2 * $Logfile: /Freespace2/code/Ui/GADGET.cpp $
7 * Functions for the base gadget class
10 * Revision 1.5 2002/05/28 21:03:38 relnev
13 * Revision 1.4 2002/05/26 20:22:48 theoddone33
14 * Most of network/ works
16 * Revision 1.3 2002/05/07 03:16:53 theoddone33
17 * The Great Newline Fix
19 * Revision 1.2 2002/05/04 04:36:56 theoddone33
20 * More changes, took out a lot of the sound stuff which will bite later but
23 * Revision 1.1.1.1 2002/05/03 03:28:11 root
27 * 18 8/11/99 3:21p Jefff
28 * set_bmaps clarification by daveb
30 * 17 8/10/99 6:54p Dave
31 * Mad optimizations. Added paging to the nebula effect.
33 * 16 7/16/99 1:50p Dave
34 * 8 bit aabitmaps. yay.
36 * 15 6/25/99 11:59a Dave
37 * Multi options screen.
39 * 14 5/21/99 6:45p Dave
40 * Sped up ui loading a bit. Sped up localization disk access stuff. Multi
41 * start game screen, multi password, and multi pxo-help screen.
43 * 13 5/03/99 8:33p Dave
44 * New version of multi host options screen.
46 * 12 4/16/99 5:23p Neilk
47 * Removed bitmap mprintf's to make debugging faster
49 * 11 2/11/99 3:08p Dave
50 * PXO refresh button. Very preliminary squad war support.
52 * 10 2/05/99 4:09p Anoop
53 * Hopefully the last fix for this file :)
55 * 9 2/05/99 3:26p Enricco
56 * Oops. Some .ani's can have 4 frames.
58 * 8 2/05/99 3:07p Davidg
59 * Fixed braindead bmap setting code.
61 * 7 2/01/99 5:55p Dave
62 * Removed the idea of explicit bitmaps for buttons. Fixed text
63 * highlighting for disabled gadgets.
65 * 6 12/21/98 9:05a Dave
66 * Changed UI code so it doesn't require 3 bitmaps for a 3 state button.
68 * 5 12/18/98 1:13a Dave
69 * Rough 1024x768 support for Direct3D. Proper detection and usage through
72 * 4 12/02/98 5:47p Dave
73 * Put in interface xstr code. Converted barracks screen to new format.
75 * 3 11/30/98 1:07p Dave
76 * 16 bit conversion, first run.
78 * 2 10/07/98 10:54a Dave
81 * 1 10/07/98 10:51a Dave
83 * 22 5/11/98 5:29p Hoffoss
84 * Added mouse button mapped to joystick button support.
86 * 21 4/12/98 2:09p Dave
87 * Make main hall door text less stupid. Make sure inputbox focus in the
88 * multi host options screen is managed more intelligently.
90 * 20 4/09/98 7:14p Hoffoss
91 * Did some cool changes for tooltips.
93 * 19 2/11/98 6:24p Hoffoss
94 * Fixed bug where disabled and hidden buttons give failed sound when
95 * pressed. Shouldn't happen when they are hidden.
97 * 18 1/15/98 11:54a Hoffoss
98 * Embelished file with nifty comments.
100 * 17 1/14/98 6:43p Hoffoss
101 * Massive changes to UI code. A lot cleaner and better now. Did all
102 * this to get the new UI_DOT_SLIDER to work properly, which the old code
103 * wasn't flexible enough to handle.
105 * 16 12/30/97 4:26p Lawrance
106 * Disable right-click movement of ui controls
108 * 15 10/24/97 10:58p Hoffoss
109 * Made some changes to the UI code to do some things I need it to do.
111 * 14 10/12/97 3:45p Lawrance
112 * only allow movement of UI controls in debug
114 * 13 10/09/97 4:56p Lawrance
115 * init GADGET stuff in base_create(), not the constructor
117 * 12 9/07/97 10:05p Lawrance
118 * don't set hotspot_num, done in gadget constructor
120 * 11 8/29/97 7:34p Lawrance
121 * use bmpman for storing bitmaps for ui controls
123 * 10 8/18/97 5:28p Lawrance
124 * integrating sounds for when mouse goes over an active control
126 * 9 7/20/97 7:00p Lawrance
127 * changed name of some anim_ functions to be more consistent
129 * 8 5/26/97 10:26a Lawrance
130 * get slider control working 100%
132 * 7 5/22/97 5:36p Lawrance
133 * allowing custom art for scrollbars
135 * 6 5/21/97 11:07a Lawrance
136 * integrate masks and custom bitmaps
138 * 5 4/28/97 2:19p Lawrance
139 * added clear_focus() function
141 * 4 1/28/97 4:58p Lawrance
142 * allowing hidden UI components
144 * 3 12/02/96 2:17p John
145 * Made right button drag UI gadgets around and
146 * Ctrl+Shift+Alt+F12 dumps out where they are.
148 * 2 11/21/96 10:58a John
149 * Started adding code to drag buttons.
151 * 1 11/14/96 6:55p John
159 #include "animplay.h"
162 UI_GADGET::UI_GADGET()
168 UI_GADGET::~UI_GADGET()
172 int UI_GADGET::get_hotspot()
174 if (!linked_to_hotspot)
180 void UI_GADGET::reset()
185 // --------------------------------------------------------------------
186 // Links a hotspot (palette index in mask) to the given gadget.
188 void UI_GADGET::link_hotspot(int num)
191 linked_to_hotspot = 1;
194 // --------------------------------------------------------------------
195 // Extract MAX_BMAPS_PER_CONTROL bitmaps for the different states of the control.
197 // The bitmap ids are stored in the bmap_ids[] array. If you don't want to store
198 // from the zero index, fill in the offset parameter. offset is a default parameter
199 // with a default value of zero.
201 // NOTE: The bitmaps stored in a .ani file. What each frame is used for
202 // is left up to the component to decide.
205 // loads nframes bitmaps, starting at index start_frame.
206 // anything < start_frame will not be loaded.
207 // this keeps the loading code from trying to load bitmaps which don't exist
208 // and taking an unnecessary disk hit.
209 int UI_GADGET::set_bmaps(char *ani_fname, int nframes, int start_frame)
212 char full_name[MAX_FILENAME_LEN] = "";
216 int its_all_good = 0;
218 // clear out all frames
219 for(idx=0; idx<MAX_BMAPS_PER_GADGET; idx++){
223 // load all the bitmaps
224 bm_filename = ani_fname;
226 Assert(nframes < MAX_BMAPS_PER_GADGET);
227 m_num_frames = nframes;
228 for(idx=start_frame; idx<nframes; idx++){
230 strcpy(full_name, "");
232 // get the # of digits for this index
233 num_digits = (idx < 10) ? 1 : (idx < 100) ? 2 : (idx < 1000) ? 3 : 4;
235 // build the actual filename
236 strcpy(full_name, ani_fname);
237 for(s_idx=0; s_idx<(4-num_digits); s_idx++){
238 strcat(full_name, NOX("0"));
241 sprintf(tmp, "%d", idx);
242 strcat(full_name, tmp);
244 strcat(full_name, itoa(idx, tmp, 10));
247 // try and load the bitmap
248 bmap_ids[idx] = bm_load(full_name);
249 if(bmap_ids[idx] != -1){
250 // bm_lock(bmap_ids[idx], 16, 0);
251 // bm_unlock(bmap_ids[idx]);
255 // mprintf(("Skipping %s\n", full_name));
266 // no go, so try and load as an ani. try and load as an .ani
267 first_frame = bm_load_animation(ani_fname, &m_num_frames);
268 if((first_frame >= 0) && (m_num_frames <= MAX_BMAPS_PER_GADGET)){
269 // seems pretty stupid that we didn't just use a variable for the first frame and access all
270 // other frames offset from it instead of accessing this bmap_ids[] array, but probably too
271 // much trouble to go through and change this anymore. How sad..
272 for ( i=0; i<m_num_frames; i++ ) {
273 bmap_ids[i] = first_frame + i;
277 // flag that this control is using bitmaps for art
282 // Handle drawing of all children of the gadget. Since this the base of all other gadgets,
283 // it doesn't have any look to it (kind of like a soul. Can you see someone's soul?) and thus
284 // doesn't actually render itself.
286 void UI_GADGET::draw()
290 // if hidden, hide children as well
301 } while (cur != children);
305 // Free up bitmaps used by the gadget, and call children to destroy themselves as well.
