forked from Mirrors/openclonk
542 lines
15 KiB
C
542 lines
15 KiB
C
![]() |
/**
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ObjectInteractionMenu
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Handles the inventory exchange and general interaction between the player and buildings, vehicles etc.
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@author Zapper
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*/
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local Name = "$Name$";
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local Description = "$Description$";
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static const InteractionMenu_Contents = 2;
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static const InteractionMenu_Custom = 4;
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local current_objects;
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/*
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current_menus is an array with two fields
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each field contain a proplist with the attributes:
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target: the target object, needs to be in current_objects
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menu_object: target of the menu (usually a dummy object)
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menu_id
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sidebar: proplist with the following attributes
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menu_object
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menus: array with more proplists with the following attributes:
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type: flag (needed for content-menus f.e.)
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title
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decoration: ID of a menu decoration definition
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priority: priority of the menu (Y position)
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callback: function called when an entry is selected, the function is passed the symbol of an entry and the user data
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callback_target: object to which the callback is made, ususally the target object (except for contents menus)
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menu_object: MenuStyle_Grid object, used to add/remove entries later
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entry_index_count: used to generate unique IDs for the entries
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entries: array of entries shown in the menu, the entries are proplists with the following attributes
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symbol:
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extra_data: custom user data
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text: text shown on the object
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unique_index: generated from entry_index_count (not set by user)
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*/
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local current_menus;
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// this is the ID of the root window that contains the other subwindows (i.e. the menus which contain the sidebars and the interaction-menu)
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local current_main_menu_id;
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local cursor;
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public func Close() { return RemoveObject(); }
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public func IsContentMenu() { return true; }
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public func Show() { this.Visibility = VIS_Owner; return true; }
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public func Hide() { this.Visibility = VIS_None; return true; }
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func Construction()
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{
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current_objects = [];
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current_menus = [];
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}
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func Destruction()
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{
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// we need only to remove the top-level menu target of the open menus, since the submenus close due to a clever use of OnClose!
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for (var menu in current_menus)
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{
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if (menu.menu_object)
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menu.menu_object->RemoveObject();
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}
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}
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// used as a static function
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func CreateFor(object cursor)
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{
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var obj = CreateObject(GUI_ObjectInteractionMenu, AbsX(0), AbsY(0), cursor->GetOwner());
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obj.Visibility = VIS_Owner;
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obj->Init(cursor);
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cursor->SetMenu(obj);
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return obj;
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}
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func Init(object cursor)
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{
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AddEffect("IntCheckObjects", cursor, 1, 10, this);
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}
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func FxIntCheckObjectsStart(target, effect, temp)
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{
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if (temp) return;
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EffectCall(target, effect, "Timer");
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}
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func FxIntCheckObjectsTimer(target, effect, timer)
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{
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var new_objects = FindObjects(Find_AtPoint(target->GetX(), target->GetY()), Find_Or(Find_Category(C4D_Vehicle), Find_Category(C4D_Structure), Find_Func("IsContainer"), Find_Func("IsClonk")));
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if (new_objects == current_objects) return;
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UpdateObjects(new_objects);
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}
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// updates the objects shown in the side bar
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// if an object which is in the menu on the left or on the right is not in the side bar anymore, another object is selected
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func UpdateObjects(array new_objects)
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{
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// need to close a menu?
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for (var i = 0; i < GetLength(current_menus); ++i)
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{
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var target = current_menus[i].target;
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var found = false;
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for (var obj in new_objects)
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{
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if (target != obj) continue;
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found = true;
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break;
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}
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if (found) continue;
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// not found? close!
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// sub menus close automatically (and remove their dummy) due to a clever usage of OnClose
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current_menus[i].menu_object->RemoveObject();
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current_menus[i] = nil;
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}
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current_objects = new_objects;
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// need to fill an empty menu slot?
