849 lines
36 KiB
C++
849 lines
36 KiB
C++
// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __GAME_GUIS_USERINTERFACELOCAL_H__
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#define __GAME_GUIS_USERINTERFACELOCAL_H__
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#include "../../idlib/PropertiesImpl.h"
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#include "UserInterfaceTypes.h"
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#include "UITimeline.h"
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#include "UserInterfaceScript.h"
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#include "../../renderer/DeviceContext.h"
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#include "../gamesys/DeviceContextHelper.h"
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class sdFloatParmExpression;
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class sdSingleParmExpression;
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class sdUserInterfaceLocal;
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class sdUIExpression;
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class sdDeclGUITheme;
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class sdHudModule;
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class sdDeclInvItem;
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class idEntity;
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class sdUIObject;
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class sdBindContext;
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class sdDeclItemPackageNode;
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/*
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============
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sdUserInterfaceState
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============
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*/
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class idEntity;
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class sdUserInterfaceState : public sdUserInterfaceScope {
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public:
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sdUserInterfaceState( void ) : ui( NULL ) { ; }
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~sdUserInterfaceState( void );
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void Init( sdUserInterfaceLocal* _ui ) { ui = _ui; }
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virtual bool IsReadOnly() const { return false; }
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virtual int NumSubScopes() const { return 0; }
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virtual const char* GetSubScopeNameForIndex( int index ) { assert( 0 ); return ""; }
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virtual sdUserInterfaceScope* GetSubScopeForIndex( int index ) { assert( 0 ); return NULL; }
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virtual sdProperties::sdProperty* GetProperty( const char* name, sdProperties::ePropertyType type );
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virtual sdProperties::sdProperty* GetProperty( const char* name );
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virtual sdUIFunctionInstance* GetFunction( const char* name );
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virtual sdUIEvaluatorTypeBase* GetEvaluator( const char* name );
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virtual bool RunNamedFunction( const char* name, sdUIFunctionStack& stack );
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virtual const char* FindPropertyNameByKey( int propertyKey, sdUserInterfaceScope*& scope ) { return FindPropertyName( boundProperties.PropertyForKey( propertyKey ), scope ); }
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virtual const char* FindPropertyName( sdProperties::sdProperty* property, sdUserInterfaceScope*& scope );
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sdProperties::sdPropertyHandler& GetProperties() { return properties; }
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virtual int IndexForProperty( sdProperties::sdProperty* property );
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virtual void SetPropertyExpression( int propertyKey, int propertyIndex, sdUIExpression* expression );
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virtual void ClearPropertyExpression( int propertyKey, int propertyIndex );
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virtual void RunFunction( int expressionIndex );
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virtual int AddExpression( sdUIExpression* expression ) { return expressions.Append( expression ); }
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virtual sdUIExpression* GetExpression( int index ) { return expressions[ index ]; }
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sdProperties::sdPropertyHandler& GetPropertyHandler( void ) { return properties; }
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virtual sdUIEventHandle GetEvent( const sdUIEventInfo& info ) const;
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virtual void AddEvent( const sdUIEventInfo& info, sdUIEventHandle scriptHandle );
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void Clear();
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void ClearExpressions();
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void Update( void );
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void OnSnapshotHitch( int delta );
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virtual sdUserInterfaceLocal* GetUI() { return ui; }
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virtual const char* GetName() const;
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void AddTransition( sdUIExpression* expression );
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void RemoveTransition( sdUIExpression* expression );
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virtual sdUserInterfaceScope* GetSubScope( const char* name );
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virtual const char* GetScopeClassName() const { return "sdUserInterfaceLocal"; }
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private:
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sdUserInterfaceLocal* ui;
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sdProperties::sdPropertyHandler properties;
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idList< sdUIExpression* > transitionExpressions;
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idList< sdUIExpression* > expressions;
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sdPropertyBinder boundProperties;
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};
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/*
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============
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sdUserInterfaceLocal
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============
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*/
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SD_UI_PUSH_CLASS_TAG( sdUserInterfaceLocal )
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SD_UI_CLASS_INFO_TAG(
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/* ============ */
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"This is the GUI itself, all window defs must be inside it. You may set properties, " \
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"flags, cache materials, cache sounds, set atmospheres and add events directly on the GUI. " \
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"GUI script functions may be called from any event or timeline by using a " \
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"\"gui.\" prefix to the function name."
