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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 "../../idLib/precompiled.h"
- #include "../Game_local.h"
- /*
- ================================================================================================
- idMenuWidget_CommandBar
- Provides a paged view of this widgets children. Each child is expected to take on the following
- naming scheme. Children outside of the given window size (NumVisibleOptions) are not rendered,
- and will affect which type of arrow indicators are shown.
- This transparently supports the "UseCircleForAccept" behavior that we need for Japanese PS3 SKU.
- SWF object structure
- --------------------
- COMMANDBAR
- joy#
- img (Frames: platform)
- txt_info (Text)
- ================================================================================================
- */
- static const char * const BUTTON_NAMES[] = {
- "joy1",
- "joy2",
- "joy3",
- "joy4",
- "joy10",
- "tab"
- };
- compile_time_assert( sizeof( BUTTON_NAMES ) / sizeof( BUTTON_NAMES[ 0 ] ) == idMenuWidget_CommandBar::MAX_BUTTONS );
- /*
- ========================
- idMenuWidget_CommandBar::ClearAllButtons
- ========================
- */
- void idMenuWidget_CommandBar::ClearAllButtons() {
- for ( int index = 0; index < MAX_BUTTONS; ++index ) {
- buttons[index].label.Clear();
- buttons[index].action.Set( WIDGET_ACTION_NONE );
- }
- }
- /*
- ========================
- idMenuWidget_CommandBar::Update
- ========================
- */
- void idMenuWidget_CommandBar::Update() {
- if ( GetSWFObject() == NULL ) {
- return;
- }
- idSWFScriptObject & root = GetSWFObject()->GetRootObject();
- if ( !BindSprite( root ) ) {
- return;
- }
- const int BASE_PADDING = 35;
- const int PER_BUTTON_PADDING = 65;
- const int ALIGNMENT_SCALE = ( GetAlignment() == LEFT ) ? 1 : -1;
- int xPos = ALIGNMENT_SCALE * BASE_PADDING;
- // Setup the button order.
- idStaticList< button_t, MAX_BUTTONS > buttonOrder;
- for ( int i = 0; i < buttonOrder.Max(); ++i ) {
- buttonOrder.Append( static_cast< button_t >( i ) );
- }
- // NOTE: Special consideration is done for JPN PS3 where the standard accept button is
- // swapped with the standard back button. i.e. In US: X = Accept, O = Back, but in JPN
- // X = Back, O = Accept.
- if ( GetSWFObject()->UseCircleForAccept() ) {
- buttonOrder[ BUTTON_JOY2 ] = BUTTON_JOY1;
- buttonOrder[ BUTTON_JOY1 ] = BUTTON_JOY2;
- }
- // FIXME: handle animating in of the button bar?
- GetSprite()->SetVisible( true );
- idStr shortcutName;
- for ( int i = 0; i < buttonOrder.Num(); ++i ) {
- const char * const buttonName = BUTTON_NAMES[ buttonOrder[ i ] ];
- idSWFSpriteInstance * const buttonSprite = GetSprite()->GetScriptObject()->GetSprite( buttonName );
- if ( buttonSprite == NULL ) {
- continue;
- }
- idSWFTextInstance * const buttonText = buttonSprite->GetScriptObject()->GetText( "txt_info" );
- if ( buttonText == NULL ) {
- continue;
- }
- idSWFSpriteInstance * const imageSprite = buttonSprite->GetScriptObject()->GetSprite( "img" );
- if ( imageSprite == NULL ) {
- continue;
- }
- if ( buttons[ i ].action.GetType() != WIDGET_ACTION_NONE ) {
- idSWFScriptObject * const shortcutKeys = GetSWFObject()->GetGlobal( "shortcutKeys" ).GetObject();
- if ( verify( shortcutKeys != NULL ) ) {
- buttonSprite->GetScriptObject()->Set( "onPress", new WrapWidgetSWFEvent( this, WIDGET_EVENT_COMMAND, i ) );
- // bind the main action - need to use all caps here because shortcuts are stored that way
- shortcutName = buttonName;
- shortcutName.ToUpper();
- shortcutKeys->Set( shortcutName, buttonSprite->GetScriptObject() );
- // Some other keys have additional bindings. Remember that the button here is
- // actually the virtual button, and the physical button could be swapped based
- // on the UseCircleForAccept business on JPN PS3.
- switch ( i ) {
- case BUTTON_JOY1: {
- shortcutKeys->Set( "ENTER", buttonSprite->GetScriptObject() );
- break;
- }
- case BUTTON_JOY2: {
- shortcutKeys->Set( "ESCAPE", buttonSprite->GetScriptObject() );
- shortcutKeys->Set( "BACKSPACE", buttonSprite->GetScriptObject() );
- break;
- }
- case BUTTON_TAB: {
- shortcutKeys->Set( "K_TAB", buttonSprite->GetScriptObject() );
- break;
- }
- }
- }
- if ( buttons[ i ].label.IsEmpty() ) {
- buttonSprite->SetVisible( false );
- } else {
- imageSprite->SetVisible( true );
- imageSprite->StopFrame( menuData->GetPlatform() + 1 );
- buttonSprite->SetVisible( true );
- buttonSprite->SetXPos( xPos );
- buttonText->SetText( buttons[ i ].label );
- xPos += ALIGNMENT_SCALE * ( buttonText->GetTextLength() + PER_BUTTON_PADDING );
- }
- } else {
- buttonSprite->SetVisible( false );
- idSWFScriptObject * const shortcutKeys = GetSWFObject()->GetGlobal( "shortcutKeys" ).GetObject();
- if ( verify( shortcutKeys != NULL ) ) {
- buttonSprite->GetScriptObject()->Set( "onPress", NULL );
- // bind the main action - need to use all caps here because shortcuts are stored that way
- shortcutName = buttonName;
- shortcutName.ToUpper();
- shortcutKeys->Set( shortcutName, buttonSprite->GetScriptObject() );
- }
- }
- }
- }
- /*
- ========================
- idMenuWidget_CommandBar::ReceiveEvent
- ========================
- */
- bool idMenuWidget_CommandBar::ExecuteEvent( const idWidgetEvent & event ) {
- if ( event.type == WIDGET_EVENT_COMMAND ) {
- if ( verify( event.arg >= 0 && event.arg < buttons.Num() ) ) {
- HandleAction( buttons[ event.arg ].action, event, this );
- }
- return true;
- } else {
- return idMenuWidget::ExecuteEvent( event );
- }
- }
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