renamed MenuWindow to GuiWindow

added HP-Bar-test to MenuTest.ocs
bugfix
Controls
David Dormagen 2013-05-09 13:28:45 +02:00
parent bd0bcedd93
commit 337126fcb9
12 changed files with 515 additions and 417 deletions

View File

@ -11,7 +11,6 @@ local menu_layout;
local target;
// set later
local menu_id;
local entries;
func Construction()
@ -39,7 +38,7 @@ global func CreateClassicMenu(id symbol, object command_object, int extra, strin
{
Hgt = [0, 32],
icon = {Symbol = symbol, Wdt = [0, 32], Hgt = [0, 32]},
caption = {X = [0, 32], Text = caption, Style = MENU_TextVCenter}
caption = {X = [0, 32], Text = caption, Style = GUI_TextVCenter}
},
body =
{
@ -47,7 +46,7 @@ global func CreateClassicMenu(id symbol, object command_object, int extra, strin
items =
{
Wdt = 500,
Style = MENU_GridLayout
Style = GUI_GridLayout
},
description =
{
@ -59,7 +58,7 @@ global func CreateClassicMenu(id symbol, object command_object, int extra, strin
}
}
};
Menu_AddMargin(menu.menu_layout.inner, 15, 15);
Gui_AddMargin(menu.menu_layout.inner, 15, 15);
return menu;
}
@ -76,9 +75,9 @@ public func AddMenuItem(string caption, string command, symbol, int count, param
Hgt = [0, 64],
Text = Format("%dx", count),
Priority = ID,
OnClick = MenuAction_Call(this, "OnClick", [symbol, ID, command, parameter]),
OnMouseIn = [MenuAction_SetTag(nil, 0, "Hover"), MenuAction_Call(this, "UpdateDesc")],
OnMouseOut = MenuAction_SetTag(nil, 0, "Std"),
OnClick = GuiAction_Call(this, "OnClick", [symbol, ID, command, parameter]),
OnMouseIn = [GuiAction_SetTag(nil, 0, "Hover"), GuiAction_Call(this, "UpdateDesc")],
OnMouseOut = GuiAction_SetTag(nil, 0, "Std"),
};
entries[ID] = [info_caption ?? symbol.Description];
@ -88,18 +87,18 @@ public func AddMenuItem(string caption, string command, symbol, int count, param
func Open()
{
return CustomMenuOpen(menu_layout);
return CustomGuiOpen(menu_layout);
}
func UpdateDesc(int player, int ID, int subwindowID, object target, data)
{
var update = { Text = entries[subwindowID][0] };
CustomMenuUpdate(update, ID, 1, 0);
CustomGuiUpdate(update, ID, 1, 0);
}
func OnClick(int player, int ID, int subwindowID, object target, data)
{
target->Call(data[2], data[0], data[3]);
if (!permanent)
CustomMenuClose(ID);
CustomGuiClose(ID);
}

View File

@ -10,7 +10,7 @@ local Name = "Grid Menu";
func Construction()
{
inherited(...);
this.Style = MENU_GridLayout;
this.Style = GUI_GridLayout;
}
// custom_menu_id should be passed if the menu was manually opened and not via Open()
@ -18,12 +18,12 @@ func AddItem(symbol, string text, user_ID, proplist target, command, parameter,
{
custom_menu_id = custom_menu_id ?? menu_id;
var on_hover = MenuAction_SetTag(nil, 0, "OnHover");
var on_hover = GuiAction_SetTag(nil, 0, "OnHover");
if (on_mouse_over_callback)
on_hover = [on_hover, MenuAction_Call(this, "DoCallback", on_mouse_over_callback)];
var on_hover_stop = MenuAction_SetTag(nil, 0, "Std");
on_hover = [on_hover, GuiAction_Call(this, "DoCallback", on_mouse_over_callback)];
var on_hover_stop = GuiAction_SetTag(nil, 0, "Std");
if (on_mouse_out_callback)
on_hover_stop = [on_hover_stop, MenuAction_Call(this, "DoCallback", on_mouse_out_callback)];
on_hover_stop = [on_hover_stop, GuiAction_Call(this, "DoCallback", on_mouse_out_callback)];
var ID = GetLength(entries) + 1;
if (!custom_entry)
@ -31,12 +31,12 @@ func AddItem(symbol, string text, user_ID, proplist target, command, parameter,
custom_entry = {Hgt = [0, 64], Wdt = [0, 64], desc = {Y = [1000, -15]}};
custom_entry.Symbol = symbol;
custom_entry.desc.Text = text;
custom_entry.desc.Style = MENU_TextRight;
custom_entry.desc.Style = GUI_TextRight;
custom_entry.ID = ID;
custom_entry.Target = this;
custom_entry.Priority = ID;
custom_entry.BackgroundColor = {Std = 0, OnHover = 0x50ff0000};
custom_entry.OnClick = MenuAction_Call(this, "OnClick");
custom_entry.OnClick = GuiAction_Call(this, "OnClick");
custom_entry.OnMouseIn = on_hover;
custom_entry.OnMouseOut = on_hover_stop;
}
@ -47,7 +47,7 @@ func AddItem(symbol, string text, user_ID, proplist target, command, parameter,
if (custom_menu_id)
{
var temp = {child = custom_entry};
CustomMenuUpdate(temp, custom_menu_id, this.ID, this);
CustomGuiUpdate(temp, custom_menu_id, this.ID, this);
}
return custom_entry;

