/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "anim/animplay.h" #include "bmpman/bmpman.h" #include "ui/ui.h" #include "ui/uidefs.h" // constructor UI_GADGET::UI_GADGET() { bm_filename = NULL; } // destructor UI_GADGET::~UI_GADGET() { } int UI_GADGET::get_hotspot() { if (!linked_to_hotspot) return -1; return hotspot_num; } void UI_GADGET::reset() { m_flags = 0; } int UI_GADGET::is_hidden() { return hidden; } // -------------------------------------------------------------------- // Links a hotspot (palette index in mask) to the given gadget. // void UI_GADGET::link_hotspot(int num) { hotspot_num = num; linked_to_hotspot = 1; } // -------------------------------------------------------------------- // Extract MAX_BMAPS_PER_CONTROL bitmaps for the different states of the control. // // The bitmap ids are stored in the bmap_ids[] array. If you don't want to store // from the zero index, fill in the offset parameter. offset is a default parameter // with a default value of zero. // // NOTE: The bitmaps stored in a .ani file. What each frame is used for // is left up to the component to decide. // // loads nframes bitmaps, starting at index start_frame. // anything < start_frame will not be loaded. // this keeps the loading code from trying to load bitmaps which don't exist // and taking an unnecessary disk hit. int UI_GADGET::set_bmaps(const char *ani_fname, int nframes, int start_frame) { int first_frame, i; char full_name[MAX_FILENAME_LEN] = ""; char tmp[33]; int idx, s_idx; int num_digits; int its_all_good = 0; // clear out all frames for(idx=0; idx= 0) && (m_num_frames <= MAX_BMAPS_PER_GADGET)){ // seems pretty stupid that we didn't just use a variable for the first frame and access all // other frames offset from it instead of accessing this bmap_ids[] array, but probably too // much trouble to go through and change this anymore. How sad.. for ( i=0; idraw(); cur = cur->next; } while (cur != children); } } // Free up bitmaps used by the gadget, and call children to destroy themselves as well. // void UI_GADGET::destroy() { int i; UI_GADGET *cur; for ( i=0; idestroy(); cur = cur->next; } while (cur != children); } } // Use this if you need to change the size and position of a gadget after you have created it. // void UI_GADGET::update_dimensions(int _x, int _y, int _w, int _h) { if ( _x != -1 ) x = _x; if ( _y != -1 ) y = _y; if ( _w != -1 ) w = _w; if ( _h != -1 ) h = _h; } void UI_GADGET::get_dimensions(int *x_, int *y_, int *w_, int *h_) { *x_ = x; *y_ = y; *w_ = w; *h_ = h; } // Hide (or show) a gadget. // n != 0: Hide gadget // n == 0: Show gadget // void UI_GADGET::hide(int n) { hidden = n ? 1 : 0; } void UI_GADGET::hide() { hidden = 1; } void UI_GADGET::unhide() { hidden = 0; } // Capture mouse with this gadget, which basically means only this gadget will get process() // called on it until the mouse button 1 is released. // void UI_GADGET::capture_mouse() { my_wnd->capture_mouse(this); } // Check if (return true if): // mouse_captured(): this gadget has the mouse captured. // mouse_captured(x): gadget x has the mouse captured. // int UI_GADGET::mouse_captured(UI_GADGET *gadget) { if (!gadget) gadget = this; return (my_wnd->mouse_captured_gadget == gadget); } // Set up the gadget and registers it with the UI window // void UI_GADGET::base_create(UI_WINDOW *wnd, int _kind, int _x, int _y, int _w, int _h) { int i; // initialize data with passed values kind = _kind; x = _x; y = _y; w = _w; h = _h; // set up reference to UI window and initialize as having no family my_wnd = wnd; parent = NULL; children = NULL; next = prev = this; // this actually links the gadget into the UI window's top level family (as the youngest gadget) set_parent(NULL); // initialize variables hotkey = -1; user_function = NULL; disabled_flag = 0; base_dragging = 0; base_drag_x = base_drag_y = 0; hotspot_num = -1; hidden = 0; linked_to_hotspot = 0; uses_bmaps = 0; m_num_frames = 0; for ( i=0; idisabled_flag) tmp = tmp->next; return tmp; } // get the previous enabled gadget in sibling list or self if none // UI_GADGET *UI_GADGET::get_prev() { UI_GADGET *tmp; tmp = prev; while ((tmp != this) && tmp->disabled_flag) tmp = tmp->prev; return tmp; } // Set this gadget as the focus (selected gadget) of the UI window // void UI_GADGET::set_focus() { my_wnd->selected_gadget = this; } // Make no gadget have focus in the UI window. // void UI_GADGET::clear_focus() { my_wnd->selected_gadget = NULL; } // Return true or false if this gadget currently has the focus int UI_GADGET::has_focus() { return my_wnd->selected_gadget == this ? 