forked from Mirrors/openclonk
198 lines
7.1 KiB
C++
198 lines
7.1 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2009-2013, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* In-game menu as used by objects, players, and fullscreen options */
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#ifndef INC_C4Menu
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#define INC_C4Menu
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#include "C4Id.h"
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#include "C4FacetEx.h"
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#include "C4Gui.h"
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#include "C4IDList.h"
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enum
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{
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C4MN_FrameWidth = 2
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};
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enum
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{
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C4MN_Style_Normal = 0,
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C4MN_Style_Context = 1,
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};
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enum
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{
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C4MN_Align_Left = 1,
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C4MN_Align_Right = 2,
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C4MN_Align_Top = 4,
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C4MN_Align_Bottom = 8,
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};
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class C4MenuItem : public C4GUI::Element
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{
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friend class C4Menu;
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public:
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~C4MenuItem();
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protected:
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char Caption[C4MaxTitle+1];
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char Command[_MAX_FNAME+30+1];
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char InfoCaption[2*C4MaxTitle+1];
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C4FacetSurface Symbol;
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C4DefGraphics* pSymbolGraphics; // drawn instead of symbol, if non-null
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uint32_t dwSymbolClr;
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bool fSelected; // item is selected; set by menu
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int32_t iStyle;
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class C4Menu *pMenu;
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int32_t iIndex;
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private:
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int32_t GetSymbolWidth(int32_t iForHeight);
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protected:
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virtual void DrawElement(C4TargetFacet &cgo); // draw menu item
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// ctor
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C4MenuItem(C4Menu *pMenu, int32_t iIndex, const char *szCaption, const char *szCommand, const char *szInfoCaption, int32_t iStyle);
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void GrabSymbol(C4FacetSurface &fctSymbol) { Symbol.GrabFrom(fctSymbol); if (Symbol.Surface) dwSymbolClr=Symbol.Surface->GetClr(); }
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void SetGraphics(C4DefGraphics* pGfx) { pSymbolGraphics = pGfx; }
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void RefSymbol(const C4Facet &fctSymbol) { Symbol.Set(fctSymbol); if (Symbol.Surface) dwSymbolClr=Symbol.Surface->GetClr(); }
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void SetSelected(bool fToVal) { fSelected = fToVal; }
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public:
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const char *GetCommand() const { return Command; }
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// GUI calls
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virtual void MouseInput(class C4GUI::CMouse &rMouse, int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyParam); // input: mouse movement or buttons
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virtual void MouseEnter(class C4GUI::CMouse &rMouse); // called when mouse cursor enters element region: Select this item (deselects any other)
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};
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class C4Menu : public C4GUI::Dialog
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{
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typedef C4GUI::Dialog BaseClass;
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public:
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C4Menu();
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~C4Menu() { Clear(); }
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void Clear();
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virtual void Default();
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protected:
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bool LocationSet;
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bool Permanent;
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bool NeedRefill;
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int32_t Style;
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int32_t Selection,TimeOnSelection;
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int32_t ItemCount;
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int32_t ItemWidth,ItemHeight;
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int32_t Identification;
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int32_t Columns; // sync
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int32_t Lines; // async
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int32_t Alignment;
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StdStrBuf CloseCommand; // script command that will be executed on menu close
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char Caption[C4MaxTitle+1];
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C4FacetSurface Symbol;
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C4GUI::ScrollWindow *pClientWindow; // window containing the menu items
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bool fActive; // set if menu is shown - independant of GUI to keep synchronized when there's no GUI
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public:
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bool Refill();
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void Execute();
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void SetPermanent(bool fPermanent);
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void SetAlignment(int32_t iAlignment);
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int32_t GetIdentification();
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int32_t GetItemCount();
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int32_t GetPosition();
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int32_t GetSelection();
