968 lines
21 KiB
C++
968 lines
21 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/wwui/dialogmgr.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 2/05/02 1:04p $*
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* *
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* $Revision:: 40 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "dialogmgr.h"
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#include "dialogbase.h"
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#include "childdialog.h"
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#include "dx8wrapper.h"
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#include "assetmgr.h"
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#include "rinfo.h"
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#include "camera.h"
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#include "mousemgr.h"
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#include "tooltipmgr.h"
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#include "stylemgr.h"
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#include "dialogcontrol.h"
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#include "menudialog.h"
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#include "wwuiinput.h"
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#include "wwmemlog.h"
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#include "dialogtransition.h"
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#include "systimer.h"
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#include "tooltip.h"
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////////////////////////////////////////////////////////////////
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// Static member initialization
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////////////////////////////////////////////////////////////////
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DynamicVectorClass<DialogBaseClass *> DialogMgrClass::DialogList;
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DialogBaseClass ** DialogMgrClass::TestArray;
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int DialogMgrClass::TestArrayCount;
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int DialogMgrClass::TestArrayMaxCount;
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bool DialogMgrClass::IsFirstRender = false;
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bool DialogMgrClass::IsInMenuMode = false;
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DialogBaseClass * DialogMgrClass::ActiveDialog = NULL;
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BYTE DialogMgrClass::KeyboardState[256];
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DialogControlClass * DialogMgrClass::InputCapture = NULL;
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DialogControlClass * DialogMgrClass::FocusControl = NULL;
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WWUIInputClass * DialogMgrClass::Input = NULL;
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DialogTransitionClass * DialogMgrClass::Transition = NULL;
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DialogBaseClass * DialogMgrClass::PendingActiveDialog = NULL;
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DialogBaseClass * DialogMgrClass::TransitionDialog = NULL;
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uint32 DialogMgrClass::CurrTime = 0;
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uint32 DialogMgrClass::LastFrameTime = 0;
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Vector3 DialogMgrClass::LastMousePos (0, 0, 0);
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bool DialogMgrClass::LastMouseButtonState[MB_COUNT] = { 0 };
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bool DialogMgrClass::IsFlushing = false;
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ToolTipClass* DialogMgrClass::mIMEMessage = NULL;
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uint32 DialogMgrClass::mIMEMessageTime = 0;
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static bool GameWasInFocus;
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////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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////////////////////////////////////////////////////////////////
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void
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DialogMgrClass::Initialize (const char *stylemgr_ini)
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{
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StyleMgrClass::Initialize_From_INI (stylemgr_ini);
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MouseMgrClass::Initialize ();
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ToolTipMgrClass::Initialize ();
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MenuDialogClass::Initialize ();
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::memset (KeyboardState, 0, sizeof (KeyboardState));
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TestArrayMaxCount = 0;
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Shutdown
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//
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////////////////////////////////////////////////////////////////
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void
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DialogMgrClass::Shutdown (void)
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{
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//
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// Remove all the dialogs from our list
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//
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Flush_Dialogs ();
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MenuDialogClass::Shutdown ();
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StyleMgrClass::Shutdown ();
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MouseMgrClass::Shutdown ();
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ToolTipMgrClass::Shutdown ();
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Set_Active_Dialog (NULL);
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delete[] TestArray;
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TestArray=NULL;
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if (mIMEMessage) {
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delete mIMEMessage;
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mIMEMessage = NULL;
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mIMEMessageTime = 0;
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}
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//
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// Release our hold on the input mechanism
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//
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REF_PTR_RELEASE (Input);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Reset_Inputs
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//
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////////////////////////////////////////////////////////////////
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void
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DialogMgrClass::Reset_Inputs (void)
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{
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//
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// Update the cached mouse button states
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//
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LastMouseButtonState[MB_LBUTTON] = Input->Is_Button_Down (VK_LBUTTON);
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LastMouseButtonState[MB_MBUTTON] = Input->Is_Button_Down (VK_MBUTTON);
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LastMouseButtonState[MB_RBUTTON] = Input->Is_Button_Down (VK_RBUTTON);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Register_Dialog
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//
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////////////////////////////////////////////////////////////////
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void
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DialogMgrClass::Register_Dialog (DialogBaseClass *dialog)
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{
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//
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// Check to see if this dialog is already in our list
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//
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if (DialogList.ID (dialog) == -1) {
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Reset_Inputs ();
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//
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// Keep a lock on the dialog
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//
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dialog->Add_Ref ();
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//
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// Add the dialog to our list. Note: We keep popup dialogs
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// as the topmost windows in our z order. Z order is determined
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// by the order in the list.
