2 * $Logfile: /Freespace2/code/Ui/GADGET.cpp $
7 * Functions for the base gadget class
10 * Revision 1.2 2002/05/04 04:36:56 theoddone33
11 * More changes, took out a lot of the sound/* stuff which will bite later but
14 * Revision 1.1.1.1 2002/05/03 03:28:11 root
18 * 18 8/11/99 3:21p Jefff
19 * set_bmaps clarification by daveb
21 * 17 8/10/99 6:54p Dave
22 * Mad optimizations. Added paging to the nebula effect.
24 * 16 7/16/99 1:50p Dave
25 * 8 bit aabitmaps. yay.
27 * 15 6/25/99 11:59a Dave
28 * Multi options screen.
30 * 14 5/21/99 6:45p Dave
31 * Sped up ui loading a bit. Sped up localization disk access stuff. Multi
32 * start game screen, multi password, and multi pxo-help screen.
34 * 13 5/03/99 8:33p Dave
35 * New version of multi host options screen.
37 * 12 4/16/99 5:23p Neilk
38 * Removed bitmap mprintf's to make debugging faster
40 * 11 2/11/99 3:08p Dave
41 * PXO refresh button. Very preliminary squad war support.
43 * 10 2/05/99 4:09p Anoop
44 * Hopefully the last fix for this file :)
46 * 9 2/05/99 3:26p Enricco
47 * Oops. Some .ani's can have 4 frames.
49 * 8 2/05/99 3:07p Davidg
50 * Fixed braindead bmap setting code.
52 * 7 2/01/99 5:55p Dave
53 * Removed the idea of explicit bitmaps for buttons. Fixed text
54 * highlighting for disabled gadgets.
56 * 6 12/21/98 9:05a Dave
57 * Changed UI code so it doesn't require 3 bitmaps for a 3 state button.
59 * 5 12/18/98 1:13a Dave
60 * Rough 1024x768 support for Direct3D. Proper detection and usage through
63 * 4 12/02/98 5:47p Dave
64 * Put in interface xstr code. Converted barracks screen to new format.
66 * 3 11/30/98 1:07p Dave
67 * 16 bit conversion, first run.
69 * 2 10/07/98 10:54a Dave
72 * 1 10/07/98 10:51a Dave
74 * 22 5/11/98 5:29p Hoffoss
75 * Added mouse button mapped to joystick button support.
77 * 21 4/12/98 2:09p Dave
78 * Make main hall door text less stupid. Make sure inputbox focus in the
79 * multi host options screen is managed more intelligently.
81 * 20 4/09/98 7:14p Hoffoss
82 * Did some cool changes for tooltips.
84 * 19 2/11/98 6:24p Hoffoss
85 * Fixed bug where disabled and hidden buttons give failed sound when
86 * pressed. Shouldn't happen when they are hidden.
88 * 18 1/15/98 11:54a Hoffoss
89 * Embelished file with nifty comments.
91 * 17 1/14/98 6:43p Hoffoss
92 * Massive changes to UI code. A lot cleaner and better now. Did all
93 * this to get the new UI_DOT_SLIDER to work properly, which the old code
94 * wasn't flexible enough to handle.
96 * 16 12/30/97 4:26p Lawrance
97 * Disable right-click movement of ui controls
99 * 15 10/24/97 10:58p Hoffoss
100 * Made some changes to the UI code to do some things I need it to do.