View File

@ -15,11 +15,11 @@ local menu_id;
func Construction()
{
entries = [];
this.Style = MENU_VerticalLayout;
this.Style = GUI_VerticalLayout;
this.Target = this;
this.ID = 0xffffff;
this.OnClose = MenuAction_Call(this, "OnCloseCallback");
this.OnClose = GuiAction_Call(this, "OnCloseCallback");
}
func OnCloseCallback()
@ -31,7 +31,7 @@ func OnCloseCallback()
func Close()
{
if (menu_id)
CustomMenuClose(menu_id);
CustomGuiClose(menu_id);
if (on_close_callback && on_close_callback[0])
on_close_callback[0]->Call(on_close_callback[1], on_close_callback[2]);
RemoveObject();
@ -59,12 +59,12 @@ func AddItem(symbol, string text, user_ID, proplist target, command, parameter,
{
custom_menu_id = custom_menu_id ?? menu_id;
var on_hover = MenuAction_SetTag(nil, 0, "OnHover");
var on_hover = GuiAction_SetTag(nil, 0, "OnHover");
if (on_mouse_over_callback)
on_hover = [on_hover, MenuAction_Call(this, "DoCallback", on_mouse_over_callback)];
var on_hover_stop = MenuAction_SetTag(nil, 0, "Std");
on_hover = [on_hover, GuiAction_Call(this, "DoCallback", on_mouse_over_callback)];
var on_hover_stop = GuiAction_SetTag(nil, 0, "Std");
if (on_mouse_out_callback)
on_hover_stop = [on_hover_stop, MenuAction_Call(this, "DoCallback", on_mouse_out_callback)];
on_hover_stop = [on_hover_stop, GuiAction_Call(this, "DoCallback", on_mouse_out_callback)];
var ID = GetLength(entries) + 1;
if (!custom_entry)
@ -72,13 +72,13 @@ func AddItem(symbol, string text, user_ID, proplist target, command, parameter,
custom_entry = {Hgt = [0, 64], sym = {Wdt = [0, 64], Hgt = [0, 64]}, desc = {X = [0, 64]}};
custom_entry.sym.Symbol = symbol;
custom_entry.desc.Text = text;
custom_entry.desc.Style = MENU_TextVCenter;
custom_entry.Style = MENU_FitChildren;
custom_entry.desc.Style = GUI_TextVCenter;
custom_entry.Style = GUI_FitChildren;
custom_entry.ID = ID;
custom_entry.Target = this;
custom_entry.Priority = ID;
custom_entry.BackgroundColor = {Std = 0, OnHover = 0x50ff0000};
custom_entry.OnClick = MenuAction_Call(this, "OnClick");
custom_entry.OnClick = GuiAction_Call(this, "OnClick");
custom_entry.OnMouseIn = on_hover;
custom_entry.OnMouseOut = on_hover_stop;
}
@ -89,7 +89,7 @@ func AddItem(symbol, string text, user_ID, proplist target, command, parameter,
if (custom_menu_id)
{
var temp = {child = custom_entry};
CustomMenuUpdate(temp, custom_menu_id, this.ID, this);
CustomGuiUpdate(temp, custom_menu_id, this.ID, this);
}
return custom_entry;
@ -105,7 +105,7 @@ func RemoveItem(user_ID, int custom_menu_id)
var ID = i+1;
if (!entries[i]) continue;
if (entries[i][3] != user_ID) continue;
CustomMenuClose(custom_menu_id, ID, this);
CustomGuiClose(custom_menu_id, ID, this);
entries[i] = nil;
return true;
}
@ -139,6 +139,6 @@ func DoCallback(int player, int ID, int subwindowID, object target, data)
func Open()
{
menu_id = CustomMenuOpen(this);
menu_id = CustomGuiOpen(this);
return menu_id;
}

View File

@ -9,17 +9,17 @@ global func CreateCustomMenu(id menuStyle)
return menu;
}
global func MenuAction_Call(proplist target, string function, value)
global func GuiAction_Call(proplist target, string function, value)
{
return [MENU_Call, target, function, value];
return [GUI_Call, target, function, value];
}
global func MenuAction_SetTag(object target, int subwindow, string tag)
global func GuiAction_SetTag(object target, int subwindow, string tag)
{
return [MENU_SetTag, target, subwindow, tag];
return [GUI_SetTag, target, subwindow, tag];
}
global func Menu_AddMargin(proplist submenu, int marginX, int marginY)
global func Gui_AddMargin(proplist submenu, int marginX, int marginY)
{
submenu.X = submenu.X ?? [0, 0];
submenu.Y = submenu.Y ?? [0, 0];
@ -39,7 +39,7 @@ global func Menu_AddMargin(proplist submenu, int marginX, int marginY)
return true;
}
global func Menu_AddCloseButton(proplist menu, proplist target, string callback, parameter)
global func Gui_AddCloseButton(proplist menu, proplist target, string callback, parameter)
{
var close_button =
{
@ -48,23 +48,23 @@ global func Menu_AddCloseButton(proplist menu, proplist target, string callback,
Wdt = 1000, Hgt = [0, 32],
Symbol = Icon_Cancel,
BackgroundColor = {Std = 0, Hover = 0x50ffff00},
OnMouseIn = MenuAction_SetTag(nil, nil, "Hover"),
OnMouseOut = MenuAction_SetTag(nil, nil, "Std"),
OnClick = MenuAction_Call(target, callback, parameter)
OnMouseIn = GuiAction_SetTag(nil, nil, "Hover"),
OnMouseOut = GuiAction_SetTag(nil, nil, "Std"),
OnClick = GuiAction_Call(target, callback, parameter)
};
Menu_AddSubmenu(close_button, menu);
Gui_AddSubwindow(close_button, menu);
return close_button;
}
global func Menu_UpdateText(string text, int menu, int submenu, object target)
global func Gui_UpdateText(string text, int menu, int submenu, object target)
{
var update = {Text = text};
CustomMenuUpdate(update, menu, submenu, target);
CustomGuiUpdate(update, menu, submenu, target);
return true;
}
// adds proplist /submenu/ as a new property to /menu/
global func Menu_AddSubmenu(proplist submenu, proplist menu)
global func Gui_AddSubwindow(proplist submenu, proplist menu)
{
do
{