1 : 0; } // get mouse pointer position relative to gadget's origin (UL corner) // void UI_GADGET::get_mouse_pos(int *xx, int *yy) { if (xx) *xx = ui_mouse.x - x; if (yy) *yy = ui_mouse.y - y; } // Call process() for all children of gadget. As a base gadget for all other gadget types, // it doesn't actually do anything for itself. // void UI_GADGET::process(int /*focus*/) { UI_GADGET *tmp; if (disabled_flag) return; tmp = children; // process all children of gadget if (tmp) { do { tmp->process(); tmp = tmp->next; } while (tmp != children); } } // Check if the mouse is over the gadget's area or not, // int UI_GADGET::is_mouse_on() { int offset, pixel_val; ubyte *mask_data; int mask_w, mask_h; // if linked to a hotspot, use the mask for determination if (linked_to_hotspot) { mask_data = (ubyte*)my_wnd->get_mask_data(&mask_w, &mask_h); if ( mask_data == NULL ) { nprintf(("Warning", "No mask defined, but control is linked to hotspot\n")); Int3(); return 0; } // if the mouse values are out of range of the bitmap // NOTE : this happens when using smaller mask bitmaps than the screen resolution (during development) if((ui_mouse.x < 0) || (ui_mouse.x >= mask_w) || (ui_mouse.y < 0) || (ui_mouse.y >= mask_h)){ return 0; } // check the pixel value under the mouse offset = ui_mouse.y * mask_w + ui_mouse.x; pixel_val = *(mask_data + offset); if (pixel_val == hotspot_num){ return 1; } else { return 0; } // otherwise, we just check the bounding box area } else { if ((ui_mouse.x >= x) && (ui_mouse.x < x + w) && (ui_mouse.y >= y) && (ui_mouse.y < y + h) ){ return 1; } else { return 0; } } } // check if mouse is over any child of this gadget // int UI_GADGET::is_mouse_on_children() { UI_GADGET *tmp; tmp = children; if (tmp) { do { if (tmp->is_mouse_on()) return 1; if (tmp->is_mouse_on_children()) return 1; tmp = tmp->next; } while (tmp != children); } return 0; } void UI_GADGET::disable() { disabled_flag = 1; } // Enables (or possibly disables) the gadget. n is an optional argument. If not supplied, // enables the garget. If supplied, enables garget if n is true, disables it if n is false. // void UI_GADGET::enable(int n) { disabled_flag = n ? 0 : 1; } // Check if gadget is disabled // int UI_GADGET::disabled() { return disabled_flag; } // Check if gadget is enabled // int UI_GADGET::enabled() { return !disabled_flag; } void UI_GADGET::drag_with_children( int dx, int dy ) { UI_GADGET *tmp; x = dx + base_start_x; y = dy + base_start_y; tmp = children; if (tmp) { do { tmp->drag_with_children(dx, dy); tmp = tmp->next; } while (tmp != children); } } void UI_GADGET::start_drag_with_children() { UI_GADGET *tmp; base_dragging = 1; base_start_x = x; base_start_y = y; tmp = children; if (tmp) { do { tmp->start_drag_with_children(); tmp = tmp->next; } while (tmp != children); } } void UI_GADGET::stop_drag_with_children() { UI_GADGET *tmp; base_dragging = 0; tmp = children; if (tmp) { do { tmp->stop_drag_with_children(); tmp = tmp->next; } while (tmp != children); } } // Returns 1 if moving int UI_GADGET::check_move() { #if 0 if ( parent != NULL ) return base_dragging; if ( !base_dragging ) { if ( B2_JUST_PRESSED ) { if ( is_mouse_on() || is_mouse_on_children() ) { start_drag_with_children(); base_drag_x = ui_mouse.x; base_drag_y = ui_mouse.y; return 1; } else { return 0; } } else return 0; } else { drag_with_children(ui_mouse.x - base_drag_x,ui_mouse.y - base_drag_y); nprintf(( "UI", "UI: X=%d, Y=%d, Delta=(%d,%d)\n", x, y, (ui_mouse.x - base_drag_x), (ui_mouse.y - base_drag_y) )); if (B2_RELEASED) { stop_drag_with_children(); } return 1; } #endif return 0; } // Take gadget out of family. Children of this gadget stay with gadget, though. // // A family is basically the whole parent/sibling/children hierarchy for gadgets. Any gadget // that is linked to another gadget by one of these pointers is said to be in the same family // as that gadget. This function, therefore, caused all references to a gadget by it's // family's gadgets' sibling or children pointers to be broken, and all references to any of them // by this gadget's parent or sibling pointers to also be broken. This isolates the gadget and // it's children into a new family. // void UI_GADGET::remove_from_family() { if (parent) { if (parent->children == this) { if (next == this) // an only child? parent->children = NULL; // if so, parent now has no children else parent->children = next; // next sibling is now the eldest } } else { if (my_wnd->first_gadget == this) { if (next == this) // an only child? my_wnd->first_gadget = NULL; // if so, parent now has no children else my_wnd->first_gadget = next; // next sibling is now the eldest } } parent = NULL; if (next != this) { // does gadget have siblings? next->prev = prev; prev->next = next; } next = prev = this; } // Put gadget into a new family (removing from old one if needed first). // See remove_from_family() for definition of what a family is. // void UI_GADGET::set_parent(UI_GADGET *daddy) { remove_from_family(); parent = daddy; if (!daddy) { if (!my_wnd->first_gadget) { my_wnd->first_gadget = this; } else { UI_GADGET *eldest_sibling, *youngest_sibling; eldest_sibling = my_wnd->first_gadget; youngest_sibling = eldest_sibling->prev; next = eldest_sibling; prev = youngest_sibling; eldest_sibling->prev = this; youngest_sibling->next = this; } return; } if (!daddy->children) { daddy->children = this; } else { UI_GADGET *eldest_sibling, *youngest_sibling; eldest_sibling = daddy->children; youngest_sibling = eldest_sibling->prev; next = eldest_sibling; prev = youngest_sibling->prev; eldest_sibling->prev = this; youngest_sibling->next = this; } }