102 * 14 10/12/97 3:45p Lawrance
103 * only allow movement of UI controls in debug
105 * 13 10/09/97 4:56p Lawrance
106 * init GADGET stuff in base_create(), not the constructor
108 * 12 9/07/97 10:05p Lawrance
109 * don't set hotspot_num, done in gadget constructor
111 * 11 8/29/97 7:34p Lawrance
112 * use bmpman for storing bitmaps for ui controls
114 * 10 8/18/97 5:28p Lawrance
115 * integrating sounds for when mouse goes over an active control
117 * 9 7/20/97 7:00p Lawrance
118 * changed name of some anim_ functions to be more consistent
120 * 8 5/26/97 10:26a Lawrance
121 * get slider control working 100%
123 * 7 5/22/97 5:36p Lawrance
124 * allowing custom art for scrollbars
126 * 6 5/21/97 11:07a Lawrance
127 * integrate masks and custom bitmaps
129 * 5 4/28/97 2:19p Lawrance
130 * added clear_focus() function
132 * 4 1/28/97 4:58p Lawrance
133 * allowing hidden UI components
135 * 3 12/02/96 2:17p John
136 * Made right button drag UI gadgets around and
137 * Ctrl+Shift+Alt+F12 dumps out where they are.
139 * 2 11/21/96 10:58a John
140 * Started adding code to drag buttons.
142 * 1 11/14/96 6:55p John
150 #include "animplay.h"
153 UI_GADGET::UI_GADGET()
159 UI_GADGET::~UI_GADGET()
163 int UI_GADGET::get_hotspot()
165 if (!linked_to_hotspot)
171 void UI_GADGET::reset()
176 // --------------------------------------------------------------------
177 // Links a hotspot (palette index in mask) to the given gadget.
179 void UI_GADGET::link_hotspot(int num)
182 linked_to_hotspot = 1;
185 // --------------------------------------------------------------------
186 // Extract MAX_BMAPS_PER_CONTROL bitmaps for the different states of the control.
188 // The bitmap ids are stored in the bmap_ids[] array. If you don't want to store
189 // from the zero index, fill in the offset parameter. offset is a default parameter
190 // with a default value of zero.
192 // NOTE: The bitmaps stored in a .ani file. What each frame is used for
193 // is left up to the component to decide.
196 // loads nframes bitmaps, starting at index start_frame.
197 // anything < start_frame will not be loaded.
198 // this keeps the loading code from trying to load bitmaps which don't exist
199 // and taking an unnecessary disk hit.
200 int UI_GADGET::set_bmaps(char *ani_fname, int nframes, int start_frame)
203 char full_name[MAX_FILENAME_LEN] = "";
207 int its_all_good = 0;
209 // clear out all frames
210 for(idx=0; idx<MAX_BMAPS_PER_GADGET; idx++){
214 // load all the bitmaps
215 bm_filename = ani_fname;
217 Assert(nframes < MAX_BMAPS_PER_GADGET);
218 m_num_frames = nframes;
219 for(idx=start_frame; idx<nframes; idx++){
221 strcpy(full_name, "");
223 // get the # of digits for this index
224 num_digits = (idx < 10) ? 1 : (idx < 100) ? 2 : (idx < 1000) ? 3 : 4;
226 // build the actual filename
227 strcpy(full_name, ani_fname);
228 for(s_idx=0; s_idx<(4-num_digits); s_idx++){
229 strcat(full_name, NOX("0"));
234 strcat(full_name, itoa(idx, tmp, 10));
237 // try and load the bitmap
238 bmap_ids[idx] = bm_load(full_name);
239 if(bmap_ids[idx] != -1){
240 // bm_lock(bmap_ids[idx], 16, 0);
241 // bm_unlock(bmap_ids[idx]);
245 // mprintf(("Skipping %s\n", full_name));
256 // no go, so try and load as an ani. try and load as an .ani
257 first_frame = bm_load_animation(ani_fname, &m_num_frames);
258 if((first_frame >= 0) && (m_num_frames <= MAX_BMAPS_PER_GADGET)){
259 // seems pretty stupid that we didn't just use a variable for the first frame and access all
260 // other frames offset from it instead of accessing this bmap_ids[] array, but probably too
261 // much trouble to go through and change this anymore. How sad..
