etqw-sdk/source/game/roles/HudModule.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __GAME_ROLES_HUDMODULE_H__
#define __GAME_ROLES_HUDMODULE_H__
#include "ObjectiveManager.h"
class sdUserInterfaceLocal;
class sdHudModule : public sdUIPropertyHolder {
friend class sdPlayerProperties;
public:
sdHudModule( void );
~sdHudModule( void );
void InitGui( const char* guiName, bool permanent = true );
void Enable( bool enable, bool urgent = false, bool timedOut = false );
bool Active( void ) const { return _activated; }
bool Enabled( void ) const { return _enabled; }
bool ManualDraw( void ) const { return _manualDraw; }
bool AllowInhibit( void ) const { return _allowInhibit; }
bool InhibitGuiFocus( void ) const { return _inhibitGuiFocus; }
bool InhibitUserCommands( void ) const { return _inhibitUserCommands; }
bool InhibitControllerMovement( void ) const { return _inhibitControllerMovement; }
bool HideWeapon( void ) const { return _hideWeapon; }
virtual bool GetSensitivity( float& x, float& y ) { return false; }
virtual bool HandleGuiEvent( const sdSysEvent* event );
virtual void HandleInput( void ) { ; }
virtual void UsercommandCallback( usercmd_t& cmd ) { }
virtual void OnActivate( void ) { ; }
virtual void OnCancel( void ) { ; }
virtual void Update( void );
virtual bool DoWeaponLock( void ) const { return true; }
virtual void Draw( void );
virtual bool GetFov( float& fov ) const { return false; }
void SetSort( int value ) { _sort = value; }
int GetSort() const { return _sort; }
void SetAllowInhibit( bool set ) { _allowInhibit = set; }
sdUserInterfaceLocal* GetGui( void ) const;
guiHandle_t GetGuiHandle( void ) const { return _guiHandle; }
idLinkList< sdHudModule >& GetNode( void ) { return _node; }
idLinkList< sdHudModule >& GetDrawNode( void ) { return _drawNode; }
virtual sdUserInterfaceScope* GetScope( void ) { return this; }
virtual sdProperties::sdProperty* GetProperty( const char* name, sdProperties::ePropertyType type );
virtual sdProperties::sdProperty* GetProperty( const char* name );
virtual sdProperties::sdPropertyHandler& GetProperties() { return _properties; }
virtual const char* GetName( void ) const { return "module"; }
virtual const char* FindPropertyName( sdProperties::sdProperty* property, sdUserInterfaceScope*& scope ) { scope = this; return _properties.NameForProperty( property ); }
private:
void Activate( void );
protected:
bool _manualDraw;
bool _allowInhibit;
bool _inhibitUserCommands;
bool _inhibitControllerMovement;
bool _inhibitGuiFocus;
bool _passive;
bool _hideWeapon;
sdProperties::sdPropertyHandler _properties;
private:
int _sort;
bool _enabled;
bool _activated;
idLinkList< sdHudModule > _node;
idLinkList< sdHudModule > _drawNode;
guiHandle_t _guiHandle;
};
class sdLimboMenu : public sdHudModule {
public:
sdLimboMenu( void );
virtual ~sdLimboMenu( void ) { ; }
virtual bool HandleGuiEvent( const sdSysEvent* event );
virtual void OnCancel( void );
virtual void OnActivate( void );
virtual void Update( void );
};
class sdDeployMenu : public sdHudModule {
public:
sdDeployMenu( void );
virtual ~sdDeployMenu( void ) { FreeDecals(); }
virtual void HandleInput( void );
virtual void UsercommandCallback( usercmd_t& cmd );
virtual void OnCancel( void );
virtual void OnActivate( void );
virtual void Update( void );
virtual bool HandleGuiEvent( const sdSysEvent* event );
void SetObject( const sdDeclDeployableObject* object );
void SetState( deployResult_t state ) { deployableState = state; }
void FreeDecals( void );
void SetDeployMode( bool mode );
bool GetDeployMode( void ) const { return modeToggle; }
float GetRotation( void ) const { return rotation; }
const idVec3& GetPosition( void ) const { return position; }
bool AllowRotation( void ) const;
private:
renderEntity_t deployableRenderEntity;
qhandle_t deployableRenderEntityHandle;
const sdDeclDeployableObject* deployableObject;
deployResult_t deployableState;
const idMaterial* decalMaterial;
const idMaterial* decalMaterialOuter;
const idMaterial* decalMaterialArrows;
int decalHandle;
int decalHandleOuter;
int decalHandleArrows;
short lockedAngles[ 3 ];
float rotation;
idVec3 position;
bool modeToggle;
deployMaskExtents_t lastExpandedExtents;
bool lastTerritory[ 10 * 10 ];
};
class sdFireTeamMenu : public sdHudModule {
public:
sdFireTeamMenu( void ) { _inhibitUserCommands = false; }
virtual ~sdFireTeamMenu( void ) { }
virtual bool HandleGuiEvent( const sdSysEvent* event );
private:
};
class sdRadialMenuModule : public sdHudModule {
public:
sdRadialMenuModule( void ) { }
virtual ~sdRadialMenuModule( void ) { }
virtual bool HandleGuiEvent( const sdSysEvent* event );
virtual bool DoWeaponLock( void ) const;
virtual bool GetSensitivity( float& x, float& y );
virtual void UsercommandCallback( usercmd_t& cmd );
private:
};
class sdQuickChatMenu : public sdRadialMenuModule {
public:
sdQuickChatMenu( void ) { _inhibitControllerMovement = true; }
virtual ~sdQuickChatMenu( void ) { }
virtual void OnActivate( void );
virtual void OnCancel( void );
};
class sdChatMenu : public sdHudModule {
public:
sdChatMenu( void ) { _inhibitUserCommands = true; }
virtual ~sdChatMenu( void ) { }
virtual bool HandleGuiEvent( const sdSysEvent* event );
private:
};
class sdTakeViewNoteMenu : public sdHudModule {
public:
sdTakeViewNoteMenu( void ) { _inhibitUserCommands = true; }
virtual ~sdTakeViewNoteMenu( void ) { }
virtual bool HandleGuiEvent( const sdSysEvent* event );
private:
};
class sdPassiveHudModule : public sdHudModule {
public:
sdPassiveHudModule( void ) { _passive = true; _allowInhibit = true; }
virtual bool DoWeaponLock( void ) const { return false; }
private:
};
class sdPlayerHud : public sdPassiveHudModule {
public:
sdPlayerHud( void ) { ; }
~sdPlayerHud( void ) { ; }
private:
};
class sdPostProcess : public sdPassiveHudModule {
public:
sdPostProcess( void ) { _allowInhibit = false; _manualDraw = true; }
~sdPostProcess( void ) { ; }
virtual void Draw( void ) {}
void DrawPost( void );
private:
};
class sdWeaponSelectionMenu : public sdPassiveHudModule {
public:
enum eActivationType { AT_DISABLED, AT_ENABLED, AT_DIRECT_SELECTION };
sdWeaponSelectionMenu( void ) { switchActive = AT_DISABLED; _allowInhibit = false; }
virtual ~sdWeaponSelectionMenu( void ) { ; }
virtual bool DoWeaponLock( void ) const;
void SetSwitchActive( eActivationType set );
bool IsMenuVisible( void ) const { return switchActive != AT_DISABLED; }
bool IsPassiveSwitchActive( void ) const { return switchActive == AT_ENABLED; }
virtual void UsercommandCallback( usercmd_t& cmd );
private:
void UpdateGui( void );
private:
eActivationType switchActive;
};
#endif // __GAME_ROLES_HUDMODULE_H__