View File

@ -4,41 +4,41 @@ func Initialize()
{
var starter_menu =
{
Style = MENU_Multiple,
Style = GUI_Multiple | GUI_TextVCenter | GUI_TextHCenter,
Decoration = GUI_MenuDeco,
X = [1000, -100], Y = [0, 50],
Wdt = [1000], Hgt = [0, 100],
text = {Style = MENU_TextVCenter | MENU_TextHCenter, Text = "OPEN MENU"},
Text = "OPEN MENU",
BackgroundColor = {Std = 0, Hover = 0xffff0000},
OnMouseIn = MenuAction_SetTag(nil, nil, "Hover"),
OnMouseOut = MenuAction_SetTag(nil, nil, "Std"),
OnClick = MenuAction_Call(Scenario, "StartMenu")
OnMouseIn = GuiAction_SetTag(nil, nil, "Hover"),
OnMouseOut = GuiAction_SetTag(nil, nil, "Std"),
OnClick = GuiAction_Call(Scenario, "StartMenu")
};
CustomMenuOpen(starter_menu);
CustomGuiOpen(starter_menu);
}
func CloseCurrentMenu()
{
CustomMenuClose(active_menu);
CustomGuiClose(active_menu);
active_menu = 0;
}
/* -------------------------------- MAIN ----------------------------- */
func MainOnHover(parameter, int ID)
{
Menu_UpdateText(parameter, active_menu, 9999);
Gui_UpdateText(parameter, active_menu, 9999);
}
func StartMenu(plr)
{
if (active_menu)
CustomMenuClose(active_menu);
CustomGuiClose(active_menu);
var main_menu =
{
Decoration = GUI_MenuDeco,
head = {Hgt = [0, 50], Text = "Please choose a test!", Style = MENU_TextHCenter | MENU_TextVCenter, IDs = 0},
body = {Y = [0, 60], right = {X = 500, BackgroundColor = 0x50ffffff } },
head = {Hgt = [0, 50], Text = "Please choose a test!", Style = GUI_TextHCenter | GUI_TextVCenter, IDs = 0},
body = {Y = [0, 60], right = {ID = 9999, X = 500} },
};
Menu_AddCloseButton(main_menu, Scenario, "CloseCurrentMenu");
Gui_AddCloseButton(main_menu, Scenario, "CloseCurrentMenu");
var menu = CreateCustomMenu(MenuStyle_List);
main_menu.body.left = menu;
@ -48,24 +48,25 @@ func StartMenu(plr)
menu->AddItem(Rule_TeamAccount, "Test Client/Host (Scenario Options)", nil, Scenario, "StartScenarioOptionsTest", "Shows how to display a dialogue that behaves differently for players.");
menu->AddItem(Clonk, "Test Multiple Windows (Player List)", nil, Scenario, "StartPlayerListTest", "Shows how to display a permanent info dialogue.");
menu->AddItem(Lorry, "Tests Two Grid Menus (Trade Menu)", nil, Scenario, "StartTransferTest", "Shows how to work with two grid menus.");
menu->AddItem(Sproutberry, "Test HP Bars (HP Bars!)", nil, Scenario, "StartHPBarTest", "HP BARS!!!");
active_menu = CustomMenuOpen(main_menu);
active_menu = CustomGuiOpen(main_menu);
}
/* ------------------------ inventory test ----------------------------- */
static selected_inventory, inv_menus;
func StartMultipleListTest()
{
CustomMenuClose(active_menu);
CustomGuiClose(active_menu);
selected_inventory = [];
inv_menus = [];
// layout: headline and four sections with items
var menu =
{
head = { ID = 999, Hgt = [0, 50], Text = "Inventory: <c ff0000>Empty</c>", Style = MENU_TextHCenter | MENU_TextVCenter, BackgroundColor = 0x55000000},
head = { ID = 999, Hgt = [0, 50], Text = "Inventory: <c ff0000>Empty</c>", Style = GUI_TextHCenter | GUI_TextVCenter, BackgroundColor = 0x55000000},
contents = { Y = [0, 50], X = [0, 20], Wdt = [1000, -20] },
};
Menu_AddCloseButton(menu, Scenario, "CloseCurrentMenu");
Gui_AddCloseButton(menu, Scenario, "CloseCurrentMenu");
var inventory = [[Sword, Axe, Club], [IronBomb, Dynamite, Boompack, Firestone], [Bow, Musket, Javelin], [Shield, Bread, Sproutberry, CookedMushroom]];
var x = [0, [500, 20], 0, [500, 20]], y = [0, 0, [500, 20], [500, 20]], w = [[500, -20], 1000, [500, -20], 1000], h = [[500, -20], [500, -20], 1000, 1000];
@ -77,12 +78,12 @@ func StartMultipleListTest()
m.Decoration = GUI_MenuDeco;
m.X = x[i]; m.Y = y[i];
m.Wdt = w[i]; m.Hgt = h[i];
Menu_AddSubmenu(m, menu.contents);
Gui_AddSubwindow(m, menu.contents);
PushBack(inv_menus, m); // remember for later
for (var obj in inv)
m->AddItem(obj, obj.Description, nil, Scenario, "SelectInventory", [obj, ID]);
}
active_menu = CustomMenuOpen(menu);
active_menu = CustomGuiOpen(menu);
}
func SelectInventory(info)
@ -98,12 +99,12 @@ func SelectInventory(info)
Log("HERO! YOU WILL SPAWN NOW! %s", text);
for (var m in inv_menus)
if (m) m->Close();
CustomMenuClose(active_menu);
CustomGuiClose(active_menu);
}
else
{
var update = { Text = text };
CustomMenuUpdate(update, active_menu, 999);
CustomGuiUpdate(update, active_menu, 999);
}
}
@ -111,7 +112,7 @@ func SelectInventory(info)
static scenoptions_dummies;
func StartScenarioOptionsTest(parameter, int ID, int player)
{
CustomMenuClose(active_menu);
CustomGuiClose(active_menu);
scenoptions_dummies = [];
scenoptions_dummies[0] = CreateObject(Dummy, nil, nil, player);
scenoptions_dummies[1] = CreateObject(Dummy, nil, nil, player);
@ -140,7 +141,7 @@ func StartScenarioOptionsTest(parameter, int ID, int player)
list =
{
Wdt = 500,
Style = MENU_VerticalLayout,
Style = GUI_VerticalLayout,
},
right = {
X = 500,
@ -160,9 +161,9 @@ func StartScenarioOptionsTest(parameter, int ID, int player)
}
}
};
Menu_AddMargin(menu.right.hostdesc, 25, 25);
Menu_AddMargin(menu.right.clientdesc, 25, 25);
Menu_AddCloseButton(menu, Scenario, "CloseCurrentMenu");
Gui_AddMargin(menu.right.hostdesc, 25, 25);
Gui_AddMargin(menu.right.clientdesc, 25, 25);
Gui_AddCloseButton(menu, Scenario, "CloseCurrentMenu");
var def, rules =[], i = 0;
while (def = GetDefinition(i++))
@ -177,7 +178,7 @@ func StartScenarioOptionsTest(parameter, int ID, int player)
ID = rule.ID,
Hgt = [0, 64],
icon = {Priority = 10, Symbol = rule.def, Wdt = [0, 64], Hgt = [0, 64]},
text = {Priority = 10, X = [0, 64], Style = MENU_TextVCenter, Text = rule.def.Name},
text = {Priority = 10, X = [0, 64], Style = GUI_TextVCenter, Text = rule.def.Name},
selector = // only visible for host
{
@ -185,13 +186,13 @@ func StartScenarioOptionsTest(parameter, int ID, int player)
Priority = 1,
BackgroundColor = {Std = 0, Hover = 0x50ff0000, On = 0x2000ff00},
OnMouseIn = {
Std = [MenuAction_Call(Scenario, "ScenOptsUpdateDesc", [rule.def, rule.ID, false]), MenuAction_SetTag(nil, nil, "Hover")],
On = MenuAction_Call(Scenario, "ScenOptsUpdateDesc", [rule.def, rule.ID, true])
Std = [GuiAction_Call(Scenario, "ScenOptsUpdateDesc", [rule.def, rule.ID, false]), GuiAction_SetTag(nil, nil, "Hover")],
On = GuiAction_Call(Scenario, "ScenOptsUpdateDesc", [rule.def, rule.ID, true])
},
OnMouseOut = { Hover = MenuAction_SetTag(nil, nil, "Std"), On = nil },
OnMouseOut = { Hover = GuiAction_SetTag(nil, nil, "Std"), On = nil },
OnClick = {
Hover = [MenuAction_Call(Scenario, "ScenOptsActivate", [rule.def, rule.ID]), MenuAction_SetTag(nil, nil, "On")],
On = [MenuAction_Call(Scenario, "ScenOptsDeactivate", [rule.def, rule.ID]), MenuAction_SetTag(nil, nil, "Hover")],
Hover = [GuiAction_Call(Scenario, "ScenOptsActivate", [rule.def, rule.ID]), GuiAction_SetTag(nil, nil, "On")],
On = [GuiAction_Call(Scenario, "ScenOptsDeactivate", [rule.def, rule.ID]), GuiAction_SetTag(nil, nil, "Hover")],
},
},
tick =
@ -201,23 +202,23 @@ func StartScenarioOptionsTest(parameter, int ID, int player)
Symbol = {Std = 0, Unticked = 0, Ticked = Icon_Ok}
}
};
Menu_AddSubmenu(subm, menu.list);
Gui_AddSubwindow(subm, menu.list);
}
active_menu = CustomMenuOpen(menu);
active_menu = CustomGuiOpen(menu);
}
func ScenOptsActivate(int player, int ID, int subwindowID, object target, data)
{
if (!ObjectCount(Find_ID(data[0])))
CreateObject(data[0]);
CustomMenuSetTag("Ticked", active_menu, data[1], nil);
CustomGuiSetTag("Ticked", active_menu, data[1], nil);
}
func ScenOptsDeactivate(int player, int ID, int subwindowID, object target, data)
{
RemoveAll(Find_ID(data[0]));
CustomMenuSetTag("Unticked", active_menu, data[1], nil);
CustomGuiSetTag("Unticked", active_menu, data[1], nil);
}
func ScenOptsUpdateDesc(int player, int ID, int subwindowID, object target, data)
@ -225,7 +226,7 @@ func ScenOptsUpdateDesc(int player, int ID, int subwindowID, object target, data
var text = "<c ff0000>Do you really want to remove the rule???</c>";
if (!data[2])
text = data[0].Description;
Menu_UpdateText(text, active_menu, 1, scenoptions_dummies[0]);
Gui_UpdateText(text, active_menu, 1, scenoptions_dummies[0]);
}
/* ------------------------ player list test ----------------------------- */
@ -234,7 +235,7 @@ func StartPlayerListTest(parameter, int ID, int player)
{
if (player_list_menu)
{
CustomMenuClose(player_list_menu);
CustomGuiClose(player_list_menu);
player_list_menu = nil;
return -1;
}
@ -243,7 +244,7 @@ func StartPlayerListTest(parameter, int ID, int player)
{
X = [1000, -150], Y = [0, 100],
Wdt = [1000, -5], Hgt = [0, 200],
Style = MENU_Multiple | MENU_VerticalLayout | MENU_FitChildren,
Style = GUI_Multiple | GUI_VerticalLayout | GUI_FitChildren,
BackgroundColor = 0x30000000,
};
@ -259,17 +260,17 @@ func StartPlayerListTest(parameter, int ID, int player)
Priority = i,
Hgt = [0, 25],
Text = name,
Style = MENU_TextRight | MENU_TextVCenter,
Style = GUI_TextRight | GUI_TextVCenter,
icon =
{
Symbol = Clonk,
Wdt = [0, 25]
}
};
Menu_AddSubmenu(subm, menu);
Gui_AddSubwindow(subm, menu);
}
player_list_menu = CustomMenuOpen(menu);
player_list_menu = CustomGuiOpen(menu);
return -1; // keep open
}
@ -278,7 +279,7 @@ func StartPlayerListTest(parameter, int ID, int player)
static transfer_left, transfer_right, transfer_menus, transfer_id_count;
func StartTransferTest()
{
CustomMenuClose(active_menu);
CustomGuiClose(active_menu);
if (transfer_left == nil)
{
transfer_left = [Rock, Loam, Wood, Metal, Nugget, Coal, Shovel, Sword, Bow, Arrow, Boompack];
@ -290,23 +291,23 @@ func StartTransferTest()
// layout: headline and two submenus
var menu =
{
head = { Hgt = [0, 50], Text = "Welcome to the trade menu!", Style = MENU_TextHCenter | MENU_TextVCenter, BackgroundColor = 0x55000000},
contents = { Y = [0, 50], X = [0, 20], Wdt = [1000, -20] },
head = { Hgt = [0, 50], Text = "Welcome to the trade menu!", Style = GUI_TextHCenter | GUI_TextVCenter},
contents = { Y = [0, 25], X = [0, 20], Wdt = [1000, -20] },
};
Menu_AddCloseButton(menu, Scenario, "CloseCurrentMenu");
Gui_AddCloseButton(menu, Scenario, "CloseCurrentMenu");
for (var i = 0; i < 2; ++i)
{
var m = CreateCustomMenu(MenuStyle_Grid);
m.Decoration = GUI_MenuDeco;
m.Text = "FROM";
m.Style = MENU_TextHCenter;
m.Style = GUI_TextHCenter | GUI_GridLayout;
if (i == 1)
{
m.X = 500;
m.X = [500, 15];
m.Text = "TO";
} else m.Wdt = 500;
Menu_AddSubmenu(m, menu.contents);
} else m.Wdt = [500, -15];
Gui_AddSubwindow(m, menu.contents);
var a = transfer_left;
if (i == 1) a = transfer_right;
@ -317,7 +318,7 @@ func StartTransferTest()
}
transfer_menus[i] = m;
}
active_menu = CustomMenuOpen(menu);
active_menu = CustomGuiOpen(menu);
}
func SelectTransferGood(data, int user_id, int player)
@ -346,4 +347,45 @@ func SelectTransferGood(data, int user_id, int player)
if (!menu->RemoveItem(user_id, active_menu)) Log("remove fail!");
transfer_menus[1 - data[1]]->AddItem(obj, obj.Name, user_id, Scenario, "SelectTransferGood", [obj, 1 - data[1]], nil, active_menu);
return -1;
}
/* ------------------------ HP bar test ----------------------------- */
static HP_bar_menu;
func StartHPBarTest(parameter, int ID, int player)
{
if (HP_bar_menu)
{
CustomGuiClose(HP_bar_menu);
return -1; // keep open
}
var menu =
{
X = [0, 10], Y = [0, 50],
Wdt = [0, 15], Hgt = [1000, -50],
Style = GUI_Multiple | GUI_IgnoreMouse,
BackgroundColor = RGB(255, 0, 0),
blackOverlay = {ID = 1, Hgt = 0, BackgroundColor = RGB(10, 10, 10)},
OnClose = GuiAction_Call(Scenario, "OnHPBarClose")
};
if (!GetEffect("FoolAroundWithHPBars"))
AddEffect("FoolAroundWithHPBar", nil, 1, 2);
HP_bar_menu = CustomGuiOpen(menu);
return -1; // keep open
}
global func FxFoolAroundWithHPBarTimer(target, effect, time)
{
var state = Abs(Cos(time, 1000));
var update = {Hgt = state};
CustomGuiUpdate(update, HP_bar_menu, 1);
}
func OnHPBarClose()
{
RemoveEffect("FoolAroundWithHPBar");
HP_bar_menu = nil;
Log("HP bar off!");
}