262 for ( i=0; i<m_num_frames; i++ ) {
263 bmap_ids[i] = first_frame + i;
267 // flag that this control is using bitmaps for art
272 // Handle drawing of all children of the gadget. Since this the base of all other gadgets,
273 // it doesn't have any look to it (kind of like a soul. Can you see someone's soul?) and thus
274 // doesn't actually render itself.
276 void UI_GADGET::draw()
280 // if hidden, hide children as well
291 } while (cur != children);
295 // Free up bitmaps used by the gadget, and call children to destroy themselves as well.
297 void UI_GADGET::destroy()
302 for ( i=0; i<m_num_frames; i++ ) {
303 if (bmap_ids[i] != -1) {
304 bm_release(bmap_ids[i]);
315 } while (cur != children);
319 // Use this if you need to change the size and position of a gadget after you have created it.
321 void UI_GADGET::update_dimensions(int _x, int _y, int _w, int _h)
323 if ( _x != -1 ) x = _x;
324 if ( _y != -1 ) y = _y;
325 if ( _w != -1 ) w = _w;
326 if ( _h != -1 ) h = _h;
329 void UI_GADGET::get_dimensions(int *x_, int *y_, int *w_, int *h_)
337 // Hide (or show) a gadget.
338 // n != 0: Hide gadget
339 // n == 0: Show gadget
341 void UI_GADGET::hide(int n)
346 void UI_GADGET::unhide()
351 // Capture mouse with this gadget, which basically means only this gadget will get process()
352 // called on it until the mouse button 1 is released.
354 void UI_GADGET::capture_mouse()
356 my_wnd->capture_mouse(this);
359 // Check if (return true if):
360 // mouse_captured(): this gadget has the mouse captured.
361 // mouse_captured(x): gadget x has the mouse captured.
363 int UI_GADGET::mouse_captured(UI_GADGET *gadget)
368 return (my_wnd->mouse_captured_gadget == gadget);
371 // Set up the gadget and registers it with the UI window
373 void UI_GADGET::base_create(UI_WINDOW *wnd, int _kind, int _x, int _y, int _w, int _h)
377 // initialize data with passed values
384 // set up reference to UI window and initialize as having no family
390 // this actually links the gadget into the UI window's top level family (as the youngest gadget)
393 // initialize variables
395 user_function = NULL;
398 base_drag_x = base_drag_y = 0;
401 linked_to_hotspot = 0;
404 for ( i=0; i<MAX_BMAPS_PER_GADGET; i++ ) {
409 void UI_GADGET::set_hotkey(int key)
414 // Far as I can tell, the callback function is handled differently for each gadget type, if
415 // handled by a given gadget type at all.
417 void UI_GADGET::set_callback(void (*_user_function)(void))
419 user_function = _user_function;
422 // get the next enabled gadget in sibling list or self if none
424 UI_GADGET *UI_GADGET::get_next()
429 while ((tmp != this) && tmp->disabled_flag)
435 // get the previous enabled gadget in sibling list or self if none
437 UI_GADGET *UI_GADGET::get_prev()
442 while ((tmp != this) && tmp->disabled_flag)
448 // Set this gadget as the focus (selected gadget) of the UI window
450 void UI_GADGET::set_focus()
452 my_wnd->selected_gadget = this;
455 // Make no gadget have focus in the UI window.
457 void UI_GADGET::clear_focus()
459 my_wnd->selected_gadget = NULL;
462 // Return true or false if this gadget currently has the focus
463 int UI_GADGET::has_focus()
465 return my_wnd->selected_gadget == this ? 1 : 0;
468 // get mouse pointer position relative to gadget's origin (UL corner)
470 void UI_GADGET::get_mouse_pos(int *xx, int *yy)
473 *xx = ui_mouse.x - x;
475 *yy = ui_mouse.y - y;
478 // Call process() for all children of gadget. As a base gadget for all other gadget types,
479 // it doesn't actually do anything for itself.
