improved menu functionality; added test scenario and helper objects

Controls
David Dormagen 2013-04-04 18:12:34 +02:00
parent d3dba14323
commit c2ba7e65d7
26 changed files with 1242 additions and 173 deletions

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[DefCore]
id=HUD_MenuStyle_Classic
Version=4,10,0,0
Category=C4D_StaticBack
Width=1
Height=1
Offset=-1,-1

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/**
Classic
Mimics the interface to a classic menu.
*/
local Name = "Classic Menu";
// set on creation
local menu_def, permanent;
local menu_layout;
local target;
// set later
local menu_id;
local entries;
func Construction()
{
entries = [];
}
global func CreateClassicMenu(id symbol, object command_object, int extra, string caption, int extra_data, int style, bool permanent, id menu_id)
{
if (!this) return;
var menu = CreateObject(HUD_MenuStyle_Classic, 0, 0, GetOwner());
menu.Visibility = VIS_Owner;
menu.menu_def = menu_id;
menu.permanent = permanent;
menu.target = this;
menu.menu_layout =
{
BackgroundColor = 0x50553300,
Decoration = GUI_MenuDeco,
Target = menu,
inner =
{
header =
{
Hgt = [0, 32],
icon = {Symbol = symbol, Wdt = [0, 32], Hgt = [0, 32]},
caption = {X = [0, 32], Text = caption, Style = MENU_TextVCenter}
},
body =
{
Y = [0, 32],
items =
{
Wdt = 500,
Style = MENU_GridLayout
},
description =
{
ID = 1,
Target = 0,
X = 500,
Text = "Empty"
},
}
}
};
Menu_AddMargin(menu.menu_layout.inner, 15, 15);
return menu;
}
public func AddMenuItem(string caption, string command, symbol, int count, parameter, string info_caption, int extra, XPar1, XPar2)
{
var ID = GetLength(entries) + 1;
var entry =
{
Target = target, // needed for the call
ID = ID,
BackgroundColor = {Std = 0, Hover = 0x50ff0000},
Symbol = symbol,
Wdt = [0, 64],
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"),
};
entries[ID] = [info_caption ?? symbol.Description];
menu_layout.inner.body.items[Format("child%d", ID)] = entry;
return entry;
}
func Open()
{
return CustomMenuOpen(menu_layout);
}
func UpdateDesc(int player, int ID, int subwindowID, object target, data)
{
var update = { Text = entries[subwindowID][0] };
CustomMenuUpdate(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);
}

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Name=Classic
Description=Imitiert ein Interface ähnlich des klassischen Menüs.

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Name=Classic
Description=Mimics the interface to a classic menu.

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@ -0,0 +1 @@
This folder contains some easy-to-use styles for working with menus.

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[DefCore]
id=MenuStyle_List
Version=4,10,0,0
Category=C4D_StaticBack
Width=1
Height=1
Offset=-1,-1

