This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/wwui/dialogmgr.cpp

968 lines
21 KiB
C++
Raw Permalink Normal View History

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/wwui/dialogmgr.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/05/02 1:04p $*
* *
* $Revision:: 40 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dialogmgr.h"
#include "dialogbase.h"
#include "childdialog.h"
#include "dx8wrapper.h"
#include "assetmgr.h"
#include "rinfo.h"
#include "camera.h"
#include "mousemgr.h"
#include "tooltipmgr.h"
#include "stylemgr.h"
#include "dialogcontrol.h"
#include "menudialog.h"
#include "wwuiinput.h"
#include "wwmemlog.h"
#include "dialogtransition.h"
#include "systimer.h"
#include "tooltip.h"
////////////////////////////////////////////////////////////////
// Static member initialization
////////////////////////////////////////////////////////////////
DynamicVectorClass<DialogBaseClass *> DialogMgrClass::DialogList;
DialogBaseClass ** DialogMgrClass::TestArray;
int DialogMgrClass::TestArrayCount;
int DialogMgrClass::TestArrayMaxCount;
bool DialogMgrClass::IsFirstRender = false;
bool DialogMgrClass::IsInMenuMode = false;
DialogBaseClass * DialogMgrClass::ActiveDialog = NULL;
BYTE DialogMgrClass::KeyboardState[256];
DialogControlClass * DialogMgrClass::InputCapture = NULL;
DialogControlClass * DialogMgrClass::FocusControl = NULL;
WWUIInputClass * DialogMgrClass::Input = NULL;
DialogTransitionClass * DialogMgrClass::Transition = NULL;
DialogBaseClass * DialogMgrClass::PendingActiveDialog = NULL;
DialogBaseClass * DialogMgrClass::TransitionDialog = NULL;
uint32 DialogMgrClass::CurrTime = 0;
uint32 DialogMgrClass::LastFrameTime = 0;
Vector3 DialogMgrClass::LastMousePos (0, 0, 0);
bool DialogMgrClass::LastMouseButtonState[MB_COUNT] = { 0 };
bool DialogMgrClass::IsFlushing = false;
ToolTipClass* DialogMgrClass::mIMEMessage = NULL;
uint32 DialogMgrClass::mIMEMessageTime = 0;
static bool GameWasInFocus;
////////////////////////////////////////////////////////////////
//
// Initialize
//
////////////////////////////////////////////////////////////////
void
DialogMgrClass::Initialize (const char *stylemgr_ini)
{
StyleMgrClass::Initialize_From_INI (stylemgr_ini);
MouseMgrClass::Initialize ();
ToolTipMgrClass::Initialize ();
MenuDialogClass::Initialize ();
::memset (KeyboardState, 0, sizeof (KeyboardState));
TestArrayMaxCount = 0;
return ;
}
////////////////////////////////////////////////////////////////
//
// Shutdown
//
////////////////////////////////////////////////////////////////
void
DialogMgrClass::Shutdown (void)
{
//
// Remove all the dialogs from our list
//
Flush_Dialogs ();
MenuDialogClass::Shutdown ();
StyleMgrClass::Shutdown ();
MouseMgrClass::Shutdown ();
ToolTipMgrClass::Shutdown ();
Set_Active_Dialog (NULL);
delete[] TestArray;
TestArray=NULL;
if (mIMEMessage) {
delete mIMEMessage;
mIMEMessage = NULL;
mIMEMessageTime = 0;
}
//
// Release our hold on the input mechanism
//
REF_PTR_RELEASE (Input);
return ;
}
////////////////////////////////////////////////////////////////
//
// Reset_Inputs
//
////////////////////////////////////////////////////////////////
void
DialogMgrClass::Reset_Inputs (void)
{
//
// Update the cached mouse button states
//
LastMouseButtonState[MB_LBUTTON] = Input->Is_Button_Down (VK_LBUTTON);
LastMouseButtonState[MB_MBUTTON] = Input->Is_Button_Down (VK_MBUTTON);
LastMouseButtonState[MB_RBUTTON] = Input->Is_Button_Down (VK_RBUTTON);
return ;
}
////////////////////////////////////////////////////////////////
//
// Register_Dialog
//
////////////////////////////////////////////////////////////////
void
DialogMgrClass::Register_Dialog (DialogBaseClass *dialog)
{
//
// Check to see if this dialog is already in our list
//
if (DialogList.ID (dialog) == -1) {
Reset_Inputs ();
//
// Keep a lock on the dialog
//
dialog->Add_Ref ();
//
// Add the dialog to our list. Note: We keep popup dialogs
// as the topmost windows in our z order. Z order is determined
// by the order in the list.