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/* ============ */
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)
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SD_UI_CLASS_EXAMPLE_TAG(
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/* ============ */
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" gui guis/vehicles/edf_titan {\n" \
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" \t// Properties for the GUI.\n" \
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" \tproperties {\n" \
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" \t\tfloat flags = immediate( flags ) | GUI_FULLSCREEN;\n" \
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" \t}\n" \
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" \t_class_icons\n" \
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" \n" \
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" \t// Cache the titan icon material.\n" \
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" \tmaterials {\n" \
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" \t\t\"icon\" \"guis/assets/hud/gdf/vehicles/titan\"\n" \
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" \t}\n" \
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" \n" \
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" \t_base_icon // Template: setup background material, player list, etc.\n" \
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" \t_hud_materials // Template: Cache all materials used in the HUD.\n" \
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" \t_position( 0, 2, 10 ) // Template: Setup icon for player position 0\n" \
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" \t_position( 1, 2, 24 ) // Template: Setup icon for player position 1\n" \
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" \n" \
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" \t// Template: Draw a generic GDF missile sight.\n" \
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" \t_gdf_generic_missile_sight( \"dontshowlines\", \"0,0,0,1\", \"0,0,0,1\" )\n" \
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" }"
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/* ============ */
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)
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SD_UI_POP_CLASS_TAG
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class sdUIObject;
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class sdUIObject_Drawable;
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class sdUIEvaluatorTypeBase;
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class sdUIEvaluator;
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extern const char sdUITemplateFunctionInstance_Identifier[];
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typedef sdPair< const sdDeclInvItem*, int > itemBankPair_t;
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SD_UI_PROPERTY_TAG(
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"1. Behavior" = "Expand";
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"2. Drawing" = "Expand";
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"3. Cursor" = "Collapse";
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)
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class sdUserInterfaceLocal : public sdUserInterface {
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public:
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typedef sdUITemplateFunction< sdUserInterfaceLocal > uiFunction_t;
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typedef sdUITemplateFunctionInstance< sdUserInterfaceLocal, sdUITemplateFunctionInstance_Identifier > uiFunctionInstance_t;
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private:
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enum guiEvent_e {
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GE_CONSTRUCTOR,
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GE_ACTIVATE,
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GE_DEACTIVATE,
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GE_CREATE,
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GE_NAMED,
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GE_PROPCHANGED,
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GE_CVARCHANGED,
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GE_CANCEL,
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GE_TOOLTIPEVENT,
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GE_NUM_EVENTS
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};
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enum soundTestCommand_e {
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STC_MIN = -1,
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STC_START,
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STC_STATUS_RECORDING,
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STC_STATUS_PLAYBACK,
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STC_STATUS_PERCENT,
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STC_MAX
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};
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public:
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enum voipCommand_e {
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VOIPC_MIN = -1,
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VOIPC_GLOBAL,
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VOIPC_TEAM,
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VOIPC_FIRETEAM,
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VOIPC_DISABLE,
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VOIPC_MAX
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};
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enum guiFlags_e {
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GUI_FRONTEND = BITT< 0 >::VALUE, // receive time updates from the system, rather than the game
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GUI_FULLSCREEN = BITT< 1 >::VALUE, // allow for aspect ratio corrections
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GUI_SHOWCURSOR = BITT< 2 >::VALUE, // show mouse cursor
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GUI_TOOLTIPS = BITT< 3 >::VALUE, // post onQueryTooltip events, display them in windowDef "tooltip"
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GUI_INTERACTIVE = BITT< 4 >::VALUE, // allow player interaction
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GUI_SCREENSAVER = BITT< 5 >::VALUE, // (in-world) - replaces normal GUI drawing with a simple image when the player is far away
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GUI_CATCH_ALL_EVENTS = BITT< 6 >::VALUE, // capture all events, used to prevent keys from making it back to the game
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GUI_NON_FOCUSED_MOUSE_EVENTS = BITT< 7 >::VALUE, // send mouse button events to windows that aren't focused
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GUI_USE_MOUSE_PITCH = BITT< 8 >::VALUE, // negative m_pitch will cause mouse movement to invert as well
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GUI_INHIBIT_GAME_WORLD = BITT< 9 >::VALUE, // the game view should not be drawn if this is set
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};
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sdUserInterfaceLocal( int _spawnId, bool _isUnique, bool _isPermanent, sdHudModule* _module );
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virtual ~sdUserInterfaceLocal( void );
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virtual void Draw( void );
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virtual void OnInputInit( void );
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virtual void OnInputShutdown( void );
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virtual void OnLanguageInit( void );
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virtual void OnLanguageShutdown( void );
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void SetRenderCallback( const char* objectName, uiRenderCallback_t callback, uiRenderCallbackType_t type );
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bool IsActive( void ) const { return flags.isActive; }
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bool IsUnique( void ) const { return flags.isUnique; }
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bool IsPermanent( void ) const { return flags.isPermanent; }
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int GetSpawnId( void ) const { return spawnId; }
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const char* GetName( void ) const { return guiDecl ? guiDecl->GetName(): "<INVALID>"; }
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const sdDeclGUI* GetDecl() const { return guiDecl; }
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virtual sdUIObject* GetWindow( const char* name );
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virtual const sdUIObject* GetWindow( const char* name ) const;
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sdUIWindow* GetDesktop() { return desktop; }
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const sdUIWindow* GetDesktop() const { return desktop; }
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virtual int GetNumWindows() { return windows.Num(); }
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virtual sdUIObject* GetWindow( int index ) { return windows.FindIndex( index )->second; }
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void OnSnapshotHitch( int delta );
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void OnToolTipEvent( const char* arg );
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virtual bool Load( const char* name );
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void EndLevelLoad();
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bool IsValidMaterial( uiMaterialCache_t::Iterator iter ) { return iter != materialCache.End(); }
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sdUserInterfaceState& GetState( void ) { return scriptState; }
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int AddExpression( sdUIExpression* expression ) { return scriptState.AddExpression( expression ); }
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bool Translate( const idKey& key, sdKeyCommand** cmd );
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bool TestGUIFlag( const int flag ) const { return ( idMath::Ftoi( scriptFlags ) & flag ) != 0; }
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void SetGUIFlag( const int flag ) { scriptFlags = idMath::Ftoi( scriptFlags ) | flag; }
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void ClearGUIFlag( const int flag ) { scriptFlags = idMath::Ftoi( scriptFlags ) & ~flag; }
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bool FlagActivated( const float oldValue, const float newValue, const int flag ) const { return ( !( idMath::Ftoi( oldValue ) & flag ) && ( idMath::Ftoi( newValue ) & flag ) ); }
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bool FlagDeactivated( const float oldValue, const float newValue, const int flag ) const { return ( ( idMath::Ftoi( oldValue ) & flag ) && !( idMath::Ftoi( newValue ) & flag ) ); }
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bool FlagChanged( const float oldValue, const float newValue, const int flag ) const { return FlagActivated( oldValue, newValue, flag ) || FlagDeactivated( oldValue, newValue, flag ); }
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sdIntProperty* AllocIntProperty( void ) { sdIntProperty* p = new sdIntProperty( -1 ); externalProperties.Alloc() = p; return p; }
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sdFloatProperty* AllocFloatProperty( void ) { sdFloatProperty* p = new sdFloatProperty( 0.f ); externalProperties.Alloc() = p; return p; }
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sdStringProperty* AllocStringProperty( void ) { sdStringProperty* p = new sdStringProperty(); externalProperties.Alloc() = p; return p; }
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sdWStringProperty* AllocWStringProperty( void ) { sdWStringProperty* p = new sdWStringProperty(); externalProperties.Alloc() = p; return p; }
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sdVec2Property* AllocVec2Property( void ) { sdVec2Property* p = new sdVec2Property( idVec2( 0.f, 0.f ) ); externalProperties.Alloc() = p; return p; }
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sdVec3Property* AllocVec3Property( void ) { sdVec3Property* p = new sdVec3Property( idVec3( 0.f, 0.f, 0.f ) ); externalProperties.Alloc() = p; return p; }
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sdVec4Property* AllocVec4Property( void ) { sdVec4Property* p = new sdVec4Property( idVec4( 0.f, 0.f, 0.f, 0.f ) ); externalProperties.Alloc() = p; return p; }
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sdUIScript& GetScript( void ) { return script; }
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virtual const sdDeclGUITheme* GetTheme() const { return theme; }
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virtual void SetTheme( const char* theme );
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void MakeLayoutDirty();
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void Init();
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virtual void Clear();
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virtual void Activate( void );
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virtual void Deactivate( bool forceDeactivate = false );
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// in-game guis don't need to accumulate mouse movement deltas, since the player will constantly set the mouse position
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void SetIgnoreLocalCursorUpdates( bool ignore ) {flags.ignoreLocalCursorUpdates = ignore; }
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void SetCursor( const int x, const int y );
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virtual void Update( void );
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bool RunEvent( const sdUIEventInfo& info );
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virtual bool PostEvent( const sdSysEvent* event );
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bool PostNamedEvent( const char* event, bool allowMissing = false );
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void RegisterTimelineWindow( sdUIObject* window );
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bool NonGameGui( void ) { return TestGUIFlag( GUI_FRONTEND ); }
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static void InitFunctions( void );
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static void InitEvaluators( void );
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static uiFunction_t* FindFunction( const char* name );
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static void Shutdown( void );
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void CreateEvents( const sdDeclGUI* guiDecl, idTokenCache& tokenCache );
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void EnumerateEvents( const char* name, const idList<unsigned short>& flags, idList< sdUIEventInfo >& events, const idTokenCache& tokenCache );
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sdUITimelineManager* GetTimelineManager() { return timelines.Get(); }
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// Events
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virtual int GetNumEvents( const sdUIEventHandle type ) { return events.Num( type ); }
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virtual sdUIEventHandle GetEvent( const sdUIEventInfo& info ) const;
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void AddEvent( const sdUIEventInfo& info, sdUIEventHandle scriptHandle );
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virtual int GetFirstEventType() { return 0; }
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virtual int GetNextEventType( int event ) { return ++event; }
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virtual int GetMaxEventTypes( void ) { return GE_NUM_EVENTS; }
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virtual const char* GetNameForEventId( int event ) const { return eventNames[ event ]; }
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sdUIFunctionInstance* GetFunction( const char* name );
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sdUIEvaluatorTypeBase* GetEvaluator( const char* name );
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uiMaterialCache_t::Iterator SetCachedMaterial( const char* alias, const char* newMaterial, int& handle );
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uiMaterialCache_t::Iterator FindCachedMaterial( const char* alias, int& handle );
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uiMaterialCache_t::Iterator FindCachedMaterialForHandle( int handle );
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static void SetupMaterialInfo( uiMaterialInfo_t& mi, int* baseWidth = NULL, int* baseHeight = NULL );
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static void LookupPartSizes( uiDrawPart_t* parts, int num );
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static int ParseMaterial( const char* mat, idStr& outMaterial, bool& globalLookup, bool& literal, uiDrawMode_e& mode );
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void LookupMaterial( const char* materialName, uiMaterialInfo_t& mi, int* baseWidth = NULL, int* baseHeight = NULL );
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void InitPartsForBaseMaterial( const char* material, uiCachedMaterial_t& cached );
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void SetupPart( uiDrawPart_t& part, const char* partName, const char* material );
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void EnumerateItemNodeForBank( idList< itemBankPair_t >& items, int slot, const sdDeclItemPackageNode& node, int packageIndex );
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void EnumerateItemsForBank( idList< itemBankPair_t >& items, const char* className, int slot, int package );
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void PopScriptVar( idStr& str ) { scriptStack.Pop( str ); }