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/**
List
Shows a simple list menu.
*/
local Name = "List Menu";
local entries;
local on_mouse_over_callback, on_mouse_out_callback;
local on_close_callback;
local permanent;
local menu_id;
func Construction()
{
entries = [];
this.Style = MENU_VerticalLayout;
this.Target = this;
}
func Close()
{
if (menu_id)
CustomMenuClose(menu_id);
if (on_close_callback && on_close_callback[0])
on_close_callback[0]->Call(on_close_callback[1], on_close_callback[2]);
RemoveObject();
}
func SetPermanent(bool perm) { permanent = perm ?? true; }
func SetCloseCallback(proplist target, callback, parameter)
{
on_close_callback = [target, callback, parameter];
}
func SetMouseOverCallback(proplist target, callback)
{
on_mouse_over_callback = [target, callback];
}
func SetMouseOutCallback(proplist target, callback)
{
on_mouse_out_callback = [target, callback];
}
func AddItem(symbol, string text, user_ID, proplist target, command, parameter, custom_entry)
{
var on_hover = MenuAction_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");
if (on_mouse_out_callback)
on_hover_stop = [on_hover_stop, MenuAction_Call(this, "DoCallback", on_mouse_out_callback)];
var ID = GetLength(entries) + 1;
if (!custom_entry)
{
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.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.OnMouseIn = on_hover;
custom_entry.OnMouseOut = on_hover_stop;
}
entries[ID - 1] = [target, command, parameter, user_ID];
this[Format("menuChild%d", ID)] = custom_entry;
return custom_entry;
}
func DoCall(int ID, command, proplist target, bool noclose, int player)
{
var self = this; // safety
var entry = entries[ID - 1];
target = target ?? entry[0];
// target removed? safety first!
if (target)
{
if (target->Call(command ?? entry[1], entry[2], entry[3], player) == -1) return;
}
Log("self: %v, noclose: %d, permanent: %d", self, noclose, permanent);
if (self)
if (!noclose && !permanent)
Close();
}
func OnClick(int player, int ID, int subwindowID, object target, data)
{
DoCall(subwindowID, nil, nil, nil, player);
}
func DoCallback(int player, int ID, int subwindowID, object target, data)
{
DoCall(subwindowID, data[1], data[0], true, player);
}
func Open()
{
menu_id = CustomMenuOpen(this);
return menu_id;
}

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Name=List
Description=Ein einfaches Listenmenü.

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@ -0,0 +1,2 @@
Name=List
Description=Shows a simple list menu.

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/*
This file contains functions that are used for layouting custom menus.
*/
global func CreateCustomMenu(id menuStyle)
{
var menu = CreateObject(menuStyle);
menu->SetPosition(1, 1);
return menu;
}
global func MenuAction_Call(proplist target, string function, value)
{
return [MENU_Call, target, function, value];
}
global func MenuAction_SetTag(object target, int subwindow, string tag)
{
return [MENU_SetTag, target, subwindow, tag];
}
global func Menu_AddMargin(proplist submenu, int marginX, int marginY)
{
submenu.X = submenu.X ?? [0, 0];
submenu.Y = submenu.Y ?? [0, 0];
submenu.Wdt = submenu.Wdt ?? [1000, 0];
submenu.Hgt = submenu.Hgt ?? [1000, 0];
// safety, the coordinates could be a single value
if (GetType(submenu.X) != C4V_Array) submenu.X = [submenu.X, 0];
if (GetType(submenu.Y) != C4V_Array) submenu.Y = [submenu.Y, 0];
if (GetType(submenu.Wdt) != C4V_Array) submenu.Wdt = [submenu.Wdt, 0];
if (GetType(submenu.Hgt) != C4V_Array) submenu.Hgt = [submenu.Hgt, 0];
submenu.X[1] += marginX;
submenu.Y[1] += marginY;
submenu.Wdt[1] -= marginX;
submenu.Hgt[1] -= marginY;
return true;
}
global func Menu_UpdateText(string text, int menu, int submenu, object target)
{
var update = {Text = text};
CustomMenuUpdate(update, menu, submenu, target);
return true;
}
// adds proplist /submenu/ as a new property to /menu/
global func Menu_AddSubmenu(proplist submenu, proplist menu)
{
do
{
var uniqueID = Format("child%d", RandomX(10000, 0xffffff));
if (menu[uniqueID] != nil) continue;
menu[uniqueID] = submenu;
return true;
} while (true);
}