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//
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bool is_top_level = true;
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if (dialog->As_PopupDialogClass () == NULL) {
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int new_index = DialogList.Count () - 1;
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for (; new_index >= 0; new_index --) {
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if (DialogList[new_index]->As_PopupDialogClass () == NULL) {
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break;
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}
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is_top_level = false;
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}
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DialogList.Insert (new_index + 1, dialog);
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} else {
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DialogList.Add (dialog);
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}
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//
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// Make this the active dialog
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//
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if (is_top_level && dialog->Wants_Activation ()) {
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Set_Active_Dialog (dialog);
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}
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//
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// Update the framework
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//
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On_Dialog_Added ();
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//
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// Handle the first dialog...
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//
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if (DialogList.Count () == 1) {
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MouseMgrClass::Show_Cursor (true);
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IsFirstRender = true;
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}
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// UnRegister_Dialog
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//
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////////////////////////////////////////////////////////////////
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void
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DialogMgrClass::UnRegister_Dialog (DialogBaseClass *dialog)
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{
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//
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// Is this dialog in our list?
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//
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int index = DialogList.ID (dialog);
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if (index != -1) {
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Reset_Inputs ();
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//
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// Remove the dialog from our list
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//
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DialogList.Delete (index);
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REF_PTR_RELEASE (dialog);
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//
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// Update the framework
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//
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On_Dialog_Removed ();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Dialog_Added
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//
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////////////////////////////////////////////////////////////////
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void
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DialogMgrClass::On_Dialog_Added (void)
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{
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//
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// Center the mouse in the window
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//
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#if (0)
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HWND wnd = (HWND)WW3D::Get_Window ();
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RECT rect = { 0 };
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::GetClientRect (wnd, &rect);
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#endif //(0)
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/*Vector3 mouse_pos = Get_Mouse_Pos ();
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mouse_pos.X = rect.left + (rect.right - rect.left) / 2;
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mouse_pos.Y = rect.top + (rect.bottom - rect.top) / 2;
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Set_Mouse_Pos (mouse_pos);*/
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Dialog_Removed
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//
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////////////////////////////////////////////////////////////////
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void
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DialogMgrClass::On_Dialog_Removed (void)
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{
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//
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// Are there any dialogs left?
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//
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if (DialogList.Count () == 0) {
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//
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// Revert from "dialog" mode.
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//
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MouseMgrClass::Show_Cursor (false);
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Set_Active_Dialog (NULL);
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} else if (IsFlushing == false) {
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//
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// Force "focus" to go to the most recent dialog
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//
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int index = DialogList.Count ();
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while (index --) {
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if (DialogList[index]->Wants_Activation ()) {
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Set_Active_Dialog (DialogList[index]);
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break;
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}
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}
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Update_Transition
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//
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////////////////////////////////////////////////////////////////
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void
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DialogMgrClass::Update_Transition (void)
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{
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if (Transition != NULL) {
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//
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// Allow the transition to think
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//
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Transition->On_Frame_Update ();
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Transition->Render ();
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//
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// Did the transition finish?
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//
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if (Transition->Is_Complete ()) {
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//
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// Let the dialog controls be displayed (as necessary)
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//
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if (TransitionDialog != NULL) {
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TransitionDialog->Set_Controls_Hidden (false);
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}
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if (PendingActiveDialog != NULL) {
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PendingActiveDialog->Set_Controls_Hidden (false);
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}
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//
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// Now make the pending dialog active
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//
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Internal_Set_Active_Dialog (PendingActiveDialog);
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PendingActiveDialog = NULL;
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TransitionDialog = NULL;
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//
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// Release our hold on the transition
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//
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REF_PTR_RELEASE (Transition);
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}
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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||
|
//
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||
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// On_Frame_Update
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//
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||
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////////////////////////////////////////////////////////////////
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void
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DialogMgrClass::On_Frame_Update (void)
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{
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WWMEMLOG(MEM_GAMEDATA);
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//
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// Update the timing
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//
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uint32 old_time = CurrTime;
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CurrTime = TIMEGETTIME ();
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LastFrameTime = CurrTime - old_time;
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|
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|
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// DynamicVectorClass<DialogBaseClass *> test_list = DialogList;
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if (DialogList.Count()>TestArrayMaxCount) {
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delete[] TestArray;
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TestArrayMaxCount=DialogList.Count();
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TestArray=new DialogBaseClass*[TestArrayMaxCount];
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}
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TestArrayCount=DialogList.Count();
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for (int i=0;i<TestArrayCount;++i) {
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TestArray[i]=DialogList[i];
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}
|
||
|
|
||
|
//
|
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// Let each dialog think
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||
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//
|
||
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for (int index = 0; index < DialogList.Count (); index ++) {
|
||
|
//
|
||
|
// Simple check to ensure that the DialogList hasn't changed
|
||
|
// due to this On_Frame_Update () call
|
||
|
//
|
||
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if (index >= TestArrayCount || DialogList[index] != TestArray[index]) {
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break;
|
||
|
}
|
||
|
|
||
|
DialogBaseClass* dialog = DialogList[index];
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||
|
WWASSERT(dialog != NULL);
|
||
|
|
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|
dialog->Add_Ref();
|
||
|
|
||
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if (dialog->Is_Active () && dialog->As_ChildDialogClass () == NULL) {
|
||
|
dialog->On_Frame_Update ();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Force an "On_Periodic" for dialogs that aren't in focus...
|
||
|
//
|
||
|
dialog->On_Periodic ();
|
||
|
dialog->Release_Ref();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Return from "dialog" mode if the ESC key has been let up...
|
||
|
//
|
||
|
if (IsInMenuMode && DialogList.Count () == 0 && ((KeyboardState[VK_ESCAPE] & 0x80) == 0)) {
|
||
|
IsInMenuMode = false;
|
||
|
Input->Exit_Menu_Mode ();
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Render
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogMgrClass::Render (void)
|
||
|
{
|
||
|
WWMEMLOG(MEM_GAMEDATA);
|
||
|
|
||
|
if (!GameInFocus) {
|
||
|
GameWasInFocus=false;
|
||
|
return;
|
||
|
}
|
||
|
if (!GameWasInFocus) {
|
||
|
DialogMgrClass::Reset();
|
||
|
GameWasInFocus=true;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Enable static sorting levels
|
||
|
//
|
||
|
bool enable_static_sort = WW3D::Are_Static_Sort_Lists_Enabled ();
|
||
|
WW3D::Enable_Static_Sort_Lists (true);
|
||
|
|
||
|
//
|
||
|
// Enable the "console" mode if this is the first dialog
|
||
|
// we're rendering
|
||
|
//
|
||
|
if (IsFirstRender) {
|
||
|
IsFirstRender = false;
|
||
|
IsInMenuMode = true;
|
||
|
Input->Enter_Menu_Mode ();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Update any transitions
|
||
|
//
|
||
|
Update_Transition ();
|
||
|
|
||
|
//
|
||
|
// Render each dialog
|
||
|
//
|
||
|
for (int index = 0; index < DialogList.Count (); index ++) {
|
||
|
bool render = false;
|
||
|
|
||
|
//
|
||
|
// Should this dialog be rendered?