View File

@ -49,7 +49,7 @@
#include <C4PlayerList.h>
#include <C4GameObjects.h>
#include <C4GameControl.h>
#include <C4MenuWindow.h>
#include <C4GuiWindow.h>
#ifndef NOAULDEBUG
#include <C4AulDebug.h>
@ -430,13 +430,13 @@ C4ControlMenuCommand::C4ControlMenuCommand(int32_t actionID, int32_t player, int
void C4ControlMenuCommand::Execute() const
{
// invalid action? The action needs to be in bounds!
if (actionType < 0 || actionType >= C4MenuWindowPropertyName::_lastProp)
if (actionType < 0 || actionType >= C4GuiWindowPropertyName::_lastProp)
{
// this could only come from a malicious attempt to crash the engine!
Log("Warning: invalid action type for C4ControlMenuCommand!");
return;
}
C4MenuWindow *menu = ::MenuWindowRoot.GetChildByID(menuID);
C4GuiWindow *menu = ::GuiWindowRoot.GetChildByID(menuID);
// menu was closed?
if (!menu) return;

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@ -69,7 +69,7 @@
#include <C4RankSystem.h>
#include <C4RoundResults.h>
#include <C4GameMessage.h>
#include <C4MenuWindow.h>
#include <C4GuiWindow.h>
#include <C4Material.h>
#include <C4Network2Reference.h>
#include <C4Weather.h>
@ -920,7 +920,7 @@ void C4Game::ClearPointers(C4Object * pObj)
::MessageInput.ClearPointers(pObj);
::Console.ClearPointers(pObj);
::MouseControl.ClearPointers(pObj);
::MenuWindowRoot.ClearPointers(pObj);
::GuiWindowRoot.ClearPointers(pObj);
TransferZones.ClearPointers(pObj);
if (pGlobalEffects)
pGlobalEffects->ClearPointers(pObj);

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@ -39,7 +39,7 @@
#include <C4MouseControl.h>
#include <C4PXS.h>
#include <C4GameMessage.h>
#include <C4MenuWindow.h>
#include <C4GuiWindow.h>
#include <C4GraphicsResource.h>
#include <C4GraphicsSystem.h>
#include <C4Landscape.h>
@ -303,10 +303,10 @@ void C4Viewport::Draw(C4TargetFacet &cgo0, bool fDrawOverlay)
C4ST_STOP(MsgStat)
// ingame menus
C4ST_STARTNEW(MenuWindowStat, "C4Viewport::DrawOverlay: Menus")
C4ST_STARTNEW(GuiWindowStat, "C4Viewport::DrawOverlay: Menus")
pDraw->SetZoom(0, 0, 1.0);
::MenuWindowRoot.Draw(gui_cgo, Player);
C4ST_STOP(MenuWindowStat)
::GuiWindowRoot.Draw(gui_cgo, Player);
C4ST_STOP(GuiWindowStat)
DrawOverlay(gui_cgo, GameZoom);