481 void UI_GADGET::process(int focus)
488 tmp = children; // process all children of gadget
494 } while (tmp != children);
498 // Check if the mouse is over the gadget's area or not,
500 int UI_GADGET::is_mouse_on()
502 int offset, pixel_val;
506 // if linked to a hotspot, use the mask for determination
507 if (linked_to_hotspot) {
508 mask_data = (ubyte*)my_wnd->get_mask_data(&mask_w, &mask_h);
509 if ( mask_data == NULL ) {
510 nprintf(("Warning", "No mask defined, but control is linked to hotspot\n"));
515 // if the mouse values are out of range of the bitmap
516 // NOTE : this happens when using smaller mask bitmaps than the screen resolution (during development)
517 if((ui_mouse.x >= mask_w) || (ui_mouse.y >= mask_h)){
521 // check the pixel value under the mouse
522 offset = ui_mouse.y * mask_w + ui_mouse.x;
523 pixel_val = *(mask_data + offset);
524 if (pixel_val == hotspot_num){
529 // otherwise, we just check the bounding box area
531 if ((ui_mouse.x >= x) && (ui_mouse.x < x + w) && (ui_mouse.y >= y) && (ui_mouse.y < y + h) ){
539 // check if mouse is over any child of this gadget
541 int UI_GADGET::is_mouse_on_children()
548 if (tmp->is_mouse_on())
550 if (tmp->is_mouse_on_children())
555 } while (tmp != children);
561 void UI_GADGET::disable()
566 // Enables (or possibly disables) the gadget. n is an optional argument. If not supplied,
567 // enables the garget. If supplied, enables garget if n is true, disables it if n is false.
569 void UI_GADGET::enable(int n)
571 disabled_flag = n ? 0 : 1;
574 // Check if gadget is disabled
576 int UI_GADGET::disabled()
578 return disabled_flag;
581 // Check if gadget is enabled
583 int UI_GADGET::enabled()
585 return !disabled_flag;
588 void UI_GADGET::drag_with_children( int dx, int dy )
592 x = dx + base_start_x;
593 y = dy + base_start_y;
598 tmp->drag_with_children(dx, dy);
601 } while (tmp != children);
605 void UI_GADGET::start_drag_with_children()
616 tmp->start_drag_with_children();
619 } while (tmp != children);
623 void UI_GADGET::stop_drag_with_children()
631 tmp->stop_drag_with_children();
634 } while (tmp != children);
638 // Returns 1 if moving
639 int UI_GADGET::check_move()
642 if ( parent != NULL ) return base_dragging;
644 if ( !base_dragging ) {
646 if ( B2_JUST_PRESSED ) {
647 if ( is_mouse_on() || is_mouse_on_children() ) {
648 start_drag_with_children();
649 base_drag_x = ui_mouse.x;
650 base_drag_y = ui_mouse.y;
658 drag_with_children(ui_mouse.x - base_drag_x,ui_mouse.y - base_drag_y);
659 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) ));
661 stop_drag_with_children();
669 // Take gadget out of family. Children of this gadget stay with gadget, though.
671 // A family is basically the whole parent/sibling/children hierarchy for gadgets. Any gadget
672 // that is linked to another gadget by one of these pointers is said to be in the same family
673 // as that gadget. This function, therefore, caused all references to a gadget by it's
674 // family's gadgets' sibling or children pointers to be broken, and all references to any of them
675 // by this gadget's parent or sibling pointers to also be broken. This isolates the gadget and
676 // it's children into a new family.
678 void UI_GADGET::remove_from_family()
681 if (parent->children == this) {
682 if (next == this) // an only child?
683 parent->children = NULL; // if so, parent now has no children
685 parent->children = next; // next sibling is now the eldest
689 if (my_wnd->first_gadget == this) {
690 if (next == this) // an only child?
691 my_wnd->first_gadget = NULL; // if so, parent now has no children
693 my_wnd->first_gadget = next; // next sibling is now the eldest
698 if (next != this) { // does gadget have siblings?
706 // