mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
351 lines
7.9 KiB
C++
351 lines
7.9 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "StdH.h"
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#include <Engine/CurrentVersion.h>
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#include "MenuPrinting.h"
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#include "GameMenu.h"
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CGameMenu::CGameMenu(void)
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{
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gm_pgmParentMenu = NULL;
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gm_pmgSelectedByDefault = NULL;
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gm_pmgArrowUp = NULL;
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gm_pmgArrowDn = NULL;
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gm_pmgListTop = NULL;
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gm_pmgListBottom = NULL;
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gm_iListOffset = 0;
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gm_ctListVisible = 0;
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gm_ctListTotal = 0;
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gm_bPopup = FALSE;
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}
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void CGameMenu::Initialize_t(void)
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{
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}
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void CGameMenu::Destroy(void)
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{
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}
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void CGameMenu::FillListItems(void)
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{
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ASSERT(FALSE); // must be implemented to scroll up/down
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}
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void CGameMenu::KillAllFocuses(void)
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{
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// for each menu gadget in menu
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FOREACHINLIST(CMenuGadget, mg_lnNode, gm_lhGadgets, itmg) {
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itmg->mg_bFocused = FALSE;
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}
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}
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void CGameMenu::Think(void)
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{
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}
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// +-1 -> hit top/bottom when pressing up/down on keyboard
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// +-2 -> pressed pageup/pagedown on keyboard
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// +-3 -> pressed arrow up/down button in menu
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// +-4 -> scrolling with mouse wheel
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void CGameMenu::ScrollList(INDEX iDir)
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{
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// if not valid for scrolling
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if (gm_ctListTotal <= 0
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|| gm_pmgArrowUp == NULL || gm_pmgArrowDn == NULL
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|| gm_pmgListTop == NULL || gm_pmgListBottom == NULL) {
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// do nothing
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return;
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}
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INDEX iOldTopKey = gm_iListOffset;
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// change offset
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switch (iDir) {
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case -1:
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gm_iListOffset -= 1;
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break;
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case -4:
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gm_iListOffset -= 3;
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break;
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case -2:
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case -3:
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gm_iListOffset -= gm_ctListVisible;
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break;
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case +1:
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gm_iListOffset += 1;
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break;
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case +4:
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gm_iListOffset += 3;
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break;
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case +2:
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case +3:
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gm_iListOffset += gm_ctListVisible;
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break;
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default:
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ASSERT(FALSE);
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return;
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}
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if (gm_ctListTotal <= gm_ctListVisible) {
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gm_iListOffset = 0;
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}
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else {
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gm_iListOffset = Clamp(gm_iListOffset, INDEX(0), INDEX(gm_ctListTotal - gm_ctListVisible));
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}
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// set new names
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FillListItems();
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// if scroling with wheel
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if (iDir == +4 || iDir == -4) {
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// no focus changing
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return;
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}
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// delete all focuses
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FOREACHINLIST(CMenuGadget, mg_lnNode, pgmCurrentMenu->gm_lhGadgets, itmg) {
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itmg->OnKillFocus();
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}
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// set new focus
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const INDEX iFirst = 0;
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const INDEX iLast = gm_ctListVisible - 1;
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switch (iDir) {
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case +1:
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gm_pmgListBottom->OnSetFocus();
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break;
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case +2:
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if (gm_iListOffset != iOldTopKey) {
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gm_pmgListTop->OnSetFocus();
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}
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else {
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gm_pmgListBottom->OnSetFocus();
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}
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break;
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case +3:
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gm_pmgArrowDn->OnSetFocus();
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break;
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case -1:
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gm_pmgListTop->OnSetFocus();
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break;
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case -2:
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gm_pmgListTop->OnSetFocus();
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break;
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case -3:
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gm_pmgArrowUp->OnSetFocus();
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break;
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}
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}
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BOOL CGameMenu::OnChar(MSG msg)
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{
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// find curently active gadget
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CMenuGadget *pmgActive = NULL;
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// for each menu gadget in menu
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FOREACHINLIST(CMenuGadget, mg_lnNode, pgmCurrentMenu->gm_lhGadgets, itmg) {
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// if focused
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if (itmg->mg_bFocused) {
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// remember as active
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pmgActive = &itmg.Current();
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}
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}
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// if none focused
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if (pmgActive == NULL) {
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// do nothing
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return FALSE;
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}
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// if active gadget handles it
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if (pmgActive->OnChar(msg)) {
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// key is handled
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return TRUE;
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}
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// key is not handled
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return FALSE;
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}
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// return TRUE if handled
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BOOL CGameMenu::OnKeyDown(int iVKey)
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{
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// find curently active gadget
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CMenuGadget *pmgActive = NULL;
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// for each menu gadget in menu
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FOREACHINLIST(CMenuGadget, mg_lnNode, pgmCurrentMenu->gm_lhGadgets, itmg) {