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@ -43,7 +43,7 @@
#include <C4GraphicsSystem.h>
#include <C4Log.h>
#include <C4MessageInput.h>
#include <C4MenuWindow.h>
#include <C4GuiWindow.h>
#include <C4MouseControl.h>
#include <C4ObjectInfoList.h>
#include <C4Player.h>
@ -2130,28 +2130,28 @@ static bool FnCustomMessage(C4PropList * _this, C4String *pMsg, C4Object *pObj,
return ::Messages.New(iType,sMsg,pObj,iOwner,iOffX,iOffY,(uint32_t)dwClr, idDeco, pSrc, dwFlags, iHSize);
}
static int FnCustomMenuOpen(C4PropList * _this, C4PropList *menu)
static int FnCustomGuiOpen(C4PropList * _this, C4PropList *menu)
{
C4MenuWindow *window = new C4MenuWindow;
C4GuiWindow *window = new C4GuiWindow;
::MenuWindowRoot.AddChild(window);
::GuiWindowRoot.AddChild(window);
if (!window->CreateFromPropList(menu, true))
{
::MenuWindowRoot.RemoveChild(window, false);
::GuiWindowRoot.RemoveChild(window, false);
return 0;
}
return window->GetID();
}
static bool FnCustomMenuSetTag(C4PropList * _this, C4String *tag, int32_t menuID, int32_t childID, C4Object *target)
static bool FnCustomGuiSetTag(C4PropList * _this, C4String *tag, int32_t menuID, int32_t childID, C4Object *target)
{
C4MenuWindow *window = ::MenuWindowRoot.GetChildByID(menuID);
C4GuiWindow *window = ::GuiWindowRoot.GetChildByID(menuID);
if (!window) return false;
if (childID) // note: valid child IDs are always non-zero
{
C4MenuWindow *subwindow = window->GetSubWindow(childID, target);
C4GuiWindow *subwindow = window->GetSubWindow(childID, target);
if (!subwindow) return false;
subwindow->SetTag(tag);
return true;
@ -2160,13 +2160,13 @@ static bool FnCustomMenuSetTag(C4PropList * _this, C4String *tag, int32_t menuID
return true;
}
static bool FnCustomMenuClose(C4PropList *_this, int32_t menuID, int32_t childID, C4Object *target)
static bool FnCustomGuiClose(C4PropList *_this, int32_t menuID, int32_t childID, C4Object *target)
{
C4MenuWindow *window = ::MenuWindowRoot.GetChildByID(menuID);
C4GuiWindow *window = ::GuiWindowRoot.GetChildByID(menuID);
if (!window) return false;
if (childID) // note: valid child IDs are always non-zero
{
C4MenuWindow *subwindow = window->GetSubWindow(childID, target);
C4GuiWindow *subwindow = window->GetSubWindow(childID, target);
if (!subwindow) return false;
subwindow->Close();
return true;
@ -2175,14 +2175,14 @@ static bool FnCustomMenuClose(C4PropList *_this, int32_t menuID, int32_t childID
return true;
}
static bool FxCustomMenuUpdate(C4PropList *_this, C4PropList *update, int32_t menuID, int32_t childID, C4Object *target)
static bool FxCustomGuiUpdate(C4PropList *_this, C4PropList *update, int32_t menuID, int32_t childID, C4Object *target)
{
if (!update) return false;
C4MenuWindow *window = ::MenuWindowRoot.GetChildByID(menuID);
C4GuiWindow *window = ::GuiWindowRoot.GetChildByID(menuID);
if (!window) return false;
if (childID) // note: valid child IDs are always non-zero
{
C4MenuWindow *subwindow = window->GetSubWindow(childID, target);
C4GuiWindow *subwindow = window->GetSubWindow(childID, target);
if (!subwindow) return false;
subwindow->CreateFromPropList(update, false, true);
return true;
@ -2485,10 +2485,10 @@ void InitGameFunctionMap(C4AulScriptEngine *pEngine)
AddFunc(pEngine, "ExtractMaterialAmount", FnExtractMaterialAmount);
AddFunc(pEngine, "GetEffectCount", FnGetEffectCount);
AddFunc(pEngine, "CustomMessage", FnCustomMessage);
AddFunc(pEngine, "CustomMenuOpen", FnCustomMenuOpen);
AddFunc(pEngine, "CustomMenuSetTag", FnCustomMenuSetTag);
AddFunc(pEngine, "CustomMenuClose", FnCustomMenuClose);
AddFunc(pEngine, "CustomMenuUpdate", FxCustomMenuUpdate);
AddFunc(pEngine, "CustomGuiOpen", FnCustomGuiOpen);
AddFunc(pEngine, "CustomGuiSetTag", FnCustomGuiSetTag);
AddFunc(pEngine, "CustomGuiClose", FnCustomGuiClose);
AddFunc(pEngine, "CustomGuiUpdate", FxCustomGuiUpdate);
AddFunc(pEngine, "PauseGame", FnPauseGame, false);
AddFunc(pEngine, "PathFree", FnPathFree);
AddFunc(pEngine, "PathFree2", FnPathFree2);
@ -2643,18 +2643,19 @@ C4ScriptConstDef C4ScriptGameConstMap[]=
{ "PLRZOOM_LimitMin" ,C4V_Int, PLRZOOM_LimitMin },
{ "PLRZOOM_LimitMax" ,C4V_Int, PLRZOOM_LimitMax },
{ "MENU_SetTag" ,C4V_Int, C4MenuWindowActionID::SetTag },
{ "MENU_Call" ,C4V_Int, C4MenuWindowActionID::Call },
{ "MENU_GridLayout" ,C4V_Int, C4MenuWindowStyleFlag::GridLayout },
{ "MENU_VerticalLayout" ,C4V_Int, C4MenuWindowStyleFlag::VerticalLayout },
{ "MENU_TextVCenter" ,C4V_Int, C4MenuWindowStyleFlag::TextVCenter },
{ "MENU_TextHCenter" ,C4V_Int, C4MenuWindowStyleFlag::TextHCenter },
{ "MENU_TextRight" ,C4V_Int, C4MenuWindowStyleFlag::TextRight },
{ "MENU_TextBottom" ,C4V_Int, C4MenuWindowStyleFlag::TextBottom },
{ "MENU_TextTop" ,C4V_Int, C4MenuWindowStyleFlag::None }, // note that top and left are considered default
{ "MENU_TextLeft" ,C4V_Int, C4MenuWindowStyleFlag::None }, // they are only included for completeness
{ "MENU_FitChildren" ,C4V_Int, C4MenuWindowStyleFlag::FitChildren },
{ "MENU_Multiple" ,C4V_Int, C4MenuWindowStyleFlag::Multiple },
{ "GUI_SetTag" ,C4V_Int, C4GuiWindowActionID::SetTag },
{ "GUI_Call" ,C4V_Int, C4GuiWindowActionID::Call },
{ "GUI_GridLayout" ,C4V_Int, C4GuiWindowStyleFlag::GridLayout },
{ "GUI_VerticalLayout" ,C4V_Int, C4GuiWindowStyleFlag::VerticalLayout },
{ "GUI_TextVCenter" ,C4V_Int, C4GuiWindowStyleFlag::TextVCenter },
{ "GUI_TextHCenter" ,C4V_Int, C4GuiWindowStyleFlag::TextHCenter },
{ "GUI_TextRight" ,C4V_Int, C4GuiWindowStyleFlag::TextRight },
{ "GUI_TextBottom" ,C4V_Int, C4GuiWindowStyleFlag::TextBottom },
{ "GUI_TextTop" ,C4V_Int, C4GuiWindowStyleFlag::None }, // note that top and left are considered default
{ "GUI_TextLeft" ,C4V_Int, C4GuiWindowStyleFlag::None }, // they are only included for completeness
{ "GUI_FitChildren" ,C4V_Int, C4GuiWindowStyleFlag::FitChildren },
{ "GUI_Multiple" ,C4V_Int, C4GuiWindowStyleFlag::Multiple },
{ "GUI_IgnoreMouse" ,C4V_Int, C4GuiWindowStyleFlag::IgnoreMouse },
{ NULL, C4V_Nil, 0}
};

