Files
fs2open.github.com/code/menuui/snazzyui.cpp
T
asarium 8f06e338a4 Add typesafe handle types and use it in game sound system
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.

This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.

As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
2018-04-22 16:22:45 +02:00

285 lines
6.4 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 "cfile/cfile.h"
#include "freespace.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "graphics/font.h"
#include "io/key.h"
#include "io/mouse.h"
#include "localization/localize.h"
#include "menuui/snazzyui.h"
extern int ascii_table[];
extern int shifted_ascii_table[];
static int Snazzy_mouse_left_was_down;
void snazzy_flush()
{
Snazzy_mouse_left_was_down = 0;
}
void snazzy_menu_init()
{
game_flush();
}
// snazzy_menu_do()
//
// This function will return an identifier that matches the region of the
// image the mouse pointer is currently over. The function works by working
// with two images
//
// 1. An image that is displayed to the player
// 2. A second image, not seen, which has masks for certain areas of image 1
//
// The idea is to read the mouse, and determine if the mouse pointer is currently
// over one of these regions. Since these regions may be many different colors,
// the mask is checked instead, since the regions are always a uniform color
//
// The action parameter is used to return whether the region is clicked on or simply
// has the mouse over it. The #defines SNAZZY_OVER and SNAZZY_CLICKED are used.
//
// The purpose of the key_in parameter is to allow the caller to determine if any
// keys are pressed while within the snazzy_menu_do(). It is an optional parameter.
//
int snazzy_menu_do(ubyte *data, int mask_w, int mask_h, int num_regions, MENU_REGION *regions, int *action, int poll_key, int *key)
{
GR_DEBUG_SCOPE("Snazzy Menu");
int i, k, x, y, offset;
int choice = -1, mouse_on_choice = -1;
ubyte pixel_value = 0;
Assert(data != NULL);
Assert(num_regions > 0);
Assert(regions != NULL);
gr_reset_clip(); // don't remove
mouse_get_pos_unscaled( &x, &y );
// boundary conditions
if((y < 0) || (y > mask_h - 1) || (x < 0) || (x > mask_w - 1)){
pixel_value = 255;
} else {
// check the pixel value under the mouse
offset = y * mask_w + x;
pixel_value = *(data + (offset));
}
*action = -1;
k = 0;
if ( poll_key ) {
k = game_check_key();
if (key)
*key = k; // pass keypress back to caller
}
// if (mouse_down_count(MOUSE_LEFT_BUTTON) ) {
if ( !mouse_down(MOUSE_LEFT_BUTTON) && Snazzy_mouse_left_was_down ) {
//nprintf(("Alan", "pixel val: %d\n", pixel_value));
for (i=0; i < num_regions; i++) {
if (pixel_value == regions[i].mask) {
choice = regions[i].mask;
if ( regions[i].click_sound.isValid() ) {
snd_play( gamesnd_get_interface_sound(regions[i].click_sound), 0.0f );
}
}
} // end for
}
switch ( k ) {
case KEY_ESC:
choice = ESC_PRESSED;
break;
default:
if ( k )
for (i=0; i<num_regions; i++) {
if ( !regions[i].key )
continue;
if (ascii_table[k] == regions[i].key || shifted_ascii_table[k] == regions[i].key) {
choice = regions[i].mask;
if ( regions[i].click_sound.isValid() ) {
snd_play( gamesnd_get_interface_sound(regions[i].click_sound), 0.0f );
}
}
} // end for
break;
} // end switch
for (i=0; i<num_regions; i++) {
if (pixel_value == regions[i].mask) {
mouse_on_choice = regions[i].mask;
break;
}
} // end for
gr_set_color_fast(&Color_white);
font::set_font(font::FONT1);
if ((mouse_on_choice >= 0) && (mouse_on_choice <= (num_regions)) && (i >=0)) {
int w;
gr_get_string_size(&w, NULL, regions[i].text);
gr_printf_menu( (gr_screen.clip_width_unscaled - w) / 2, 450, "%s", regions[i].text );
}
if ( mouse_down(MOUSE_LEFT_BUTTON) ){
Snazzy_mouse_left_was_down = 1;
} else {
Snazzy_mouse_left_was_down = 0;
}
if ( choice > -1 || choice == ESC_PRESSED ) {
*action = SNAZZY_CLICKED;
return choice;
}
if ( mouse_on_choice > -1 ) {
*action = SNAZZY_OVER;
return mouse_on_choice;
}
return -1;
}
// add_region() will set up a menu region
//
//
//
void snazzy_menu_add_region(MENU_REGION* region, const char* text, int mask, int key, interface_snd_id click_sound)
{
region->mask = mask;
region->key = key;
strcpy_s(region->text, text);
region->click_sound = click_sound;
}
// read_menu_tbl() will parse through menu.tbl and store the different menu region data
//
//
//
void read_menu_tbl(const char* menu_name, char* bkg_filename, char* mask_filename, MENU_REGION* regions, int* num_regions, int play_sound)
{
CFILE* fp;
int state=0;
char* p1, *p2, *p3;
//char music_filename[128];
char seps[] = NOX(" ,\t");
char *token;
char tmp_line[132];
*num_regions=0;
fp = cfopen( NOX("menu.tbl"), "rt" );
if (fp == NULL) {
Error(LOCATION, "menu.tbl could not be opened\n");
return;
}
while (cfgets(tmp_line, 132, fp)) {
p1 = strchr(tmp_line,'\n'); if (p1) *p1 = '\0';
p1 = strchr(tmp_line,';'); if (p1) *p1 = '\0';
p1 = p3 = strchr( tmp_line, '[' );
if (p3 && state == 1) {
cfclose(fp);
return;
}
if ( p1 || p3) {
if (!state) {
p2 = strchr( tmp_line, ']' );
if (p2) *p2 = 0;
if (!stricmp( ++p1, menu_name )) state = 1;
} else {
cfclose(fp);
break;
}
} else if (state) {
// parse a region line
p1 = strchr( tmp_line, '\"' );
if (p1) {
p2 = strchr( tmp_line+1, '\"' );
if (!p2) {
nprintf(("Warning","Error parsing menu file\n"));
return;
}
*p2 = 0;
strcpy_s(regions[*num_regions].text,++p1);
p2++;
// get the tokens mask number
token = strtok( p2, seps );
regions[*num_regions].mask = atoi(token);
// get the hot key character
token = strtok( NULL, seps );
regions[*num_regions].key = token[0];
// stuff default click sound (not in menu.tbl)
if ( play_sound ) {
regions[*num_regions].click_sound = InterfaceSounds::IFACE_MOUSE_CLICK;
} else {
regions[*num_regions].click_sound = interface_snd_id();
}
*num_regions = *num_regions + 1;
}
else {
// get the menu filenames
// Establish string and get the first token
token = strtok( tmp_line, seps );
if ( token != NULL )
{
// store the background filename
strcpy(bkg_filename, token);
// get the mask filename
token = strtok( NULL, seps );
strcpy(mask_filename, token);
}
}
}
}
cfclose(fp);
}
// snazzy_menu_close() is called when the menu using a snazzy interface is exited
//
//
void snazzy_menu_close()
{
game_flush();
}