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// if focused
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if (itmg->mg_bFocused) {
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// remember as active
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pmgActive = &itmg.Current();
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}
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}
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// if none focused
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if (pmgActive == NULL) {
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// do nothing
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return FALSE;
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}
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// if active gadget handles it
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if (pmgActive->OnKeyDown(iVKey)) {
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// key is handled
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return TRUE;
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}
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// process normal in menu movement
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switch (iVKey) {
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case VK_PRIOR:
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ScrollList(-2);
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return TRUE;
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case VK_NEXT:
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ScrollList(+2);
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return TRUE;
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case 11:
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ScrollList(-4);
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return TRUE;
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case 10:
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ScrollList(+4);
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return TRUE;
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case VK_UP:
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// if this is top button in list
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if (pmgActive == gm_pmgListTop) {
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// scroll list up
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ScrollList(-1);
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// key is handled
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return TRUE;
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}
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// if we can go up
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if (pmgActive->mg_pmgUp != NULL && pmgActive->mg_pmgUp->mg_bVisible) {
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// call lose focus to still active gadget and
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pmgActive->OnKillFocus();
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// set focus to new one
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pmgActive = pmgActive->mg_pmgUp;
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pmgActive->OnSetFocus();
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// key is handled
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return TRUE;
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}
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break;
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case VK_DOWN:
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// if this is bottom button in list
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if (pmgActive == gm_pmgListBottom) {
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// scroll list down
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ScrollList(+1);
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// key is handled
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return TRUE;
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}
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// if we can go down
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if (pmgActive->mg_pmgDown != NULL && pmgActive->mg_pmgDown->mg_bVisible) {
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// call lose focus to still active gadget and
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pmgActive->OnKillFocus();
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// set focus to new one
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pmgActive = pmgActive->mg_pmgDown;
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pmgActive->OnSetFocus();
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// key is handled
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return TRUE;
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}
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break;
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case VK_LEFT:
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// if we can go left
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if (pmgActive->mg_pmgLeft != NULL) {
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// call lose focus to still active gadget and
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pmgActive->OnKillFocus();
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// set focus to new one
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if (!pmgActive->mg_pmgLeft->mg_bVisible && gm_pmgSelectedByDefault != NULL) {
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pmgActive = gm_pmgSelectedByDefault;
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}
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else {
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pmgActive = pmgActive->mg_pmgLeft;
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}
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pmgActive->OnSetFocus();
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// key is handled
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return TRUE;
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}
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break;
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case VK_RIGHT:
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// if we can go right
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if (pmgActive->mg_pmgRight != NULL) {
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// call lose focus to still active gadget and
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pmgActive->OnKillFocus();
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// set focus to new one
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if (!pmgActive->mg_pmgRight->mg_bVisible && gm_pmgSelectedByDefault != NULL) {
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pmgActive = gm_pmgSelectedByDefault;
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}
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else {
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pmgActive = pmgActive->mg_pmgRight;
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}
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pmgActive->OnSetFocus();
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// key is handled
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return TRUE;
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}
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break;
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}
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// key is not handled
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return FALSE;
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}
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void CGameMenu::StartMenu(void)
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{
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// for each menu gadget in menu
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FOREACHINLIST(CMenuGadget, mg_lnNode, gm_lhGadgets, itmg)
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{
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itmg->mg_bFocused = FALSE;
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// call appear
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itmg->Appear();
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}
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// if there is a list
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if (gm_pmgListTop != NULL) {
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// scroll it so that the wanted tem is centered
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gm_iListOffset = gm_iListWantedItem - gm_ctListVisible / 2;
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// clamp the scrolling
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gm_iListOffset = Clamp(gm_iListOffset, 0L, Max(0L, gm_ctListTotal - gm_ctListVisible));
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// fill the list
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FillListItems();
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// for each menu gadget in menu
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FOREACHINLIST(CMenuGadget, mg_lnNode, gm_lhGadgets, itmg) {
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// if in list, but disabled
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if (itmg->mg_iInList == -2) {
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// hide it
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itmg->mg_bVisible = FALSE;
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// if in list
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} else if (itmg->mg_iInList >= 0) {
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// show it
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itmg->mg_bVisible = TRUE;
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}
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// if wanted
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if (itmg->mg_iInList == gm_iListWantedItem) {
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// focus it
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itmg->OnSetFocus();
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gm_pmgSelectedByDefault = itmg;
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}
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}
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}
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}
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void CGameMenu::EndMenu(void)
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{
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// for each menu gadget in menu
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FOREACHINLIST(CMenuGadget, mg_lnNode, gm_lhGadgets, itmg)
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{
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// call disappear
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itmg->Disappear();
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}
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} |