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bool IsContextMenu() { return Style == C4MN_Style_Context; }
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int32_t GetItemHeight() { return ItemHeight; }
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C4MenuItem* GetSelectedItem();
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C4MenuItem* GetItem(int32_t iIndex);
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virtual C4Object *GetParentObject() { return NULL; }
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bool MoveSelection(int32_t iBy, bool fAdjustPosition, bool fDoCalls);
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bool SetSelection(int32_t iSelection, bool fAdjustPosition, bool fDoCalls);
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bool SetPosition(int32_t iPosition);
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void SetSize(int32_t iToWdt, int32_t iToHgt);
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bool Enter();
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bool IsActive();
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bool Control(BYTE byCom, int32_t iData);
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bool KeyControl(BYTE byCom); // direct keyboard callback
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bool AddRefSym(const char *szCaption, const C4Facet &fctSymbol, const char *szCommand, const char *szInfoCaption=NULL);
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bool Add(const char *szCaption, C4FacetSurface &fctSymbol, const char *szCommand, const char *szInfoCaption=NULL);
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void ClearItems();
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void ResetLocation() { LocationSet = false; }
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bool SetLocation(int32_t iX, int32_t iY); // set location relative to user viewport
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bool TryClose(bool fOK, bool fControl);
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void SetCloseCommand(const char *strCommand);
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#ifdef _DEBUG
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void AssertSurfaceNotUsed(C4Surface *sfc);
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#endif
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private:
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bool AddItem(C4MenuItem *pNew, const char *szCaption, const char *szCommand, const char *szInfoCaption);
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bool InitMenu(const char *szEmpty, int32_t iId, int32_t iStyle);
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protected:
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bool DoInitRefSym(const C4Facet &fctSymbol, const char *szEmpty, int32_t iId=0, int32_t iStyle=C4MN_Style_Normal);
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void DrawBuffer(C4Facet &cgo);
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void AdjustSelection();
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void AdjustPosition();
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bool CheckBuffer();
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bool RefillInternal();
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void DrawButton(C4Facet &cgo);
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void DrawScrollbar(C4Facet &cgo, int32_t iTotal, int32_t iVisible, int32_t iPosition);
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void DrawFrame(C4Surface * sfcSurface, int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt);
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void InitLocation(C4Facet &cgo);
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void InitSize();
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void UpdateScrollBar(); // call InitSize if a scroll bar is needed but not present or vice vera
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void UserSelectItem(int32_t Player, C4MenuItem *pItem); // select item (direct) or do control (object menus)
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void UserEnter(int32_t Player, C4MenuItem *pItem); // enter on an item
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bool HasMouse(); // returns whether the controlling player has mouse control
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virtual bool DoRefillInternal(bool &rfRefilled) { return true; };
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virtual bool MenuCommand(const char *szCommand, bool fIsCloseCommand) { return true; }
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virtual void OnSelectionChanged(int32_t iNewSelection) {} // do object callbacks if selection changed in user menus
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virtual bool IsCloseDenied() { return false; } // do MenuQueryCancel-callbacks for user menus
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virtual void OnUserSelectItem(int32_t Player, int32_t iIndex) {}
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virtual void OnUserEnter(int32_t Player, int32_t iIndex) {}
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virtual void OnUserClose() {};
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virtual bool IsReadOnly() { return false; } // determine whether the menu is just viewed by an observer, and should not issue any calls
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virtual int32_t GetControllingPlayer() { return NO_OWNER; }
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virtual const char *GetID() { return 0; } // no ID needed, because it's a viewport dlg
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protected:
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// C4GUI
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virtual C4Viewport *GetViewport(); // return associated viewport
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virtual bool IsExternalDrawDialog() { return true; } // drawn by viewport drawing proc
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virtual bool IsMouseControlled() { return false; }
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virtual void UpdateOwnPos();
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void UpdateElementPositions(); // reposition list items so they are stacked vertically
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virtual int32_t GetZOrdering() { return -1; }
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virtual void Draw(C4TargetFacet &cgo);
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virtual bool IsOwnPtrElement() { return true; }
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virtual void UserClose(bool fOK);
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// bottom area needed for extra info
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virtual int32_t GetMarginBottom() { return C4MN_FrameWidth + BaseClass::GetMarginBottom(); }
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virtual int32_t GetMarginLeft() { return C4MN_FrameWidth + BaseClass::GetMarginLeft(); }
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virtual int32_t GetMarginRight() { return C4MN_FrameWidth + BaseClass::GetMarginRight(); }
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friend class C4Viewport; // for drawing
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friend class C4MenuItem;
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};
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#endif
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