raze-gles/source/common/menu/imagescroller.cpp

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/*
** imagescroller.cpp
** Scrolls through multiple fullscreen image pages,
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "v_font.h"
#include "cmdlib.h"
#include "gstrings.h"
#include "d_gui.h"
#include "d_event.h"
#include "menu.h"
#include "v_draw.h"
#include "baselayer.h"
#include "gamecontrol.h"
#include "build.h"
//=============================================================================
//
// Fullscreen image drawer (move to its own source file!)
//
//=============================================================================
void ImageScreen::Drawer()
{
if (mDesc == nullptr)
{
// don't let bogus definitions crash this.
}
else if (mDesc->type == 0)
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{
auto tileindexp = NameToTileIndex.CheckKey(FName(mDesc->text, true));
int tileindex = 0;
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if (tileindexp == nullptr)
{
// If this isn't a name, try a literal tile index;
auto c = mDesc->text.GetChars();
if (*c == '#') tileindex = (int)strtoll(c + 1, nullptr, 0);
// Error out if the screen cannot be found, this is always a definition error that needs to be reported.
else I_Error("Invalid menu screen '%s'", mDesc->text.GetChars());
}
else tileindex = *tileindexp;
if (!gi->DrawSpecialScreen(origin, tileindex)) // allows the front end to do custom handling for a given image.
{
rotatesprite_fs(int(origin.X * 65536) + (160 << 16), int(origin.Y * 65536) + (100 << 16), 65536L, 0, tileindex, 0, 0, 10 + 64);
}
}
else if (mDesc->type > 0)
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{
gi->DrawCenteredTextScreen(origin, mDesc->text, mDesc->type);
}
// QAVs are handled in the Blood frontend. Maybe they should be moved out? Stuff for later, but this is a feature where it is feasible.
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}
ImageScreen* DImageScrollerMenu::newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
{
return new ImageScreen(desc);
}
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void DImageScrollerMenu::Init(DMenu* parent, FImageScrollerDescriptor* desc)
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{
mParentMenu = parent;
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index = 0;
mDesc = desc;
canAnimate = !!(mDesc->mFlags & LMF_Animate);
mCurrent = newImageScreen(&mDesc->mItems[0]);
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mCurrent->canAnimate = canAnimate;
}
bool DImageScrollerMenu::MenuEvent(int mkey, bool fromcontroller)
{
switch (mkey)
{
case MKEY_Back:
// Before going back the currently running transition must be terminated.
pageTransition.previous = nullptr;
if (pageTransition.current) pageTransition.current->origin = { 0,0 };
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return DMenu::MenuEvent(mkey, fromcontroller);
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case MKEY_Left:
if (pageTransition.previous == nullptr)
{
if (--index < 0) index = mDesc->mItems.Size() - 1;
auto next = newImageScreen(&mDesc->mItems[index]);
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next->canAnimate = canAnimate;
if (!pageTransition.StartTransition(mCurrent, next, MA_Return))
{
delete mCurrent;
}
mCurrent = next;
//gi->MenuSound(GameInterface::ChooseSound);
}
return true;
case MKEY_Right:
case MKEY_Enter:
if (pageTransition.previous == nullptr)
{
if (++index >= (int)mDesc->mItems.Size()) index = 0;
auto next = newImageScreen(&mDesc->mItems[index]);
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next->canAnimate = canAnimate;
if (!pageTransition.StartTransition(mCurrent, next, MA_Advance))
{
delete mCurrent;
}
mCurrent = next;
//gi->MenuSound(GameInterface::ChooseSound);
}
return true;
default:
return DMenu::MenuEvent(mkey, fromcontroller);
}
}
bool DImageScrollerMenu::MouseEvent(int type, int x, int y)
{
// Todo: Implement some form of drag event to switch between pages.
if (type == MOUSE_Release)
{
return MenuEvent(MKEY_Enter, false);
}
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return DMenu::MouseEvent(type, x, y);
}
void DImageScrollerMenu::Ticker()
{
}
void DImageScrollerMenu::Drawer()
{
if (pageTransition.previous != nullptr)
{
auto res = pageTransition.Draw();
if (res) return;
delete pageTransition.previous;
pageTransition.previous = nullptr;
}
mCurrent->origin = origin;
mCurrent->Drawer();
mCurrent->origin = {};
}