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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../precompiled.h"
- #include "../MainMenuLocal.h"
- /*
- ================================================================================================
- idMenuWidget_DevList
- Extends the standard list widget to support the developer menu.
- ================================================================================================
- */
- namespace {
- /*
- ================================================
- DevList_NavigateForward
- ================================================
- */
- class DevList_NavigateForward : public idSWFScriptFunction_RefCounted {
- public:
- DevList_NavigateForward( idMenuWidget_DevList * devList_, const int optionIndex_ ) :
- devList( devList_ ),
- optionIndex( optionIndex_ ) {
- }
- idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms ) {
- devList->NavigateForward( optionIndex );
- return idSWFScriptVar();
- }
- private:
- idMenuWidget_DevList * devList;
- int optionIndex;
- };
- }
- /*
- ========================
- idMenuWidget_DevList::Initialize
- ========================
- */
- void idMenuWidget_DevList::Initialize() {
- AddEventAction( WIDGET_EVENT_SCROLL_DOWN ).Set( WIDGET_ACTION_START_REPEATER, WIDGET_ACTION_SCROLL_VERTICAL, 1 );
- AddEventAction( WIDGET_EVENT_SCROLL_UP ).Set( WIDGET_ACTION_START_REPEATER, WIDGET_ACTION_SCROLL_VERTICAL, -1 );
- AddEventAction( WIDGET_EVENT_SCROLL_DOWN_RELEASE ).Set( WIDGET_ACTION_STOP_REPEATER );
- AddEventAction( WIDGET_EVENT_SCROLL_UP_RELEASE ).Set( WIDGET_ACTION_STOP_REPEATER );
- int optionIndex = 0;
- while ( GetChildren().Num() < GetNumVisibleOptions() ) {
- idMenuWidget_Button * const buttonWidget = new ( TAG_MENU ) idMenuWidget_Button();
- buttonWidget->AddEventAction( WIDGET_EVENT_PRESS ).Set( new ( TAG_SWF ) DevList_NavigateForward( this, optionIndex++ ) );
- AddChild( buttonWidget );
- }
- }
- /*
- ========================
- idMenuWidget_DevList::GetTotalNumberOfOptions
- ========================
- */
- int idMenuWidget_DevList::GetTotalNumberOfOptions() const {
- if ( devMenuList == NULL ) {
- return 0;
- }
- return devMenuList->devMenuList.Num();
- }
- /*
- ========================
- idMenuWidget_DevList::GoToFirstMenu
- ========================
- */
- void idMenuWidget_DevList::GoToFirstMenu() {
- devMapListInfos.Clear();
- indexInfo_t & info = devMapListInfos.Alloc();
- info.name = "devmenuoption/main";
- devMenuList = NULL;
- RecalculateDevMenu();
- }
- /*
- ========================
- idMenuWidget_DevList::NavigateForward
- ========================
- */
- void idMenuWidget_DevList::NavigateForward( const int optionIndex ) {
- if ( devMenuList == NULL ) {
- return;
- }
- const int focusedIndex = GetViewOffset() + optionIndex;
- const idDeclDevMenuList::idDevMenuOption & devOption = devMenuList->devMenuList[ focusedIndex ];
- if ( ( devOption.devMenuDisplayName.Length() == 0 ) || ( devOption.devMenuDisplayName.Cmp( "..." ) == 0 ) ) {
- return;
- }
- if ( devOption.devMenuSubList != NULL ) {
- indexInfo_t & indexes = devMapListInfos.Alloc();
- indexes.name = devOption.devMenuSubList->GetName();
- indexes.focusIndex = GetFocusIndex();
- indexes.viewIndex = GetViewIndex();
- indexes.viewOffset = GetViewOffset();
- RecalculateDevMenu();
- SetViewIndex( 0 );
- SetViewOffset( 0 );
- Update();
- // NOTE: This must be done after the Update() because it MAY change the sprites that
- // children refer to
- GetChildByIndex( 0 ).SetState( WIDGET_STATE_SELECTED );
- ForceFocusIndex( 0 );
- SetFocusIndex( 0 );
- gameLocal->GetMainMenu()->ClearWidgetActionRepeater();
- } else {
- cmdSystem->AppendCommandText( va( "loadDevMenuOption %s %d\n", devMapListInfos[ devMapListInfos.Num() - 1 ].name, focusedIndex ) );
- }
- }
- /*
- ========================
- idMenuWidget_DevList::NavigateBack
- ========================
- */
- void idMenuWidget_DevList::NavigateBack() {
- assert( devMapListInfos.Num() != 0 );
- if ( devMapListInfos.Num() == 1 ) {
- // Important that this goes through as a DIRECT event, since more than likely the list
- // widget will have the parent's focus, so a standard ReceiveEvent() here would turn
- // into an infinite recursion.
- idWidgetEvent event( WIDGET_EVENT_BACK, 0, NULL, idSWFParmList() );
-
- idWidgetAction action;
- action.Set( WIDGET_ACTION_GO_BACK, MENU_ROOT );
- HandleAction( action, event );
-
- return;
- }
- // NOTE: we need a copy here, since it's about to be removed from the list
- const indexInfo_t indexes = devMapListInfos[ devMapListInfos.Num() - 1 ];
- assert( indexes.focusIndex < GetChildren().Num() );
- assert( ( indexes.viewIndex - indexes.viewOffset ) < GetNumVisibleOptions() );
- devMapListInfos.RemoveIndex( devMapListInfos.Num() - 1 );
- RecalculateDevMenu();
- SetViewIndex( indexes.viewIndex );
- SetViewOffset( indexes.viewOffset );
- Update();
- // NOTE: This must be done AFTER Update() because so that it is sure to refer to the proper sprite
- GetChildByIndex( indexes.focusIndex ).SetState( WIDGET_STATE_SELECTED );
- ForceFocusIndex( indexes.focusIndex );
- SetFocusIndex( indexes.focusIndex );
- gameLocal->GetMainMenu()->ClearWidgetActionRepeater();
- }
- /*
- ========================
- idMenuWidget_DevList::RecalculateDevMenu
- ========================
- */
- void idMenuWidget_DevList::RecalculateDevMenu() {
- if ( devMapListInfos.Num() > 0 ) {
- const idDeclDevMenuList * const devMenuListDecl = idDeclDevMenuList::resourceList.Load( devMapListInfos[ devMapListInfos.Num() - 1 ].name, false );
- if ( devMenuListDecl != NULL ) {
- devMenuList = devMenuListDecl;
- }
- }
- idSWFScriptObject & root = gameLocal->GetMainMenu()->GetSWF()->GetRootObject();
- for ( int i = 0; i < GetChildren().Num(); ++i ) {
- idMenuWidget & child = GetChildByIndex( i );
- child.SetSpritePath( GetSpritePath(), va( "option%d", i ) );
- if ( child.BindSprite( root ) ) {
- child.SetState( WIDGET_STATE_NORMAL );
- child.GetSprite()->StopFrame( 1 );
- }
- }
- }
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