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@ -17,8 +17,8 @@
/* a flexisble ingame menu system that can be composed out of multiple windows */
#ifndef INC_C4MenuWindow
#define INC_C4MenuWindow
#ifndef INC_C4GuiWindow
#define INC_C4GuiWindow
#include <C4Surface.h>
#include <C4Gui.h>
@ -27,7 +27,7 @@
#include <map>
enum C4MenuWindowPropertyName
enum C4GuiWindowPropertyName
{
left = 0,
top,
@ -51,13 +51,13 @@ enum C4MenuWindowPropertyName
_lastProp
};
enum C4MenuWindowActionID
enum C4GuiWindowActionID
{
SetTag = 1,
Call,
};
enum C4MenuWindowStyleFlag
enum C4GuiWindowStyleFlag
{
None = 0,
GridLayout = 1,
@ -68,20 +68,21 @@ enum C4MenuWindowStyleFlag
TextBottom = 32,
FitChildren = 64,
Multiple = 128,
IgnoreMouse = 256,
};
class C4MenuWindow;
class C4GuiWindow;
class C4MenuWindowAction
class C4GuiWindowAction
{
friend class C4MenuWindow;
friend class C4GuiWindow;
private:
// the ID is unique among all actions. It is used later to synchronize callbacks
int32_t id;
int32_t action;
C4MenuWindowAction *nextAction; // a linked list of actions
C4GuiWindowAction *nextAction; // a linked list of actions
// note: depending on the action not all of the following attributes always have values
C4PropList *target; // contains a valid C4Object in case of SetTag, a generic proplist in case of Call
C4String *text; // can be either a function name to call or a tag to set
@ -89,20 +90,20 @@ class C4MenuWindowAction
int32_t subwindowID;
public:
C4MenuWindowAction() : id(0), action(0), nextAction(0), target(0), text(0), value(0), subwindowID(0) { }
~C4MenuWindowAction();
C4GuiWindowAction() : id(0), action(0), nextAction(0), target(0), text(0), value(0), subwindowID(0) { }
~C4GuiWindowAction();
void ClearPointers(C4Object *pObj);
bool Init(C4ValueArray *array, int32_t index = 0); // index is the current action in an array of actions
// executes non-synced actions and syncs the others
// the tag and action type parameters are only used to be able to sync commands
void Execute(C4MenuWindow *parent, int32_t player, unsigned int tag, int32_t actionType);
// used to execute synced commands, explanation see C4MenuWindow::ExecuteCommand
bool ExecuteCommand(int32_t actionID, C4MenuWindow *parent, int32_t player);
void Execute(C4GuiWindow *parent, int32_t player, unsigned int tag, int32_t actionType);
// used to execute synced commands, explanation see C4GuiWindow::ExecuteCommand
bool ExecuteCommand(int32_t actionID, C4GuiWindow *parent, int32_t player);
};
class C4MenuWindowProperty
class C4GuiWindowProperty
{
friend class C4MenuWindow;
friend class C4GuiWindow;
private:
typedef union
@ -114,7 +115,7 @@ class C4MenuWindowProperty
C4Def *def;
C4GUI::FrameDecoration *deco;
StdCopyStrBuf *strBuf;
C4MenuWindowAction *action;
C4GuiWindowAction *action;
} Prop;
Prop *current;
@ -132,8 +133,8 @@ class C4MenuWindowProperty
void SetNull(unsigned int hash) { taggedProperties[hash] = Prop(); current = &taggedProperties[hash]; current->data = 0; }
public:
~C4MenuWindowProperty();
C4MenuWindowProperty() : current(0), currentTag(0), type(-1) {}
~C4GuiWindowProperty();
C4GuiWindowProperty() : current(0), currentTag(0), type(-1) {}
void Set(const C4Value &value, unsigned int hash);
int32_t GetInt() { return current->d; }
@ -142,8 +143,8 @@ class C4MenuWindowProperty
C4Def *GetDef() { return current->def; }
C4GUI::FrameDecoration *GetFrameDecoration() { return current->deco; }
StdCopyStrBuf *GetStrBuf() { return current->strBuf; }
C4MenuWindowAction *GetAction() { return current->action; }
C4MenuWindowAction *GetActionForTag(unsigned int hash); // used to synchronize actions
C4GuiWindowAction *GetAction() { return current->action; }
C4GuiWindowAction *GetActionForTag(unsigned int hash); // used to synchronize actions
bool SwitchTag(C4String *tag);
unsigned int GetCurrentTag() { return currentTag; }
@ -151,26 +152,26 @@ class C4MenuWindowProperty
void ClearPointers(C4Object *pObj);
};
class C4MenuWindowScrollBar
class C4GuiWindowScrollBar
{
friend class C4MenuWindow;
friend class C4GuiWindow;
public:
float offset;
C4MenuWindowScrollBar();
virtual ~C4MenuWindowScrollBar();
C4GuiWindowScrollBar();
virtual ~C4GuiWindowScrollBar();
void ScrollBy(float val) { offset += val; if (offset < 0.0f) offset = 0.0f; else if (offset > 1.0f) offset = 1.0f; }
void Draw(C4TargetFacet &cgo, int32_t player, float parentLeft, float parentTop, float parentRight, float parentBottom);
virtual bool MouseInput(int32_t button, int32_t mouseX, int32_t mouseY, DWORD dwKeyParam);
private:
C4GUI::ScrollBarFacets *decoration;
C4MenuWindow *parent;
C4GuiWindow *parent;
};
class C4MenuWindow
class C4GuiWindow
{
friend class C4MenuWindowAction;
friend class C4GuiWindowAction;
private:
// the menu ID is always unique, however the sub-menu IDs do NOT have to be unique
@ -180,14 +181,14 @@ class C4MenuWindow
// this does not mean the ::WindowMenuRoot but rather a player-created submenu
bool isMainWindow;
std::list<C4MenuWindow*> children;
C4MenuWindow *parent;
std::list<C4GuiWindow*> children;
C4GuiWindow *parent;