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[Scenario]
Title=Menu Test

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static active_menu;
func Initialize()
{
var starter_menu =
{
Style = MENU_Multiple,
X = [1000], Y = [0, -100],
Wdt = [1000, 200], Hgt = [0, 100],
text = {Style = MENU_TextVCenter | MENU_TextHCenter, Text = "OPEN MENU"}
};
}
/* -------------------------------- MAIN ----------------------------- */
func InitializePlayer(plr)
{
Schedule(nil, "Scenario->StartMenu()", 5, 0);
}
func MainOnHover(parameter, int ID)
{
Menu_UpdateText(parameter, active_menu, 9999);
}
func StartMenu(plr)
{
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 } },
};
var menu = CreateCustomMenu(MenuStyle_List);
main_menu.body.left = menu;
menu.Wdt = 500;
menu->SetMouseOverCallback(Scenario, "MainOnHover");
menu->AddItem(Chest, "Test Multiple Lists (Inventory)", nil, Scenario, "StartMultipleListTest", "Shows multiple list-style menus in one big menu.");
menu->AddItem(Rule_TeamAccount, "Test Client/Host (Scenario Options)", nil, Scenario, "StartScenarioOptionsTest", "Shows how to display a dialogue that behaves differently for players.");
active_menu = CustomMenuOpen(main_menu);
}
/* ------------------------ inventory test ----------------------------- */
static selected_inventory, inv_menus;
func StartMultipleListTest()
{
CustomMenuClose(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},
contents = { Y = [0, 50], X = [0, 20], Wdt = [1000, -20] },
};
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];
for (var i = 0; i < 4; ++i)
{
var inv = inventory[i];
var ID = 9000 + i;
var deco = { Decoration = GUI_MenuDeco, X = x[i], Y = y[i], Wdt = w[i], Hgt = h[i] };
var m = CreateCustomMenu(MenuStyle_List);
deco.menu = m;
Menu_AddSubmenu(deco, menu.contents);
PushBack(inv_menus, m); // remember for later
Menu_AddMargin(m, 20, 20);
for (var obj in inv)
m->AddItem(obj, obj.Description, nil, Scenario, "SelectInventory", [obj, ID]);
}
active_menu = CustomMenuOpen(menu);
}
func SelectInventory(info)
{
var obj = info[0];
var ID = info[1];
PushBack(selected_inventory, obj);
var text = "Your inventory: ";
for (var item in selected_inventory)
text = Format("%s %s,", text, item.Name);
if (GetLength(selected_inventory) == 4)
{
Log("HERO! YOU WILL SPAWN NOW! %s", text);
for (var m in inv_menus)
if (m) m->Close();
CustomMenuClose(active_menu);
}
else
{
var update = { Text = text };
CustomMenuUpdate(update, active_menu, 999);
}
}
/* ------------------------ scenario options test ----------------------------- */
static scenoptions_dummies;
func StartScenarioOptionsTest(parameter, int ID, int player)
{
CustomMenuClose(active_menu);
scenoptions_dummies = [];
scenoptions_dummies[0] = CreateObject(Dummy, nil, nil, player);
scenoptions_dummies[1] = CreateObject(Dummy, nil, nil, player);
for (var i = 0; i <= 1; ++i)
{
if (i == 0)
{
scenoptions_dummies[i]->SetOwner(player);
scenoptions_dummies[i].Visibility = VIS_Owner;
}
else
{
var vis = [VIS_Select];
for (var p = 0; p <= GetPlayerCount(); ++p)
{
var plr = GetPlayerByIndex(p);
if (plr == player) continue;
vis[plr + 1] = 1;
}
scenoptions_dummies[i].Visibility = vis;
}
}
var menu =
{
list =
{
Wdt = 500,
Style = MENU_VerticalLayout,
},
right = {
X = 500,
Decoration = GUI_MenuDeco,
hostdesc =
{
ID = 1,
Target = scenoptions_dummies[0],
Text = "Please select the scenario options!"
},
clientdesc =
{
ID = 1,
Target = scenoptions_dummies[1],
Text = Format("%s can set the options now! Please wait!", GetTaggedPlayerName(player))
}
}
};
Menu_AddMargin(menu.right.hostdesc, 25, 25);
Menu_AddMargin(menu.right.clientdesc, 25, 25);
var def, rules =[], i = 0;
while (def = GetDefinition(i++))
{
if (!(def->GetCategory() & C4D_Rule)) continue;
PushBack(rules, {def = def, ID = i});
}
for (var rule in rules)
{
var subm =
{
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},
selector = // only visible for host
{
Target = scenoptions_dummies[0],
Priority = 1,
BackgroundColor = {Std = 0, Hover = 0x50ff0000, On = 0x5000ff00},
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])
},
OnMouseOut = { Hover = MenuAction_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")],
},
}
};
Menu_AddSubmenu(subm, menu.list);
}
active_menu = CustomMenuOpen(menu);
}
func ScenOptsActivate(int player, int ID, int subwindowID, object target, data)
{
if (!ObjectCount(Find_ID(data[0])))
CreateObject(data[0]);
}
func ScenOptsDeactivate(int player, int ID, int subwindowID, object target, data)
{
RemoveAll(Find_ID(data[0]));
}
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]);
}