307 void UI_GADGET::destroy()
312 for ( i=0; i<m_num_frames; i++ ) {
313 if (bmap_ids[i] != -1) {
314 bm_release(bmap_ids[i]);
325 } while (cur != children);
329 // Use this if you need to change the size and position of a gadget after you have created it.
331 void UI_GADGET::update_dimensions(int _x, int _y, int _w, int _h)
333 if ( _x != -1 ) x = _x;
334 if ( _y != -1 ) y = _y;
335 if ( _w != -1 ) w = _w;
336 if ( _h != -1 ) h = _h;
339 void UI_GADGET::get_dimensions(int *x_, int *y_, int *w_, int *h_)
347 // Hide (or show) a gadget.
348 // n != 0: Hide gadget
349 // n == 0: Show gadget
351 void UI_GADGET::hide(int n)
356 void UI_GADGET::unhide()
361 // Capture mouse with this gadget, which basically means only this gadget will get process()
362 // called on it until the mouse button 1 is released.
364 void UI_GADGET::capture_mouse()
366 my_wnd->capture_mouse(this);
369 // Check if (return true if):
370 // mouse_captured(): this gadget has the mouse captured.
371 // mouse_captured(x): gadget x has the mouse captured.
373 int UI_GADGET::mouse_captured(UI_GADGET *gadget)
378 return (my_wnd->mouse_captured_gadget == gadget);
381 // Set up the gadget and registers it with the UI window
383 void UI_GADGET::base_create(UI_WINDOW *wnd, int _kind, int _x, int _y, int _w, int _h)
387 // initialize data with passed values
394 // set up reference to UI window and initialize as having no family
400 // this actually links the gadget into the UI window's top level family (as the youngest gadget)
403 // initialize variables
405 user_function = NULL;
408 base_drag_x = base_drag_y = 0;
411 linked_to_hotspot = 0;
414 for ( i=0; i<MAX_BMAPS_PER_GADGET; i++ ) {
419 void UI_GADGET::set_hotkey(int key)
424 // Far as I can tell, the callback function is handled differently for each gadget type, if
425 // handled by a given gadget type at all.
427 void UI_GADGET::set_callback(void (*_user_function)(void))
429 user_function = _user_function;
432 // get the next enabled gadget in sibling list or self if none
434 UI_GADGET *UI_GADGET::get_next()
439 while ((tmp != this) && tmp->disabled_flag)
445 // get the previous enabled gadget in sibling list or self if none
447 UI_GADGET *UI_GADGET::get_prev()
452 while ((tmp != this) && tmp->disabled_flag)
458 // Set this gadget as the focus (selected gadget) of the UI window
460 void UI_GADGET::set_focus()
462 my_wnd->selected_gadget = this;
465 // Make no gadget have focus in the UI window.
467 void UI_GADGET::clear_focus()
469 my_wnd->selected_gadget = NULL;
472 // Return true or false if this gadget currently has the focus
473 int UI_GADGET::has_focus()
475 return my_wnd->selected_gadget == this ? 1 : 0;
478 // get mouse pointer position relative to gadget's origin (UL corner)
480 void UI_GADGET::get_mouse_pos(int *xx, int *yy)
483 *xx = ui_mouse.x - x;
485 *yy = ui_mouse.y - y;
488 // Call process() for all children of gadget. As a base gadget for all other gadget types,
489 // it doesn't actually do anything for itself.
491 void UI_GADGET::process(int focus)
498 tmp = children; // process all children of gadget
504 } while (tmp != children);
508 // Check if the mouse is over the gadget's area or not,
510 int UI_GADGET::is_mouse_on()
512 int offset, pixel_val;
516 // if linked to a hotspot, use the mask for determination
517 if (linked_to_hotspot) {
518 mask_data = (ubyte*)my_wnd->get_mask_data(&mask_w, &mask_h);
519 if ( mask_data == NULL ) {
520 nprintf(("Warning", "No mask defined, but control is linked to hotspot\n"));
525 // if the mouse values are out of range of the bitmap
526 // NOTE : this happens when using smaller mask bitmaps than the screen resolution (during development)
527 if((ui_mouse.x >= mask_w) || (ui_mouse.y >= mask_h)){
531 // check the pixel value under the mouse
532 offset = ui_mouse.y * mask_w + ui_mouse.x;
533 pixel_val = *(mask_data + offset);
534 if (pixel_val == hotspot_num){
539 // otherwise, we just check the bounding box area
541 if ((ui_mouse.x >= x) && (ui_mouse.x < x + w) && (ui_mouse.y >= y) && (ui_mouse.y < y + h) ){
549 // check if mouse is over any child of this gadget
551 int UI_GADGET::is_mouse_on_children()
558 if (tmp->is_mouse_on())
560 if (tmp->is_mouse_on_children())
565 } while (tmp != children);
571 void UI_GADGET::disable()
576 // Enables (or possibly disables) the gadget. n is an optional argument. If not supplied,
577 // enables the garget. If supplied, enables garget if n is true, disables it if n is false.
