Files
fs2open.github.com/code/ui/gadget.cpp
T
Zacam 4952b70488 Trunk Sync - r10911
There are a lot of changes here that should probably be examined, namely the Debug Console (which had conflicts) and Yarn's "any resolution" mainhalls code (Which also had conflicts) but for the most part this should be fairly clean.

git-svn-id: svn://svn.icculus.org/fs2open/branches/antipodes@10912 387891d4-d844-0410-90c0-e4c51a9137d3
2014-09-11 19:22:13 +10:00

621 lines
13 KiB
C++

/*
* 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 "ui/uidefs.h"
#include "ui/ui.h"
#include "bmpman/bmpman.h"
#include "anim/animplay.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(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<MAX_BMAPS_PER_GADGET; idx++){
bmap_ids[idx] = -1;
}
// load all the bitmaps
bm_filename = ani_fname;
Assertion(nframes < MAX_BMAPS_PER_GADGET, "Too many frames specified (%d), must be less than MAX_BMAPS_PER_GADGET", nframes);
m_num_frames = nframes;
for(idx=start_frame; idx<nframes; idx++){
// clear the string
strcpy_s(full_name, "");
// get the # of digits for this index
num_digits = (idx < 10) ? 1 : (idx < 100) ? 2 : (idx < 1000) ? 3 : 4;
// build the actual filename
strcpy_s(full_name, ani_fname);
for(s_idx=0; s_idx<(4-num_digits); s_idx++){
strcat_s(full_name, NOX("0"));
}
sprintf(tmp, "%d", idx);
strcat_s(full_name, tmp);
// try and load the bitmap
bmap_ids[idx] = bm_load(full_name);
if(bmap_ids[idx] != -1){
its_all_good = 1;
}
}
// done
if(its_all_good){
uses_bmaps = 1;
return 0;
}
// no go, so try and load as an ani. try and load as an .ani
first_frame = bm_load_animation(ani_fname, &m_num_frames);
if((first_frame >= 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; i<m_num_frames; i++ ) {
bmap_ids[i] = first_frame + i;
}
}
// flag that this control is using bitmaps for art
uses_bmaps = 1;
return 0;
}
// Handle drawing of all children of the gadget. Since this the base of all other gadgets,
// it doesn't have any look to it (kind of like a soul. Can you see someone's soul?) and thus
// doesn't actually render itself.
//
void UI_GADGET::draw()
{
UI_GADGET *cur;
// if hidden, hide children as well
if (hidden){
return;
}
if (children) {
cur = children;
do {
cur->draw();
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; i<m_num_frames; i++ ) {
if (bmap_ids[i] != -1) {
// we need to unload here rather than release since some controls
// may still need access to the bitmap slot. if it can be released
// then the child should do it - taylor
bm_unload(bmap_ids[i]);
bmap_ids[i] = -1;
}
}
if (children) {
cur = children;
do {
cur->destroy();
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; i<MAX_BMAPS_PER_GADGET; i++ ) {
bmap_ids[i] = -1;
}
}
void UI_GADGET::set_hotkey(int key)
{
hotkey = key;
}
// Far as I can tell, the callback function is handled differently for each gadget type, if
// handled by a given gadget type at all.
//
void UI_GADGET::set_callback(void (*_user_function)(void))
{
user_function = _user_function;
}
// get the next enabled gadget in sibling list or self if none
//
UI_GADGET *UI_GADGET::get_next()
{
UI_GADGET *tmp;
tmp = next;
while ((tmp != this) && tmp->disabled_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;
}
}