//
bool is_top_level = true;
if (dialog->As_PopupDialogClass () == NULL) {
int new_index = DialogList.Count () - 1;
for (; new_index >= 0; new_index --) {
if (DialogList[new_index]->As_PopupDialogClass () == NULL) {
break;
}
is_top_level = false;
}
DialogList.Insert (new_index + 1, dialog);
} else {
DialogList.Add (dialog);
}
//
// Make this the active dialog
//
if (is_top_level && dialog->Wants_Activation ()) {
Set_Active_Dialog (dialog);
}
//
// Update the framework
//
On_Dialog_Added ();
//
// Handle the first dialog...
//
if (DialogList.Count () == 1) {
MouseMgrClass::Show_Cursor (true);
IsFirstRender = true;
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// UnRegister_Dialog
//
////////////////////////////////////////////////////////////////
void
DialogMgrClass::UnRegister_Dialog (DialogBaseClass *dialog)
{
//
// Is this dialog in our list?
//
int index = DialogList.ID (dialog);
if (index != -1) {
Reset_Inputs ();
//
// Remove the dialog from our list
//
DialogList.Delete (index);
REF_PTR_RELEASE (dialog);
//
// Update the framework
//
On_Dialog_Removed ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Dialog_Added
//
////////////////////////////////////////////////////////////////
void
DialogMgrClass::On_Dialog_Added (void)
{
//
// Center the mouse in the window
//
#if (0)
HWND wnd = (HWND)WW3D::Get_Window ();
RECT rect = { 0 };
::GetClientRect (wnd, &rect);
#endif //(0)
/*Vector3 mouse_pos = Get_Mouse_Pos ();
mouse_pos.X = rect.left + (rect.right - rect.left) / 2;
mouse_pos.Y = rect.top + (rect.bottom - rect.top) / 2;
Set_Mouse_Pos (mouse_pos);*/
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Dialog_Removed
//
////////////////////////////////////////////////////////////////
void
DialogMgrClass::On_Dialog_Removed (void)
{
//
// Are there any dialogs left?
//
if (DialogList.Count () == 0) {
//
// Revert from "dialog" mode.
//
MouseMgrClass::Show_Cursor (false);
Set_Active_Dialog (NULL);
} else if (IsFlushing == false) {
//
// Force "focus" to go to the most recent dialog
//
int index = DialogList.Count ();
while (index --) {
if (DialogList[index]->Wants_Activation ()) {
Set_Active_Dialog (DialogList[index]);
break;
}
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Update_Transition
//
////////////////////////////////////////////////////////////////
void
DialogMgrClass::Update_Transition (void)
{
if (Transition != NULL) {
//
// Allow the transition to think
//
Transition->On_Frame_Update ();
Transition->Render ();
//
// Did the transition finish?
//
if (Transition->Is_Complete ()) {
//
// Let the dialog controls be displayed (as necessary)
//
if (TransitionDialog != NULL) {
TransitionDialog->Set_Controls_Hidden (false);
}
if (PendingActiveDialog != NULL) {
PendingActiveDialog->Set_Controls_Hidden (false);
}
//
// Now make the pending dialog active
//
Internal_Set_Active_Dialog (PendingActiveDialog);
PendingActiveDialog = NULL;
TransitionDialog = NULL;
//
// Release our hold on the transition
//
REF_PTR_RELEASE (Transition);
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Frame_Update
//
////////////////////////////////////////////////////////////////
void
DialogMgrClass::On_Frame_Update (void)
{
WWMEMLOG(MEM_GAMEDATA);
//
// Update the timing
//
uint32 old_time = CurrTime;
CurrTime = TIMEGETTIME ();
LastFrameTime = CurrTime - old_time;
// DynamicVectorClass<DialogBaseClass *> test_list = DialogList;
if (DialogList.Count()>TestArrayMaxCount) {
delete[] TestArray;
TestArrayMaxCount=DialogList.Count();
TestArray=new DialogBaseClass*[TestArrayMaxCount];
}
TestArrayCount=DialogList.Count();
for (int i=0;i<TestArrayCount;++i) {
TestArray[i]=DialogList[i];
}
//
// Let each dialog think
//
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
//
if (index >= TestArrayCount || DialogList[index] != TestArray[index]) {
break;
}
DialogBaseClass* dialog = DialogList[index];
WWASSERT(dialog != NULL);
dialog->Add_Ref();
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);
}
}