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@ -49,6 +49,7 @@
#include <C4PlayerList.h>
#include <C4GameObjects.h>
#include <C4GameControl.h>
#include <C4MenuWindow.h>
#ifndef NOAULDEBUG
#include <C4AulDebug.h>
@ -418,6 +419,45 @@ void C4ControlPlayerCommand::CompileFunc(StdCompiler *pComp)
pComp->Value(mkNamingAdapt(mkIntPackAdapt(iAddMode), "AddMode", 0));
C4ControlPacket::CompileFunc(pComp);
}
// *** C4ControlMenuCommand
C4ControlMenuCommand::C4ControlMenuCommand(int32_t actionID, int32_t player, int32_t menuID, int32_t subwindowID, C4Object *target, unsigned int tag, int32_t actionType)
: actionID(actionID), player(player), menuID(menuID), subwindowID(subwindowID), target(target ? target->Number : 0), tag(static_cast<int32_t>(tag)), actionType(actionType)
{
}
void C4ControlMenuCommand::Execute() const
{
LogF("C4ControlMenuCommand::Execute: %d::%d::%d, %d", menuID, subwindowID, actionID, target);
// invalid action? The action needs to be in bounds!
if (actionType < 0 || actionType >= C4MenuWindowPropertyName::_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);
// menu was closed?
if (!menu) return;
C4Object *obj = target ? ::Objects.ObjectPointer(target) : 0;
// target has been removed in the meantime? abort now
if (target && !obj) return;
menu->ExecuteCommand(actionID, player, subwindowID, actionType, obj, static_cast<unsigned int>(tag));
}
void C4ControlMenuCommand::CompileFunc(StdCompiler *pComp)
{
pComp->Value(mkNamingAdapt(mkIntPackAdapt(actionID), "ID", -1));
pComp->Value(mkNamingAdapt(mkIntPackAdapt(player), "Player", -1));
pComp->Value(mkNamingAdapt(mkIntPackAdapt(menuID), "Menu", 0));
pComp->Value(mkNamingAdapt(mkIntPackAdapt(subwindowID), "Window", 0));
pComp->Value(mkNamingAdapt(mkIntPackAdapt(actionType), "Action", 0));
pComp->Value(mkNamingAdapt(target, "Target", 0));
C4ControlPacket::CompileFunc(pComp);
}
// *** C4ControlSyncCheck

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@ -214,6 +214,19 @@ public:
DECLARE_C4CONTROL_VIRTUALS
};
class C4ControlMenuCommand : public C4ControlPacket // sync
{
public:
C4ControlMenuCommand()
: menuID(0), subwindowID(0) { }
C4ControlMenuCommand(int32_t actionID, int32_t player, int32_t menuID, int32_t subwindowID,
C4Object *target, unsigned int tag, int32_t actionType);
protected:
int32_t actionID, player, menuID, subwindowID, target, tag, actionType;
public:
DECLARE_C4CONTROL_VIRTUALS
};
class C4ControlSyncCheck : public C4ControlPacket // not sync
{
public:

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@ -126,7 +126,7 @@ void C4GraphicsSystem::Execute()
return;
}
// Reset object audibility
::Objects.ResetAudibility();
@ -182,6 +182,7 @@ void C4GraphicsSystem::Default()
ShowPathfinder=false;
ShowNetstatus=false;
ShowSolidMask=false;
ShowMenuInfo=false;
ShowHelp=false;
FlashMessageText[0]=0;
FlashMessageTime=0; FlashMessageX=FlashMessageY=0;
@ -306,6 +307,7 @@ void C4GraphicsSystem::DeactivateDebugOutput()
ShowPathfinder=false; // allow pathfinder! - why this??
ShowSolidMask=false;
ShowNetstatus=false;
ShowMenuInfo=false;
}
void C4GraphicsSystem::DrawHoldMessages()
@ -398,7 +400,7 @@ void C4GraphicsSystem::DrawHelp()
strText.AppendFormat("\n\n[%s]\n\n", "Debug");
strText.AppendFormat("<c ffff00>%s</c> - %s\n", GetKeyboardInputName("DbgModeToggle").getData(), LoadResStr("IDS_CTL_DEBUGMODE"));
strText.AppendFormat("<c ffff00>%s</c> - %s\n", GetKeyboardInputName("DbgShowVtxToggle").getData(), "Entrance+Vertices");
strText.AppendFormat("<c ffff00>%s</c> - %s\n", GetKeyboardInputName("DbgShowActionToggle").getData(), "Actions/Commands/Pathfinder");
strText.AppendFormat("<c ffff00>%s</c> - %s\n", GetKeyboardInputName("DbgShowActionToggle").getData(), "Actions/Commands/Pathfinder/Menu Info");
strText.AppendFormat("<c ffff00>%s</c> - %s\n", GetKeyboardInputName("DbgShowSolidMaskToggle").getData(), "SolidMasks");
pDraw->TextOut(strText.getData(), ::GraphicsResource.FontRegular, 1.0, FullScreen.pSurface,
iX + iWdt/2 + 64, iY + 64, C4Draw::DEFAULT_MESSAGE_COLOR, ALeft);
@ -422,14 +424,16 @@ bool C4GraphicsSystem::ToggleShowVertices()
bool C4GraphicsSystem::ToggleShowAction()
{
if (!Game.DebugMode && !Console.Active) { FlashMessage(LoadResStr("IDS_MSG_NODEBUGMODE")); return false; }
if (!(ShowAction || ShowCommand || ShowPathfinder))
if (!(ShowAction || ShowCommand || ShowPathfinder || ShowMenuInfo))
{ ShowAction = true; FlashMessage("Actions"); }
else if (ShowAction)
{ ShowAction = false; ShowCommand = true; FlashMessage("Commands"); }
else if (ShowCommand)
{ ShowCommand = false; ShowPathfinder = true; FlashMessage("Pathfinder"); }
else if (ShowPathfinder)
{ ShowPathfinder = false; FlashMessageOnOff("Actions/Commands/Pathfinder", false); }
{ ShowPathfinder = false; ShowMenuInfo = true; FlashMessage("Menu Info"); }
else if (ShowMenuInfo)
{ ShowMenuInfo = false; FlashMessageOnOff("Actions/Commands/Pathfinder", false); }
return true;
}

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@ -45,6 +45,7 @@ public:
bool ShowPathfinder;
bool ShowNetstatus;
bool ShowSolidMask;
bool ShowMenuInfo;
C4Video Video;
C4LoaderScreen *pLoaderScreen;
void Default();

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@ -2632,7 +2632,16 @@ C4ScriptConstDef C4ScriptGameConstMap[]=
{ "MENU_SetTag" ,C4V_Int, C4MenuWindowActionID::SetTag },
{ "MENU_Call" ,C4V_Int, C4MenuWindowActionID::Call },
{ "MENU_GridLayout" ,C4V_Int, C4MenuWindowStyleFlag::Grid },
{ "MENU_VerticalLayout" ,C4V_Int, C4MenuWindowStyleFlag::Vertical },
{ "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 },
{ NULL, C4V_Nil, 0}
};

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@ -23,6 +23,8 @@
#include <C4Surface.h>
#include <C4Gui.h>
#include <C4Value.h>
#include <map>
enum C4MenuWindowPropertyName
@ -41,6 +43,10 @@ enum C4MenuWindowPropertyName
symbolDef,
text,
onClickAction,
onMouseInAction,
onMouseOutAction,
style,
priority,
_lastProp
};
@ -50,6 +56,19 @@ enum C4MenuWindowActionID
Call,
};
enum C4MenuWindowStyleFlag
{
None = 0,
Grid = 1,
Vertical = 2,
TextVCenter = 4,
TextHCenter = 8,
TextRight = 16,
TextBottom = 32,
FitChildren = 64,
Multiple = 128,
};
class C4MenuWindow;
class C4MenuWindowAction
@ -57,18 +76,27 @@ class C4MenuWindowAction
friend class C4MenuWindow;
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
// note: depending on the action not all of the following attributes always have values
C4Object *target;
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
C4Value value; // arbitrary value used for Call
int32_t subwindowID;
public:
C4MenuWindowAction() : action(0), target(0), text(0), subwindowID(0) { }
C4MenuWindowAction() : id(0), action(0), nextAction(0), target(0), text(0), value(0), subwindowID(0) { }
~C4MenuWindowAction();
void ClearPointers(C4Object *pObj);
void Execute(C4MenuWindow *parent);
bool Init(C4ValueArray *array);
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);
};
class C4MenuWindowProperty
@ -89,6 +117,9 @@ class C4MenuWindowProperty
} Prop;
Prop *current;
// the last tag is used to be able to call the correct action on re-synchronizing commands
unsigned int currentTag;
std::map<unsigned int, Prop> taggedProperties;
void CleanUp(Prop &prop);
void CleanUpAll();
@ -101,7 +132,7 @@ class C4MenuWindowProperty
public:
~C4MenuWindowProperty();
C4MenuWindowProperty() : current(0), type(-1) {}
C4MenuWindowProperty() : current(0), currentTag(0), type(-1) {}
void Set(const C4Value &value, unsigned int hash);
int32_t GetInt() { return current->d; }
@ -111,8 +142,10 @@ class C4MenuWindowProperty
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
void SwitchTag(C4String *tag);
bool SwitchTag(C4String *tag);
unsigned int GetCurrentTag() { return currentTag; }
void ClearPointers(C4Object *pObj);
};
@ -148,17 +181,33 @@ class C4MenuWindow
std::list<C4MenuWindow*> children;
C4MenuWindow *parent;
bool wasRemoved; // to notify the window that it should not inform its parent on Close() a second time
bool visible;
C4Object *target;
C4Object *GetTarget() { return target; }
const C4Object *GetTarget() { return target; }
C4MenuWindowScrollBar *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
bool hasMouseFocus; // this needs to be saved in savegames!!!
// OnMouseOut() called by this window, sets "hasMouseFocus" from true to false
// must notify children, too!
void OnMouseOut(int32_t player);
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];
// used for sorting the windows in a layout
static bool CompareMenuWindowsByPriority(C4MenuWindow *left, C4MenuWindow *right) { return left->props[C4MenuWindowPropertyName::priority].GetInt() < right->props[C4MenuWindowPropertyName::priority].GetInt(); };
void Init();
void DrawChildren(C4TargetFacet &cgo, int32_t player, float parentLeft, float parentTop, float parentRight, float parentBottom);
// withMultipleFlag is there to draw only the non-multiple or the multiple windows
// withMultipleFlag == -1: all windows are drawn (standard)
// withMultipleFlag == 0: only one non-Multiple window is drawn
// withMultipleFlag == 1: only Multiple windows are drawn
// returns whether at least one child was drawn
bool DrawChildren(C4TargetFacet &cgo, int32_t player, float parentLeft, float parentTop, float parentRight, float parentBottom, int32_t withMultipleFlag = -1);
// 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
@ -171,8 +220,15 @@ class C4MenuWindow
void SetArrayTupleProperty(const C4Value &property, C4MenuWindowPropertyName first, C4MenuWindowPropertyName second, unsigned int hash);
// this is only supposed to be called at ::MenuWindowRoot since it uses the "ID" property
// this is done to make saving easier
// 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; }
void UpdateLayout();
void UpdateLayoutGrid();
void UpdateLayoutVertical();
void EnableScrollBar(bool enable = true);
public:
// used by mouse input, this is in screen coordinates
struct _lastDrawPosition
@ -211,16 +267,22 @@ class C4MenuWindow
C4MenuWindow *AddChild(C4MenuWindow *child);
C4MenuWindow *AddChild() { return AddChild(new C4MenuWindow()); }
void ClearChildren(bool close = true); // close: whether to properly "Close" them
void RemoveChild(C4MenuWindow *child, bool close = true);
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 Close();
void ClearPointers(C4Object *pObj);
// Draw without parameters can be used for the root
void Draw(C4TargetFacet &cgo, int32_t player);
void Draw(C4TargetFacet &cgo, int32_t player, float parentLeft, float parentTop, float parentRight, float parentBottom);
bool Draw(C4TargetFacet &cgo, int32_t player);
bool Draw(C4TargetFacet &cgo, int32_t player, float parentLeft, float parentTop, float parentRight, float parentBottom);
bool GetClippingRect(float &left, float &top, float &right, float &bottom);
virtual bool MouseInput(int32_t button, int32_t mouseX, int32_t mouseY, DWORD dwKeyParam);
// used for commands that have been synchronized and are coming from the command queue
// the command is basically just a script that is executed, however, the plausibility is checked first
// this plausibility check is the only reason CID_Script is not used!
// attention: calls to this need to be synchronized!
bool ExecuteCommand(int32_t actionID, int32_t player, int32_t subwindowID, int32_t actionType, C4Object *target, unsigned int tag);
virtual bool MouseInput(int32_t player, int32_t button, int32_t mouseX, int32_t mouseY, DWORD dwKeyParam);
};
extern C4MenuWindow MenuWindowRoot;

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@ -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(iButton, iX, iY, dwKeyFlags);
menuProcessed = ::MenuWindowRoot.MouseInput(Player, iButton, iX, iY, dwKeyFlags);
// if not caught by a menu
if (!menuProcessed)

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@ -123,6 +123,7 @@ const C4PktHandlingData PktHandlingData[] =
{ CID_PlrControl, PC_Control, "Player Control", false, true, 0, PKT_UNPACK(C4ControlPlayerControl)},
{ CID_PlrCommand, PC_Control, "Player Command", false, true, 0, PKT_UNPACK(C4ControlPlayerCommand)},
{ CID_Message, PC_Control, "Message", false, true, 0, PKT_UNPACK(C4ControlMessage) },
{ CID_MenuCommand, PC_Control, "Menu Command", false, true, 0, PKT_UNPACK(C4ControlMenuCommand)},
{ CID_EMMoveObj, PC_Control, "EM Move Obj", false, true, 0, PKT_UNPACK(C4ControlEMMoveObject)},
{ CID_EMDrawTool, PC_Control, "EM Draw Tool", false, true, 0, PKT_UNPACK(C4ControlEMDrawTool) },

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@ -166,7 +166,8 @@ enum C4PacketType
CID_EMMoveObj = CID_First | 0x30,
CID_EMDrawTool = CID_First | 0x31,
CID_DebugRec = CID_First | 0x40
CID_DebugRec = CID_First | 0x40,
CID_MenuCommand = CID_First | 0x41,
};
// packet classes

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@ -157,7 +157,10 @@ C4StringTable::C4StringTable()
P[P_Std] = "Std";
P[P_Text] = "Text";
P[P_OnClick] = "OnClick";
P[P_OnMouseIn] = "OnMouseIn";
P[P_OnMouseOut] = "OnMouseOut";
P[P_ID] = "ID";
P[P_Style] = "Style";
P[DFA_WALK] = "WALK";
P[DFA_FLIGHT] = "FLIGHT";
P[DFA_KNEEL] = "KNEEL";

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@ -362,6 +362,9 @@ enum C4PropertyName
P_Text,
P_ID,
P_OnClick,
P_OnMouseIn,
P_OnMouseOut,
P_Style,
// Default Action Procedures
DFA_WALK,
DFA_FLIGHT,