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void PopScriptVar( float& f ) { scriptStack.Pop( f ); }
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void PopScriptVar( idVec4& v ) { scriptStack.Pop( v ); }
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void PopScriptVar( idVec3& v ) { scriptStack.Pop( v ); }
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void PopScriptVar( idVec2& v ) { scriptStack.Pop( v ); }
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void PopScriptVar( int& i ) { scriptStack.Pop( i ); }
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void PopScriptVar( bool& b ) { scriptStack.Pop( b ); }
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void ClearScriptStack() { scriptStack.Clear(); }
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bool IsScriptStackEmpty() const { return scriptStack.Empty(); }
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void PushScriptVar( const idWStr& str ) { scriptStack.Push( str.c_str() ); }
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void PushScriptVar( const idStr& str ) { scriptStack.Push( str ); }
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void PushScriptVar( float f ) { scriptStack.Push( f ); }
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void PushScriptVar( const idVec2& v ) { scriptStack.Push( v ); }
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void PushScriptVar( const idVec4& v ) { scriptStack.Push( v ); }
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void PushScriptVar( int i ) { scriptStack.Push( i ); }
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// up to 16 strings can be pushed into each stack (see the definition of stringStack_t)
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void GetGeneralScriptVar( const char* stackName, idStr& str );
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void PopGeneralScriptVar( const char* stackName, idStr& str );
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void PushGeneralScriptVar( const char* stackName, const char* str );
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void ClearGeneralStrings( const char* stackName );
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void Script_ConsoleCommand( sdUIFunctionStack& stack );
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void Script_ConsoleCommandImmediate( sdUIFunctionStack& stack );
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void Script_PostNamedEvent( sdUIFunctionStack& stack );
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void Script_PostNamedEventOn( sdUIFunctionStack& stack );
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void Script_PlaySound( sdUIFunctionStack& stack );
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void Script_PlayGameSound( sdUIFunctionStack& stack );
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void Script_PlayGameSoundDirectly( sdUIFunctionStack& stack );
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void Script_PlayMusic( sdUIFunctionStack& stack );
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void Script_StopMusic( sdUIFunctionStack& stack );
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void Script_PlayVoice( sdUIFunctionStack& stack );
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void Script_StopVoice( sdUIFunctionStack& stack );
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void Script_QuerySpeakers( sdUIFunctionStack& stack );
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void Script_FadeSoundClass( sdUIFunctionStack& stack );
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void Script_Activate( sdUIFunctionStack& stack );
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void Script_Deactivate( sdUIFunctionStack& stack );
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void Script_SendNetworkCommand( sdUIFunctionStack& stack );
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void Script_SendCommand( sdUIFunctionStack& stack );
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void Script_ScriptCall( sdUIFunctionStack& stack );
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// void Script_Resupply( sdUIFunctionStack& stack );
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void Script_GetKeyBind( sdUIFunctionStack& stack );
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void Script_GetParentName( sdUIFunctionStack& stack );
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void Script_CacheMaterial( sdUIFunctionStack& stack );
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void Script_CollapseColors( sdUIFunctionStack& stack );
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void Script_PushString( sdUIFunctionStack& stack );
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void Script_PushFloat( sdUIFunctionStack& stack );
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void Script_PushVec2( sdUIFunctionStack& stack );
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void Script_PushVec3( sdUIFunctionStack& stack );
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void Script_PushVec4( sdUIFunctionStack& stack );
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void Script_SetCookieString( sdUIFunctionStack& stack );
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void Script_GetCookieString( sdUIFunctionStack& stack );
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void Script_SetCookieInt( sdUIFunctionStack& stack );
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void Script_GetCookieInt( sdUIFunctionStack& stack );
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void Script_GetFloatResult( sdUIFunctionStack& stack );
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void Script_GetVec2Result( sdUIFunctionStack& stack );
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void Script_GetVec4Result( sdUIFunctionStack& stack );
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void Script_GetStringResult( sdUIFunctionStack& stack );
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void Script_GetWStringResult( sdUIFunctionStack& stack );
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void Script_PushGeneralString( sdUIFunctionStack& stack );
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void Script_PopGeneralString( sdUIFunctionStack& stack );
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void Script_GetGeneralString( sdUIFunctionStack& stack );
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void Script_GeneralStringAvailable( sdUIFunctionStack& stack );
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void Script_ClearGeneralStrings( sdUIFunctionStack& stack );
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void Script_Print( sdUIFunctionStack& stack );
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void Script_ChatCommand( sdUIFunctionStack& stack );
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void Script_GetStringForProperty( sdUIFunctionStack& stack );
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void Script_SetPropertyFromString( sdUIFunctionStack& stack );
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// only broadcast to immediate children
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void Script_BroadcastEventToChildren( sdUIFunctionStack& stack );
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// broadcast recursively to all children
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void Script_BroadcastEventToDescendants( sdUIFunctionStack& stack );
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void Script_BroadcastEvent( sdUIFunctionStack& stack );
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void Script_GetCVar( sdUIFunctionStack& stack );
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void Script_SetCVar( sdUIFunctionStack& stack );
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void Script_ResetCVar( sdUIFunctionStack& stack );
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void Script_GetCVarInt( sdUIFunctionStack& stack );
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void Script_SetCVarInt( sdUIFunctionStack& stack );
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void Script_GetCVarFloat( sdUIFunctionStack& stack );
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void Script_SetCVarFloat( sdUIFunctionStack& stack );
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void Script_GetCVarBool( sdUIFunctionStack& stack );
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void Script_SetCVarBool( sdUIFunctionStack& stack );
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void Script_GetCVarColor( sdUIFunctionStack& stack );
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void Script_IsCVarLocked( sdUIFunctionStack& stack );
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void Script_SetShaderParm( sdUIFunctionStack& stack );
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void Script_GetWeaponBankForName( sdUIFunctionStack& stack );
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void Script_GetWeaponData( sdUIFunctionStack& stack );
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void Script_GetNumWeaponPackages( sdUIFunctionStack& stack );
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void Script_GetRoleCountForTeam( sdUIFunctionStack& stack );
|
|
void Script_GetEquivalentClass( sdUIFunctionStack& stack );
|
|
void Script_GetStringMapValue( sdUIFunctionStack& stack );
|
|
void Script_GetPersistentRankInfo( sdUIFunctionStack& stack );
|
|
void Script_SetSpawnPoint( sdUIFunctionStack& stack );
|
|
void Script_HighlightSpawnPoint( sdUIFunctionStack& stack );
|
|
|
|
void Script_GetClassSkin( sdUIFunctionStack& stack );
|
|
|
|
void Script_MutePlayer( sdUIFunctionStack& stack );
|
|
void Script_MutePlayerQuickChat( sdUIFunctionStack& stack );
|
|
|
|
void Script_GetTeamPlayerCount( sdUIFunctionStack& stack );
|
|
|
|
void Script_UpdateLimboProficiency( sdUIFunctionStack& stack );
|
|
void Script_GetSpecatorList( sdUIFunctionStack& stack );
|
|
void Script_CopyHandle( sdUIFunctionStack& stack );
|
|
|
|
void Script_ActivateMenuSoundWorld( sdUIFunctionStack& stack );
|
|
void Script_ToggleReady( sdUIFunctionStack& stack );
|
|
|
|
void Script_ExecVote( sdUIFunctionStack& stack );
|
|
void Script_GetCommandMapTitle( sdUIFunctionStack& stack );
|
|
void Script_IsBackgroundLoadComplete( sdUIFunctionStack& stack );
|
|
|
|
void Script_CopyText( sdUIFunctionStack& stack );
|
|
void Script_PasteText( sdUIFunctionStack& stack );
|
|
|
|
void Script_UploadLevelShot( sdUIFunctionStack& stack );
|
|
void Script_GetGameTag( sdUIFunctionStack& stack );
|
|
|
|
void Script_SpectateClient( sdUIFunctionStack& stack );
|
|
void Script_GetLoadTip( sdUIFunctionStack& stack );
|
|
void Script_CancelToolTip( sdUIFunctionStack& stack );
|
|
void Script_CheckCVarsAgainstCFG( sdUIFunctionStack& stack );
|
|
void Script_OpenURL( sdUIFunctionStack& stack );
|
|
|
|
void Script_SoundTest( sdUIFunctionStack& stack );
|
|
void Script_DeleteFile( sdUIFunctionStack& stack );
|
|
|
|
void Script_VoiceChat( sdUIFunctionStack& stack );
|
|
void Script_RefreshSoundDevices( sdUIFunctionStack& stack );
|
|
|
|
void SetFocus( sdUIWindow* focus );
|
|
bool IsFocused( const sdUIObject* focus ) const { return focusedWindow == focus; }
|
|
|
|
void SetEntity( idEntity* entity ) { this->entity = entity; }
|
|
idEntity* GetEntity() const { return entity; }
|
|
|
|
float GetShaderParms( int idx ) { return shaderParms[idx-4]; }
|
|
|
|
bool GetUseLocalTime() const { return TestGUIFlag( GUI_FRONTEND ); }
|
|
void SetUseLocalTime( bool localTime ) { if( localTime ) {
|
|
SetGUIFlag( GUI_FRONTEND );
|
|
} else {
|
|
ClearGUIFlag( GUI_FRONTEND );
|
|
}
|
|
}
|
|
|
|
bool GetShouldUpdate() const { return flags.shouldUpdate; }
|
|
bool SetShouldUpdate( bool update ) { return flags.shouldUpdate = update; }
|
|
|
|
virtual void SetCurrentTime( int now ) { currentTime = now; }
|
|
virtual int GetCurrentTime() const { return currentTime; }
|
|
|
|
const char* GetMaterial( const char* key ) const;
|
|
const char* GetSound( const char* key ) const;
|
|
idVec4 GetColor( const char* key ) const;
|
|
|
|
void ApplyLatchedTheme();
|
|
|
|
