virtual const char* GetScopeClassName() const { return "sdUITimelineManager"; }
virtual sdUserInterfaceScope* GetSubScope( const char* name );
private:
typedef sdHashMapGeneric< idStr, sdUITimeline*, sdHashCompareStrIcmp, sdHashGeneratorIHash > timelineHash_t;
class sdUITimelineEvent :
public sdPoolAllocator< sdUITimelineEvent, sdUITimelineEvent_Identifier, 128 > {
public:
int index;
int time;
sdUITimeline* timeline;
};
private:
sdUserInterfaceLocal& ui;
sdUserInterfaceScope& enclosingScope;
sdUIScript& script;
timelineHash_t timelines;
idList< sdUITimelineEvent* > timelineEvents;
idList< sdUITimeline* > resetScopes;
};
/*
============
sdUITimeline
============
*/
class sdUITimeline :
public sdUIWritablePropertyHolder {
public:
typedef enum timelineEvent_e {
TE_NOOP,
TE_CONSTRUCTOR,
TE_ONTIME,
TE_NUM_EVENTS
};
sdUITimeline( const char* name, sdUITimelineManager* manager );
virtual ~sdUITimeline() {}
virtual sdProperties::sdProperty* GetProperty( const char* name );
virtual sdProperties::sdProperty* GetProperty( const char* name, sdProperties::ePropertyType type );
virtual sdUIFunctionInstance* GetFunction( const char* name );
virtual const char* FindPropertyName( sdProperties::sdProperty* property, sdUserInterfaceScope*& scope );
bool RunTimeEvent( int time );
virtual sdProperties::sdPropertyHandler& GetProperties() { return properties; }
bool CreateEvents( const sdDeclGUITimeline& events, const sdDeclGUI* guiDecl, idTokenCache& tokenCache );
bool CreateProperties( const sdDeclGUITimeline& declProperties, const sdDeclGUI* guiDecl, const idTokenCache& tokenCache );
void Script_ResetTime( sdUIFunctionStack& stack );
// this should be called whenever the UI is evaluating a script (onChange events, script function calls)
// this ensures that the event is properly deferred and doesn't interfere with the execution of other events during the same frame
void DeferredReset();
void Reset();
void PushEvents();
void Clear();
static void InitFunctions();
static void ShutdownFunctions( void ) { timelineFunctions.DeleteContents(); }
virtual const char* GetName() const { return "sdUITimeline"; }
virtual sdUIEventHandle GetEvent( const sdUIEventInfo& info ) const { return events.GetEvent( info ); }
virtual void AddEvent( const sdUIEventInfo& info, sdUIEventHandle scriptHandle ) { events.AddEvent( info, scriptHandle ); }
virtual int AddExpression( sdUIExpression* expression ) { return manager->GetScope().AddExpression( expression ); }
virtual sdUIExpression* GetExpression( int index ) { return manager->GetScope().GetExpression( index ); }
virtual sdUIEvaluatorTypeBase* GetEvaluator( const char* name ) { return manager->GetScope().GetEvaluator( name ); }
virtual void RunFunction( int expressionIndex ) { return manager->GetScope().RunFunction( expressionIndex ); }
virtual sdUserInterfaceScope* GetSubScope( const char* name ) { return manager->GetScope().GetSubScope( name ); }
virtual sdUserInterfaceLocal* GetUI() { return manager->GetUI(); }
virtual void OnSnapshotHitch( int delta );
private:
sdUITimeline( const sdUITimeline& rhs );
sdUITimeline& operator=( const sdUITimeline& rhs );
void OnActiveChanged( const float oldValue, const float newValue );
static const sdUITemplateFunction< sdUITimeline >* FindFunction( const char* name );
private:
sdFloatProperty active;
sdStringProperty name;
private:
bool needsReset;
int resetTime;
sdProperties::sdPropertyHandler properties;
sdUITimelineManager* manager;
idList< int > timeline;
sdUIEventTable events;
sdUIScript script;
static idHashMap< sdUITemplateFunction< sdUITimeline >* > timelineFunctions;
};
#endif // __GAME_GUIS_UITIMELINE_H__