|
||
|
//
|
||
|
DialogBaseClass *dialog = DialogList[index];
|
||
|
if ( dialog->Is_Visible () /*&&
|
||
|
dialog != PendingActiveDialog &&
|
||
|
dialog != TransitionOutDialog*/ )
|
||
|
{
|
||
|
//
|
||
|
// Don't render here if its a child-dialog
|
||
|
//
|
||
|
render = (dialog->As_ChildDialogClass () == NULL);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render the dialog
|
||
|
//
|
||
|
if (render) {
|
||
|
dialog->Render ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render the tooltip
|
||
|
//
|
||
|
Vector3 cursor_pos = Get_Mouse_Pos ();
|
||
|
ToolTipMgrClass::Update (Vector2 (cursor_pos.X, cursor_pos.Y));
|
||
|
ToolTipMgrClass::Render ();
|
||
|
|
||
|
if ((mIMEMessageTime > CurrTime) && mIMEMessage) {
|
||
|
mIMEMessage->Render();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Render the mouse cursor
|
||
|
//
|
||
|
MouseMgrClass::Render ();
|
||
|
|
||
|
//
|
||
|
// Update the cached mouse button states
|
||
|
//
|
||
|
Reset_Inputs ();
|
||
|
|
||
|
//
|
||
|
// Put the static sort flag back the way we found it
|
||
|
//
|
||
|
WW3D::Enable_Static_Sort_Lists (enable_static_sort);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Set_Active_Dialog
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogMgrClass::Set_Active_Dialog (DialogBaseClass *dialog)
|
||
|
{
|
||
|
if (ActiveDialog == dialog) {
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
//REF_PTR_RELEASE (Transition);
|
||
|
if (Transition != NULL) {
|
||
|
PendingActiveDialog = dialog;
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Check to see if we should play an outro-transition for
|
||
|
// the currently active dialog
|
||
|
//
|
||
|
if (ActiveDialog != NULL) {
|
||
|
Transition = ActiveDialog->Get_Transition_Out (dialog);
|
||
|
if (Transition != NULL) {
|
||
|
PendingActiveDialog = dialog;
|
||
|
TransitionDialog = ActiveDialog;
|
||
|
|
||
|
//
|
||
|
// Hide the controls on the pending dialog (if necessary)
|
||
|
//
|
||
|
if (PendingActiveDialog != NULL) {
|
||
|
//PendingActiveDialog->Set_Controls_Hidden (true);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Check to see if we should play an intro-transition for
|
||
|
// the new active dialog
|
||
|
//
|
||
|
if (dialog != NULL && Transition == NULL) {
|
||
|
Transition = dialog->Get_Transition_In (ActiveDialog);
|
||
|
if (Transition != NULL) {
|
||
|
PendingActiveDialog = dialog;
|
||
|
TransitionDialog = dialog;
|
||
|
|
||
|
//
|
||
|
// Hide the controls on the transitioning dialog
|
||
|
//
|
||
|
//TransitionDialog->Set_Controls_Hidden (true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// If we don't have any transition to play, then simply
|
||
|
// set the active dialog
|
||
|
//
|
||
|
if (Transition == NULL) {
|
||
|
Internal_Set_Active_Dialog (dialog);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
DialogMgrClass::Reset (void)
|
||
|
{
|
||
|
// REF_PTR_RELEASE (Transition);
|
||
|
// if (PendingActiveDialog) {
|
||
|
// REF_PTR_SET(ActiveDialog,PendingActiveDialog);
|
||
|
// REF_PTR_RELEASE(PendingActiveDialog);
|
||
|
// }
|
||
|
|
||
|
// Internal_Set_Active_Dialog (ActiveDialog);
|
||
|
|
||
|
if (ActiveDialog) {
|
||
|
ActiveDialog->Set_Dirty();
|
||
|
}
|
||
|
if (PendingActiveDialog) {
|
||
|
PendingActiveDialog->Set_Dirty();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Internal_Set_Active_Dialog
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogMgrClass::Internal_Set_Active_Dialog (DialogBaseClass *dialog)