bool IsInteractive() { return TestGUIFlag( GUI_INTERACTIVE ); }
|
|
|
|
void PushColor( const idVec4& color );
|
|
const idVec4& TopColor() const;
|
|
idVec4 PopColor();
|
|
|
|
static float Eval_Compare( const sdUIEvaluator* evaluator );
|
|
static float Eval_Icompare( const sdUIEvaluator* evaluator );
|
|
static float Eval_Wcompare( const sdUIEvaluator* evaluator );
|
|
static float Eval_Iwcompare( const sdUIEvaluator* evaluator );
|
|
static float Eval_Hcompare( const sdUIEvaluator* evaluator );
|
|
static idStr Eval_ToString( const sdUIEvaluator* evaluator );
|
|
static idWStr Eval_ToWString( const sdUIEvaluator* evaluator );
|
|
static float Eval_ToFloat( const sdUIEvaluator* evaluator );
|
|
static idWStr Eval_LocalizeArgs( const sdUIEvaluator* evaluator );
|
|
static idWStr Eval_FormatWString( const sdUIEvaluator* evaluator );
|
|
static idWStr Eval_LocalizeHandle( const sdUIEvaluator* evaluator );
|
|
static int Eval_Localize( const sdUIEvaluator* evaluator );
|
|
static float Eval_FAbs( const sdUIEvaluator* evaluator );
|
|
static float Eval_Square( const sdUIEvaluator* evaluator );
|
|
static float Eval_Vec2Length( const sdUIEvaluator* evaluator );
|
|
static idVec2 Eval_Vec2Normalize( const sdUIEvaluator* evaluator );
|
|
static float Eval_Clamp( const sdUIEvaluator* evaluator );
|
|
static float Eval_Min( const sdUIEvaluator* evaluator );
|
|
static float Eval_Max( const sdUIEvaluator* evaluator );
|
|
static idStr Eval_MSToHMS( const sdUIEvaluator* evaluator );
|
|
static idStr Eval_SToHMS( const sdUIEvaluator* evaluator );
|
|
static float Eval_Toggle( const sdUIEvaluator* evaluator );
|
|
static float Eval_Floor( const sdUIEvaluator* evaluator );
|
|
static float Eval_Ceil( const sdUIEvaluator* evaluator );
|
|
static idStr Eval_ToUpper( const sdUIEvaluator* evaluator );
|
|
static idStr Eval_ToLower( const sdUIEvaluator* evaluator );
|
|
static idWStr Eval_ToWStr( const sdUIEvaluator* evaluator );
|
|
static idStr Eval_ToStr( const sdUIEvaluator* evaluator );
|
|
static float Eval_IsValidHandle( const sdUIEvaluator* evaluator );
|
|
static int Eval_FloatToHandle( const sdUIEvaluator* evaluator );
|
|
static idVec4 Eval_Color( const sdUIEvaluator* evaluator );
|
|
static float Eval_StrLen( const sdUIEvaluator* evaluator );
|
|
static float Eval_WStrLen( const sdUIEvaluator* evaluator );
|
|
static float Eval_Sin( const sdUIEvaluator* evaluator );
|
|
static float Eval_Cos( const sdUIEvaluator* evaluator );
|
|
static idVec4 Eval_ColorForIndex( const sdUIEvaluator* evaluator );
|
|
static idVec4 Eval_StringToVec4( const sdUIEvaluator* evaluator );
|
|
|
|
sdHudModule* GetModule( void ) { return module; }
|
|
|
|
static idCVar g_debugGUIEvents;
|
|
static idCVar g_debugGUI;
|
|
static idCVar g_debugGUITextRect;
|
|
static idCVar g_debugGUITextScale;
|
|
static idCVar gui_tooltipDelay;
|
|
static idCVar gui_doubleClickTime;
|
|
static idCVar s_volumeMusic_dB;
|
|
static idCVar g_skipIntro;
|
|
|
|
static idCVar gui_invertMenuPitch;
|
|
|
|
static idCVar gui_crosshairDef;
|
|
static idCVar gui_crosshairKey;
|
|
static idCVar gui_crosshairAlpha;
|
|
static idCVar gui_crosshairSpreadAlpha;
|
|
static idCVar gui_crosshairStatsAlpha;
|
|
static idCVar gui_crosshairGrenadeAlpha;
|
|
static idCVar gui_crosshairSpreadScale;
|
|
static idCVar gui_crosshairColor;
|
|
|
|
static idCVar gui_chatAlpha;
|
|
static idCVar gui_fireTeamAlpha;
|
|
static idCVar gui_commandMapAlpha;
|
|
static idCVar gui_objectiveListAlpha;
|
|
static idCVar gui_personalBestsAlpha;
|
|
static idCVar gui_objectiveStatusAlpha;
|
|
static idCVar gui_obitAlpha;
|
|
static idCVar gui_voteAlpha;
|
|
static idCVar gui_tooltipAlpha;
|
|
static idCVar gui_vehicleAlpha;
|
|
static idCVar gui_vehicleDirectionAlpha;
|
|
static idCVar gui_showRespawnText;
|
|
|
|
static idStrList parseStack;
|
|
static void PushTrace( const char* info );
|
|
static void PrintStackTrace();
|
|
static void PopTrace();
|
|
|
|
private:
|
|
void DisconnectGlobalCallbacks() {
|
|
for( int i = 0; i < toDisconnect.Num(); i++ ) {
|
|
toDisconnect[ i ].first->RemoveOnChangeHandler( toDisconnect[ i ].second );
|
|
}
|
|
toDisconnect.Clear();
|
|
cvarCallbacks.DeleteContents( true );
|
|
}
|
|
|
|
sdUserInterfaceLocal( const sdUserInterfaceLocal& );
|
|
sdUserInterfaceLocal& operator=( const sdUserInterfaceLocal& );
|
|
|
|
void UpdateToolTip();
|
|
void CancelToolTip();
|
|
|
|
int NamedEventHandleForString( const char* name );
|
|
void OnCursorMaterialNameChanged( const idStr& oldValue, const idStr& newValue );
|
|
void OnPostProcessMaterialNameChanged( const idStr& oldValue, const idStr& newValue );
|
|
void OnScreenSaverMaterialNameChanged( const idStr& oldValue, const idStr& newValue );
|
|
void OnFocusedWindowNameChanged( const idStr& oldValue, const idStr& newValue );
|
|
void OnThemeNameChanged( const idStr& oldValue, const idStr& newValue );
|
|
void OnBindContextChanged( const idStr& oldValue, const idStr& newValue );
|
|
void OnScreenDimensionChanged( const idVec2& oldValue, const idVec2& newValue );
|
|
|
|
void OnStringPropertyChanged( int event, const idStr& oldValue, const idStr& newValue );
|
|
void OnWStringPropertyChanged( int event, const idWStr& oldValue, const idWStr& newValue );
|
|
void OnIntPropertyChanged( int event, const int oldValue, const int newValue );
|
|
void OnFloatPropertyChanged( int event, const float oldValue, const float newValue );
|
|
void OnVec4PropertyChanged( int event, const idVec4& oldValue, const idVec4& newValue );
|
|
void OnVec3PropertyChanged( int event, const idVec3& oldValue, const idVec3& newValue );
|
|
void OnVec2PropertyChanged( int event, const idVec2& oldValue, const idVec2& newValue );
|
|
|
|
void BroadcastEventToDescendants_r( sdUIObject* parent, const char* eventName );
|
|
void OnCVarChanged( idCVar& cvar, int id );
|
|
|
|
public:
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "1. Behavior/Cursor Position";
|
|
desc = "Cursor position in GUI.";
|
|
editor = "edit";
|
|
datatype = "vec2";
|
|
)
|
|
sdVec2Property cursorPos;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "1. Behavior/Screen Dimensions";
|
|
desc = "GUI screen dimensions";