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for (var i = 0; i < 2; ++i)
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{
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if (current_menus[i] != nil) continue;
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// look for next object to fill slot
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for (var obj in current_objects)
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{
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// but only if the object's menu is not already open
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var is_already_open = false;
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for (var menu in current_menus)
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{
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if (menu.target != obj) continue;
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is_already_open = true;
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break;
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}
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if (is_already_open) continue;
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// use object to create a new menu at that slot
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OpenMenuForObject(obj, i);
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break;
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}
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}
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}
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func FxIntCheckObjectsStop(target, effect, reason, temp)
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{
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if (temp) return;
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if (this)
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this->RemoveObject();
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}
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// obj has to be in current_objects
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func OpenMenuForObject(object obj, int slot)
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{
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// clean up old menu
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var old_menu = current_menus[slot];
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if (old_menu)
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old_menu.menu_object->RemoveObject();
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current_menus[slot] = nil;
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// before creating the sidebar, we have to create a new entry in current_menus, even if it contains not all information
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current_menus[slot] = {target = obj};
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// create a menu with all interaction possibilities for an object
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// always recreate the side bar
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var sidebar = CreateSideBar(slot);
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var main = CreateMainMenu(obj, slot);
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// to close the part_menu automatically when the main menu is closed
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current_menus[slot].menu_object = main.Target;
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if(false)
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for (var key in GetProperties(sidebar))
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{
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var item = sidebar[key];
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var obj;
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if ((GetType(item) == C4V_PropList) && (obj = item.obj_symbol.Symbol))
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Log("sidebar %s entry [%s] %s", sidebar.Target->GetName(), key, obj->GetName());
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}
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Log("sidebar for %s: %v", obj->GetName(), sidebar);
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var part_menu =
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{
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Style = GUI_NoCrop,
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X = 0, Wdt = [500, -25],
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sidebar = sidebar, main = main,
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Target = current_menus[slot].menu_object
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};
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if (slot == 1)
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{
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part_menu.X = [500, + 25];
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part_menu.Wdt = 1000;
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}
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// need to open a completely new menu?
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if (!current_main_menu_id)
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{
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var root_menu =
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{
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one_part = part_menu,
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Target = this
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};
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current_main_menu_id = CustomGuiOpen(root_menu);
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}
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else // menu already exists and only one part has to be added
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{
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CustomGuiUpdate({update = part_menu}, current_main_menu_id, nil, nil);
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}
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// todo: create main menu
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// description menu?
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}
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// generates a proplist that can be used as input for CreateCustomMenu and represents a side bar where objects
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// to interact with can be selected
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func CreateSideBar(int slot)
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{
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var s = "";
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for (var obj in current_objects)
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s = Format("%s, %s", s, obj->GetName());
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Log("sidebar for: %s", s);
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var dummy = CreateDummy();
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var sidebar =
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{
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Priority = 10,
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Wdt = [0, 64],
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Style = GUI_VerticalLayout,
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Target = dummy,
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OnClose = GuiAction_Call(this, "RemoveDummy", dummy),
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};
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if (slot == 1)
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{
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sidebar.X = [1000, -64];
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sidebar.Wdt = 1000;
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}
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// now show the current_objects list as entries
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for (var obj in current_objects)
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{
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var background_color = nil;
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var symbol = {Std = Icon_Menu_RectangleRounded, OnHover = Icon_Menu_RectangleBrightRounded};
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// figure out whether the object is already selected
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// if so, highlight the entry
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if (current_menus[slot].target == obj)
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{
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background_color = RGBa(255, 255, 0, 10);
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symbol = Icon_Menu_RectangleBrightRounded;
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}
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var entry =
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{
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Wdt = [0, 64], Hgt = [0, 64],
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Symbol = symbol,
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Style = GUI_TextBottom | GUI_TextHCenter,
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BackgroundColor = background_color,
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OnMouseIn = GuiAction_SetTag(nil, nil, "OnHover"),
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OnMouseOut = GuiAction_SetTag(nil, nil, "Std"),
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OnClick = GuiAction_Call(this, "OnSidebarEntrySelected", {slot = slot, obj = obj}),
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Text = obj->GetName(),
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obj_symbol = {Symbol = obj, X = [0, 8], Y = [0, 8], Wdt = [1000, -8], Hgt = [1000, -8]}
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};
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Gui_AddSubwindow(entry, sidebar);
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}
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return sidebar;
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}
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func OnSidebarEntrySelected(data, int player, int ID, int subwindowID, object target)
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{
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Log("OnSideBarEntrySelected obj: %s, slot: %d", data.obj->GetName(), data.slot);
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if (!data.obj) return;
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// can not open object twice!
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for (var menu in current_menus)
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if (menu.target == data.obj) return;
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OpenMenuForObject(data.obj, data.slot);
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}
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func CreateMainMenu(object obj, int slot)
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{
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var container =
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{
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Target = CreateDummy(),
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Priority = 5,
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Decoration = GUI_MenuDeco,
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Wdt = [1000, -64],
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Style = GUI_VerticalLayout
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};
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if (slot == 0)
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{
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container.X = [0, 64];
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container.Wdt = 1000;
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}
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var menus = [];
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// get all interaction info from the object and put it into a menu
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// contents first
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if (obj->~IsContainer() || obj->~IsClonk())
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{
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var info =
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{
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flag = InteractionMenu_Contents,
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title = "$Contents$",
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entries = [],
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callback = "OnContentsSelection",
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callback_target = this,
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decoration = GUI_MenuDecoInventoryHeader,
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priority = 10
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};
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PushBack(menus, info);
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}
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current_menus[slot].menus = menus;
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// now generate the actual menus from the information-list
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for (var i = 0; i < GetLength(menus); ++i)
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{
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var menu = menus[i];
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menu.menu_object = CreateCustomMenu(MenuStyle_Grid);
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if (menu.decoration)
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menu.menu_object.BackgroundColor = menu.decoration->FrameDecorationBackClr();
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menu.menu_object.Y = [0, 32];
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menu.menu_object.Priority = 2;
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menu.menu_object->SetPermanent();
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for (var e = 0; e < GetLength(menu.entries); ++e)
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{
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var entry = menu.entries[e];
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entry.unique_index = ++menu.entry_index_count;
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menu.menu_object->AddItem(entry.symbol, entry.text, entry.unique_index, this, "OnMenuEntrySelected", { slot = slot, index = i });
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}
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var all = // menu with title bar
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{
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Priority = menu.priority ?? i,
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Style = GUI_NoCrop,
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title_bar =
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{
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Priority = 1,
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Hgt = [0, 24],
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Text = menu.title,
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Decoration = menu.decoration
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},
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real_menu = menu.menu_object
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};
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Gui_AddSubwindow(all, container);
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}
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// add refreshing effects for all of the contents menus
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for (var i = 0; i < GetLength(menus); ++i)
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{
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if (!(menus[i].flag & InteractionMenu_Contents)) continue;
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AddEffect("IntRefreshContentsMenu", this, 1, 5, this, nil, obj, slot, i);
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}
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return container;
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}
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func OnMenuEntrySelected(proplist menu_info, int entry_index, int player)
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{
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Log("OnMenuEntrySelected slot: %d, index: %d, entry: %d", menu_info.slot, menu_info.index, entry_index);
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if (!current_menus[menu_info.slot]) return;
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var menu;
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if (!(menu = current_menus[menu_info.slot].menus[menu_info.index])) return;
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var entry;
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for (var possible in menu.entries)
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{
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if (possible.unique_index != entry_index) continue;
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entry = possible;
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break;
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}
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if (!entry) return;
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var callback_target;
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if (!(callback_target = menu.callback_target)) return;
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var result = callback_target->Call(menu.callback, entry.symbol, entry.extra_data);
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// todo: trigger refresh for special value of result
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}
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func OnContentsSelection(symbol, extra_data)
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{
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Log("OnContentsSelection symbol: %s", symbol->GetName());
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var target = current_menus[extra_data.slot].target;
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if (!target) return;
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// no target to swap to?
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if (!current_menus[1 - extra_data.slot]) return;
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var other_target = current_menus[1 - extra_data.slot].target;
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if (!other_target) return;
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var obj = FindObject(Find_Container(target), Find_ID(symbol));
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if (!obj) return;
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if (other_target->Collect(obj, nil, nil, true))
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{
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Sound("SoftTouch*", true, nil, GetOwner());
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return true;
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}
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else
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{
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Sound("BalloonPop", true, nil, GetOwner());
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return false;
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}
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}
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func FxIntRefreshContentsMenuStart(object target, proplist effect, temp, object obj, int slot, int menu_index)
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{
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if (temp) return;
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effect.obj = obj;
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effect.slot = slot;
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effect.menu_index = menu_index;
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effect.last_inventory = [];
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}
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func FxIntRefreshContentsMenuTimer(target, effect, time)
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{
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if (!effect.obj) return -1;
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var inventory = [];
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var obj, i = 0;
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while (obj = effect.obj->Contents(i++))
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{
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var symbol = obj->GetID();
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var extra_data = {slot = effect.slot, menu_index = effect.menu_index};
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// check if already exists (and then stack!)
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var found = false;
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for (var inv in inventory)
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{
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if (inv.symbol != symbol) continue;
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if (inv.count) ++inv.count;
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else inv.count = 2;
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inv.text = Format("%dx", inv.count);
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found = true;
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break;
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}
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if (!found)
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{
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PushBack(inventory, {symbol = symbol, extra_data = extra_data});
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}
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}
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/*for(var i = 0; i < Max(GetLength(effect.last_inventory), GetLength(inventory)); ++i)
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{
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var ls = "left: /"; if (i < GetLength(inventory))
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ls = Format("left: %s", inventory[i].symbol->GetName());
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var rs = "right: /"; if (i < GetLength(effect.last_inventory))
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rs = Format("right: %s", effect.last_inventory[i].symbol->GetName());
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Log("%s %s", ls, rs);
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}*/
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|
|
||
|
if (GetLength(inventory) == GetLength(effect.last_inventory))
|
||
|
{
|
||
|
var same = true;
|
||
|
for (var i = GetLength(inventory)-1; i >= 0; --i)
|
||
|
{
|
||
|
if (inventory[i].symbol == effect.last_inventory[i].symbol
|
||
|
&& inventory[i].text == effect.last_inventory[i].text) continue;
|
||
|
same = false;
|
||
|
break;
|
||
|
}
|
||
|
if (same) return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
effect.last_inventory = inventory;
|
||
|
DoMenuRefresh(effect.slot, effect.menu_index, inventory);
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
// this function is supposed to be called when the menu already exists (is open) and some sub-menu needs an update
|
||
|
func DoMenuRefresh(int slot, int menu_index, array new_entries)
|
||
|
{
|
||
|
// go through new_entries and look for differences to currently open menu
|
||
|
// then try to only adjust the existing menu when possible
|
||
|
// the assumption is that ususally only few entries change
|
||
|
var menu = current_menus[slot].menus[menu_index];
|
||
|
var current_entries = menu.entries;
|
||
|
|
||
|
// step 1: remove (close) all current entries that have been removed
|
||
|
for (var c = 0; c < GetLength(current_entries); ++c)
|
||
|
{
|
||
|
// check for removal
|
||
|
var removed = true;
|
||
|
for (var new_entry in new_entries)
|
||
|
{
|
||
|
if (!EntriesEqual(new_entry, current_entries[c])) continue;
|
||
|
removed = false;
|
||
|
break;
|
||
|
}
|
||
|
if (removed)
|
||
|
{
|
||
|
menu.menu_object->RemoveItem(current_entries[c].unique_index, current_main_menu_id);
|
||
|
current_entries[c] = nil;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// step 2: add new entries
|
||
|
var debug = "new entries: ";
|
||
|
for (var c = 0; c < GetLength(new_entries); ++c)
|
||
|
{
|
||
|
var new_entry = new_entries[c];
|
||
|
debug = Format("%s, %s", debug, new_entry.symbol->GetName());
|
||
|
var existing = false;
|
||
|
for (var old_entry in current_entries)
|
||
|
{
|
||
|
if (old_entry == nil) // might be nil as a result of step 1
|
||
|
continue;
|
||
|
if (!EntriesEqual(new_entry, old_entry)) continue;
|
||
|
existing = true;
|
||
|
|
||
|
// fix unique indices for the new array
|
||
|
new_entry.unique_index = old_entry.unique_index;
|
||
|
break;
|
||
|
}
|
||
|
if (existing) continue;
|
||
|
|
||
|
new_entry.unique_index = ++menu.entry_index_count;
|
||
|
menu.menu_object->AddItem(new_entry.symbol, new_entry.text, new_entry.unique_index, this, "OnMenuEntrySelected", { slot = slot, index = menu_index }, nil, current_main_menu_id);
|
||
|
|
||
|
}
|
||
|
Log(debug);
|
||
|
menu.entries = new_entries;
|
||
|
}
|
||
|
|
||
|
func EntriesEqual(proplist entry_a, proplist entry_b)
|
||
|
{
|
||
|
return entry_a.symbol == entry_b.symbol
|
||
|
&& entry_a.text == entry_b.text
|
||
|
&& entry_a.extra_data == entry_b.extra_data;
|
||
|
}
|
||
|
|
||
|
func CreateDummy()
|
||
|
{
|
||
|
var dummy = CreateContents(Dummy);
|
||
|
dummy.Visibility = VIS_Owner;
|
||
|
dummy->SetOwner(GetOwner());
|
||
|
return dummy;
|
||
|
}
|
||
|
|
||
|
func RemoveDummy(object dummy, int player, int ID, int subwindowID, object target)
|
||
|
{
|
||
|
Log("removing dummy!");
|
||
|
if (dummy)
|
||
|
dummy->RemoveObject();
|
||
|
}
|