|
||
|
{
|
||
|
//
|
||
|
// Get rid of the input capture and focus
|
||
|
//
|
||
|
Release_Capture ();
|
||
|
|
||
|
//
|
||
|
// Switch the active dialog
|
||
|
//
|
||
|
DialogBaseClass *old_dialog = ActiveDialog;
|
||
|
ActiveDialog = dialog;
|
||
|
|
||
|
//
|
||
|
// Notify the old dialog
|
||
|
//
|
||
|
if (old_dialog != NULL) {
|
||
|
old_dialog->On_Activate (false);
|
||
|
REF_PTR_RELEASE (old_dialog);
|
||
|
}
|
||
|
|
||
|
Set_Focus (NULL);
|
||
|
|
||
|
//
|
||
|
// Notify the new dialog (if necessary)
|
||
|
//
|
||
|
if (ActiveDialog != NULL) {
|
||
|
ActiveDialog->Add_Ref ();
|
||
|
ActiveDialog->On_Activate (true);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Remove any tooltips
|
||
|
//
|
||
|
ToolTipMgrClass::Reset ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Key_Down
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
DialogMgrClass::On_Key_Down (uint32 key_id, uint32 key_data)
|
||
|
{
|
||
|
if (Transition != NULL) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Update the keyboard state
|
||
|
//
|
||
|
::GetKeyboardState (KeyboardState);
|
||
|
|
||
|
//
|
||
|
// Notify the active dialog (if any)
|
||
|
//
|
||
|
if (ActiveDialog != NULL) {
|
||
|
return ActiveDialog->On_Key_Down (key_id, key_data);
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Key_Up
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
DialogMgrClass::On_Key_Up (uint32 key_id)
|
||
|
{
|
||
|
if (Transition != NULL) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Update the keyboard state
|
||
|
//
|
||
|
::GetKeyboardState (KeyboardState);
|
||
|
|
||
|
//
|
||
|
// Notify the active dialog (if any)
|
||
|
//
|
||
|
if (ActiveDialog != NULL) {
|
||
|
return ActiveDialog->On_Key_Up (key_id);
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Unicode_Char
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogMgrClass::On_Unicode_Char (uint16 unicode)
|
||
|
{
|
||
|
if (Transition != NULL) {
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Update the keyboard state
|
||
|
//
|
||
|
::GetKeyboardState (KeyboardState);
|
||
|
|
||
|
//
|
||
|
// Notify the active dialog (if any)
|
||
|
//
|
||
|
if (ActiveDialog != NULL) {
|
||
|
ActiveDialog->On_Unicode_Char (unicode);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Find_Control
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
DialogControlClass *
|
||
|
DialogMgrClass::Find_Control (const Vector2 &mouse_pos)
|
||
|
{
|
||
|
DialogControlClass *retval = NULL;
|
||
|
|
||
|
//
|
||
|
// Get this information from the active dialog
|
||
|
//
|
||
|
if (ActiveDialog != NULL) {
|
||
|
retval = ActiveDialog->Find_Control (mouse_pos);
|
||
|
}
|
||
|
|
||
|
return retval;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Set_Capture
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogMgrClass::Set_Capture (DialogControlClass *control)
|
||
|
{
|
||
|
InputCapture = control;
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Release_Capture
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogMgrClass::Release_Capture (void)
|
||
|
{
|
||
|
InputCapture = NULL;
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Flush_Dialogs
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogMgrClass::Flush_Dialogs (void)
|
||
|
{
|
||
|
WWDEBUG_SAY(("DialogMgrClass: Flushing dialogs\n"));
|
||
|
|
||
|
IsFlushing = true;
|
||
|
|
||
|
Set_Active_Dialog (NULL);
|
||
|
|
||
|
//
|
||
|
// Remove all the dialogs from our list
|
||
|
//
|
||
|
while (DialogList.Count () > 0) {
|
||
|
DialogList[DialogList.Count () - 1]->End_Dialog ();
|
||
|
}
|
||
|
|
||
|
Set_Focus (NULL);
|
||
|
|
||
|
//
|
||
|
// Reset our transition variables
|
||
|
//
|
||
|
TransitionDialog = NULL;
|
||
|
PendingActiveDialog = NULL;
|
||
|
REF_PTR_RELEASE (Transition);
|
||
|
|
||
|
//
|
||
|
// Release our hold on the transitioning dialogs
|
||
|
//
|
||
|
//REF_PTR_RELEASE (TransitionInDialog);
|
||
|
//REF_PTR_RELEASE (TransitionOutDialog);
|
||
|
|
||
|
//
|
||
|
// Reset the list
|
||
|
//
|
||
|
DialogList.Delete_All ();
|
||
|
|
||
|
IsFlushing = false;
|
||
|
|
||
|
WWDEBUG_SAY(("DialogMgrClass: Flush complete\n"));
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool DialogMgrClass::Is_Flushing_Dialogs(void)
|
||
|
{
|
||
|
return IsFlushing;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Was_Button_Down
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
DialogMgrClass::Was_Button_Down (int vk_mouse_button_id)
|
||
|
{
|
||
|
bool retval = false;
|
||
|
|
||
|
switch (vk_mouse_button_id)
|
||
|
{
|
||
|
case VK_LBUTTON:
|
||
|
retval = LastMouseButtonState[MB_LBUTTON];
|
||
|
break;
|
||
|
|
||
|
case VK_MBUTTON:
|
||
|
retval = LastMouseButtonState[MB_MBUTTON];
|
||
|
break;
|
||
|
|
||
|
case VK_RBUTTON:
|
||
|
retval = LastMouseButtonState[MB_RBUTTON];
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return retval;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Set_Focus
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogMgrClass::Set_Focus (DialogControlClass *control)
|
||
|
{
|
||
|
if (FocusControl == control) {
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Change the focus
|
||
|
//
|
||
|
DialogControlClass *old_focus_ctrl = FocusControl;
|
||
|
FocusControl = control;
|
||
|
|
||
|
//
|
||
|
// Let go of the currently focus'd control
|
||
|
//
|
||
|
if (old_focus_ctrl != NULL) {
|
||
|
old_focus_ctrl->On_Kill_Focus (control);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Reset the focus
|
||
|
//
|
||
|
if (FocusControl != NULL) {
|
||
|
FocusControl->On_Set_Focus ();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Remove the input capture
|
||
|
//
|
||
|
Release_Capture ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
DialogBaseClass* DialogMgrClass::Find_Dialog(int dialogID)
|
||
|
{
|
||
|
for (int index = 0; index < DialogList.Count(); ++index) {
|
||
|
if (DialogList[index]->Get_Dlg_ID() == dialogID) {
|
||
|
return DialogList[index];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Rollback
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogMgrClass::Rollback (DialogBaseClass *dialog)
|
||
|
{
|
||
|
for (int index = DialogList.Count () - 1; index >= 0; index --) {
|
||
|
|
||
|
//
|
||
|
// Stop once we've come across the dialog we're rolling back to
|
||
|
//
|
||
|
if (DialogList[index] == dialog) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Close this dialog (if necessary)
|
||
|
//
|
||
|
if (DialogList[index]->As_ChildDialogClass () == NULL) {
|
||
|
DialogList[index]->End_Dialog ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
void DialogMgrClass::Show_IME_Message(const wchar_t* message, uint32 duration)
|
||
|
{
|
||
|
if (mIMEMessage == NULL) {
|
||
|
mIMEMessage = new ToolTipClass;
|
||
|
}
|
||
|
|
||
|
if (mIMEMessage) {
|
||
|
mIMEMessage->Set_Position(Vector2(10,10));
|
||
|
mIMEMessage->Set_Text(message);
|
||
|
mIMEMessageTime = (CurrTime + duration);
|
||
|
}
|
||
|
}
|