579 void UI_GADGET::enable(int n)
581 disabled_flag = n ? 0 : 1;
584 // Check if gadget is disabled
586 int UI_GADGET::disabled()
588 return disabled_flag;
591 // Check if gadget is enabled
593 int UI_GADGET::enabled()
595 return !disabled_flag;
598 void UI_GADGET::drag_with_children( int dx, int dy )
602 x = dx + base_start_x;
603 y = dy + base_start_y;
608 tmp->drag_with_children(dx, dy);
611 } while (tmp != children);
615 void UI_GADGET::start_drag_with_children()
626 tmp->start_drag_with_children();
629 } while (tmp != children);
633 void UI_GADGET::stop_drag_with_children()
641 tmp->stop_drag_with_children();
644 } while (tmp != children);
648 // Returns 1 if moving
649 int UI_GADGET::check_move()
652 if ( parent != NULL ) return base_dragging;
654 if ( !base_dragging ) {
656 if ( B2_JUST_PRESSED ) {
657 if ( is_mouse_on() || is_mouse_on_children() ) {
658 start_drag_with_children();
659 base_drag_x = ui_mouse.x;
660 base_drag_y = ui_mouse.y;
668 drag_with_children(ui_mouse.x - base_drag_x,ui_mouse.y - base_drag_y);
669 nprintf(( "UI", "UI: X=%d, Y=%d, Delta=(%d,%d)\n", x, y, (ui_mouse.x - base_drag_x), (ui_mouse.y - base_drag_y) ));
671 stop_drag_with_children();
679 // Take gadget out of family. Children of this gadget stay with gadget, though.
681 // A family is basically the whole parent/sibling/children hierarchy for gadgets. Any gadget
682 // that is linked to another gadget by one of these pointers is said to be in the same family
683 // as that gadget. This function, therefore, caused all references to a gadget by it's
684 // family's gadgets' sibling or children pointers to be broken, and all references to any of them
685 // by this gadget's parent or sibling pointers to also be broken. This isolates the gadget and
686 // it's children into a new family.
688 void UI_GADGET::remove_from_family()
691 if (parent->children == this) {
692 if (next == this) // an only child?
693 parent->children = NULL; // if so, parent now has no children
695 parent->children = next; // next sibling is now the eldest
699 if (my_wnd->first_gadget == this) {
700 if (next == this) // an only child?
701 my_wnd->first_gadget = NULL; // if so, parent now has no children
703 my_wnd->first_gadget = next; // next sibling is now the eldest
708 if (next != this) { // does gadget have siblings?
716 // Put gadget into a new family (removing from old one if needed first).
717 // See remove_from_family() for definition of what a family is.
719 void UI_GADGET::set_parent(UI_GADGET *daddy)
721 remove_from_family();
725 if (!my_wnd->first_gadget) {
726 my_wnd->first_gadget = this;
729 UI_GADGET *eldest_sibling, *youngest_sibling;
731 eldest_sibling = my_wnd->first_gadget;
732 youngest_sibling = eldest_sibling->prev;
734 next = eldest_sibling;
735 prev = youngest_sibling;
737 eldest_sibling->prev = this;
738 youngest_sibling->next = this;
744 if (!daddy->children) {
745 daddy->children = this;
748 UI_GADGET *eldest_sibling, *youngest_sibling;
750 eldest_sibling = daddy->children;
751 youngest_sibling = eldest_sibling->prev;
753 next = eldest_sibling;
754 prev = youngest_sibling->prev;
756 eldest_sibling->prev = this;
757 youngest_sibling->next = this;