|
|
editor = "edit";
|
|
datatype = "ved2";
|
|
readOnly = "true";
|
|
)
|
|
sdVec2Property screenDimensions;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "1. Behavior/Screen Center";
|
|
desc = "GUI screen center";
|
|
editor = "edit";
|
|
datatype = "vec2";
|
|
readOnly = "true";
|
|
)
|
|
sdVec2Property screenCenter;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "1. Behavior/Focused Window Name";
|
|
desc = "Window name of focused window";
|
|
editor = "edit";
|
|
datatype = "string";
|
|
alias = "focusedWindow";
|
|
)
|
|
sdStringProperty focusedWindowName;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "3. Cursor/Cursor Material";
|
|
desc = "Name of the cursor material.";
|
|
editor = "edit";
|
|
datatype = "string";
|
|
alias = "cursorMaterial";
|
|
)
|
|
sdStringProperty cursorMaterialName;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "3. Cursor/Cursor Size";
|
|
desc = "Width and height of the cursor (only used if Show Cursor is true).";
|
|
editor = "edit";
|
|
datatype = "vec2";
|
|
)
|
|
sdVec2Property cursorSize;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "3. Cursor/Cursor Color";
|
|
desc = "Color of the cursor.";
|
|
editor = "edit";
|
|
option1 = "{editorComponents} {r,g,b,a}";
|
|
option2 = "{editorSeparator} {,}";
|
|
datatype = "vec4";
|
|
aliasdatatype = "color";
|
|
)
|
|
sdVec4Property cursorColor;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "2. Drawing/Screensaver Material";
|
|
desc = "Name of the screensaver material.";
|
|
editor = "edit";
|
|
datatype = "string";
|
|
option1 = "{browseTable} {materials}";
|
|
)
|
|
sdStringProperty screenSaverName;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "2. Drawing/Postprocess Material";
|
|
desc = "Name of the material to draw over the UI. Most-often used to disable bloom on in-game GUIs.";
|
|
editor = "edit";
|
|
datatype = "string";
|
|
option1 = "{browseTable} {materials}";
|
|
alias = "postProcessMaterial";
|
|
)
|
|
sdStringProperty postProcessMaterialName;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "2. Drawing/Theme";
|
|
desc = "Name of the current theme";
|
|
editor = "edit";
|
|
datatype = "string";
|
|
alias = "theme";
|
|
)
|
|
sdStringProperty themeName;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "1. Behavior/Flags";
|
|
desc = "Script behavior flags. See GUI_* flags.";
|
|
editor = "edit";
|
|
datatype = "float";
|
|
alias = "flags";
|
|
)
|
|
sdFloatProperty scriptFlags;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "1. Behavior/Input scale";
|
|
desc = "Factor to scale mouse input";
|
|
editor = "edit";
|
|
datatype = "float";
|
|
alias = "flags";
|
|
)
|
|
sdFloatProperty inputScale;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "1. Behavior/Bind Context Name";
|
|
desc = "Bind context name. Use a specific bind context for the GUI instead of the default bind context.";
|
|
editor = "edit";
|
|
datatype = "string";
|
|
alias = "bindContext";
|
|
)
|
|
sdStringProperty bindContextName;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "1. Behavior/GUI Time";
|
|
desc = "Time in milliseconds.";
|
|
editor = "edit";
|
|
datatype = "float";
|
|
alias = "time";
|
|
readOnly = "true";
|
|
)
|
|
sdFloatProperty guiTime;
|
|
// ===========================================
|
|
|
|
SD_UI_PROPERTY_TAG(
|
|
title = "1. Behavior/Blank Wide String";
|
|
desc = "A blank wide string.";
|
|
editor = "edit";
|
|
datatype = "wstring";
|
|
readOnly = "true";
|
|
)
|
|
sdWStringProperty blankWStr;
|
|
// ===========================================
|
|
|
|
private:
|
|
typedef sdHashMapGeneric< idStr, sdUIObject*, sdHashCompareStrIcmp, sdHashGeneratorIHash > windowHash_t;
|
|
typedef sdPair< sdProperties::sdProperty*, sdProperties::CallbackHandle > callbackHandler_t;
|
|
|
|
typedef idStaticList< idStr, 16 > stringStack_t;
|
|
typedef sdHashMapGeneric< idStr, stringStack_t, sdHashCompareStrIcmp, sdHashGeneratorIHash > stackHash_t;
|
|
|
|
idList< callbackHandler_t > toDisconnect;
|
|
|
|
stackHash_t generalStacks; // general purpose stacks used by the UI script
|
|
sdUIFunctionStack scriptStack; // used for passing parameters between code, UI script, and game scripts
|
|
sdUIWindow* desktop;
|
|
sdUIObject* focusedWindow;
|
|
|
|
// Cursor management
|
|
const idMaterial* cursorMaterial;
|
|
const idMaterial* screenSaverMaterial;
|
|
const idMaterial* postProcessMaterial;
|
|
|
|
struct uiFlags_t {
|
|
bool isUnique : 1;
|
|
bool isActive : 1;
|
|
bool isPermanent : 1;
|
|
bool ignoreLocalCursorUpdates : 1;
|
|
bool shouldUpdate : 1;
|
|
};
|
|
|
|
int spawnId;
|
|
uiFlags_t flags;
|
|
const sdDeclGUI* guiDecl;
|
|
|
|
sdUserInterfaceState scriptState;
|
|
|
|
|
|
windowHash_t windows;
|
|
idListGranularityOne< sdUIObject* > timelineWindows;
|
|
sdUIEventTable events;
|
|
|
|
idList< sdProperties::sdPropertyValueBase* > externalProperties;
|
|
|
|
sdUIScript script;
|
|
|
|
sdAutoPtr< sdUITimelineManager > timelines;
|
|
|
|
static idHashMap< uiFunction_t* > uiFunctions;
|
|
static idList< sdUIEvaluatorTypeBase* > uiEvaluators;
|
|
|
|
sdBindContext* bindContext;
|
|
|
|
idStrList namedEvents;
|
|
idStaticList< float, MAX_ENTITY_SHADER_PARMS - 4 > shaderParms;
|
|
|
|
idEntityPtr< idEntity > entity;
|
|
sdHudModule* module;
|
|
|
|
int currentTime;
|
|
|
|
const sdDeclGUITheme* theme;
|
|
idStr latchedTheme;
|
|
|
|
// tooltips
|
|
sdUIWindow* toolTipWindow;
|
|
sdUIObject* toolTipSource;
|
|
int lastMouseMoveTime;
|
|
int nextAllowToolTipTime;
|
|
idVec2 tooltipAnchor;
|
|
|
|
typedef sdUICVarCallback< sdUserInterfaceLocal > cvarCallback_t;
|
|
friend class sdUICVarCallback< sdUserInterfaceLocal >;
|
|
|
|
idList< cvarCallback_t* > cvarCallbacks;
|
|
|
|
uiMaterialCache_t materialCache;
|
|
|
|
sdStack< idVec4 > colorStack;
|
|
idVec4 currentColor;
|
|
|
|
static idBlockAlloc< uiCachedMaterial_t, 64 > materialCacheAllocator;
|
|
|
|
static const char* partNames[ FP_MAX ];
|
|
|
|
private:
|
|
static const char* eventNames[ GE_NUM_EVENTS ];
|
|
static const int TOOLTIP_DELAY_MS;
|
|
static const int TOOLTIP_MOVE_TOLERANCE;
|
|
};
|
|
|
|
#endif // __GAME_GUIS_USERINTERFACELOCAL_H__
|