bool wasRemoved; // to notify the window that it should not inform its parent on Close() a second time
bool closeActionWasExecuted; // to prevent a window from calling the close-callback twice even if f.e. closed in the close-callback..
bool visible;
C4Object *target;
const C4Object *GetTarget() { return target; }
C4MenuWindowScrollBar *scrollBar;
C4GuiWindowScrollBar *scrollBar;
// this remembers whether the window currently has mouse focus
// all windows with this property set are remembered by their parents and notified when the mouse left
@ -198,7 +199,7 @@ class C4MenuWindow
void OnMouseIn(int32_t player); // called by this window, sets "hasMouseFocus" from false to true
// properties are stored extra to make "tags" possible
C4MenuWindowProperty props[C4MenuWindowPropertyName::_lastProp];
C4GuiWindowProperty props[C4GuiWindowPropertyName::_lastProp];
void Init();
// withMultipleFlag is there to draw only the non-multiple or the multiple windows
// withMultipleFlag == -1: all windows are drawn (standard)
@ -209,17 +210,17 @@ class C4MenuWindow
// ID is set by parent, parent gives unique IDs to children
void SetID(int32_t to) { id = to; }
// to be used to generate the quick-access children map for main menus
void ChildGotID(C4MenuWindow *child);
void ChildWithIDRemoved(C4MenuWindow *child);
std::multimap<int32_t, C4MenuWindow *> childrenIDMap;
void ChildGotID(C4GuiWindow *child);
void ChildWithIDRemoved(C4GuiWindow *child);
std::multimap<int32_t, C4GuiWindow *> childrenIDMap;
// should be called when the Priority property of a child changes
// will sort the child correctly into the children list
void ChildChangedPriority(C4MenuWindow *child);
void ChildChangedPriority(C4GuiWindow *child);
// helper function
// sets property value from possible(!) array
void SetArrayTupleProperty(const C4Value &property, C4MenuWindowPropertyName first, C4MenuWindowPropertyName second, unsigned int hash);
void SetArrayTupleProperty(const C4Value &property, C4GuiWindowPropertyName first, C4GuiWindowPropertyName second, unsigned int hash);
// this is only supposed to be called at ::MenuWindowRoot since it uses the "ID" property
// this is only supposed to be called at ::GuiWindowRoot since it uses the "ID" property
// this is done to make saving easier. Since IDs do not need to be sequental, action&menu IDs can both be derived from "id"
int32_t GenerateMenuID() { return ++id; }
int32_t GenerateActionID() { return ++id; }
@ -246,17 +247,17 @@ class C4MenuWindow
void SetVisible(bool f) { visible = f; }
void SetTag(C4String *tag);
C4MenuWindow();
C4MenuWindow(float stdBorderX, float stdBorderY);
virtual ~C4MenuWindow();
C4GuiWindow();
C4GuiWindow(float stdBorderX, float stdBorderY);
virtual ~C4GuiWindow();
int32_t GetID() { return id; }
// finds a child with a certain ID, usually called on ::MainWindowRoot to get submenus
C4MenuWindow *GetChildByID(int32_t child);
C4GuiWindow *GetChildByID(int32_t child);
// finds any fitting sub menu - not necessarily direct child
// has to be called on children of ::MainWindowRoot, uses the childrenIDMap
// note: always checks the target to avoid ambiguities, even if 0
C4MenuWindow *GetSubWindow(int32_t childID, C4Object *childTarget);
C4GuiWindow *GetSubWindow(int32_t childID, C4Object *childTarget);
@ -265,12 +266,12 @@ class C4MenuWindow
// if isUpdate is true, all new children will have resetStdTag set
bool CreateFromPropList(C4PropList *proplist, bool resetStdTag = false, bool isUpdate = false);
// C4MenuWindow will delete its children on close. Make sure you don't delete anything twice
C4MenuWindow *AddChild(C4MenuWindow *child);
C4MenuWindow *AddChild() { return AddChild(new C4MenuWindow()); }
// C4GuiWindow will delete its children on close. Make sure you don't delete anything twice
C4GuiWindow *AddChild(C4GuiWindow *child);
C4GuiWindow *AddChild() { return AddChild(new C4GuiWindow()); }
void ClearChildren(bool close = true); // close: whether to properly "Close" them, alias for RemoveChild
void RemoveChild(C4MenuWindow *child, bool close = true, bool all = false); // child = 0 & all = true to clear all
void RemoveChild(C4GuiWindow *child, bool close = true, bool all = false); // child = 0 & all = true to clear all
void Close();
void ClearPointers(C4Object *pObj);
@ -287,6 +288,6 @@ class C4MenuWindow
virtual bool MouseInput(int32_t player, int32_t button, int32_t mouseX, int32_t mouseY, DWORD dwKeyParam);
};
extern C4MenuWindow MenuWindowRoot;
extern C4GuiWindow GuiWindowRoot;
#endif

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@ -42,7 +42,7 @@
#include <C4PlayerList.h>
#include <C4GameObjects.h>
#include <C4GameControl.h>
#include <C4MenuWindow.h>
#include <C4GuiWindow.h>
const int32_t C4MC_Drag_None = 0,
C4MC_Drag_Script = 6,
@ -326,7 +326,7 @@ void C4MouseControl::Move(int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyFl
// are custom menus active?
bool menuProcessed = false;
if (pPlayer)
menuProcessed = ::MenuWindowRoot.MouseInput(Player, iButton, iX, iY, dwKeyFlags);
menuProcessed = ::GuiWindowRoot.MouseInput(Player, iButton, iX, iY, dwKeyFlags);
// if not caught by a menu
if (!menuProcessed)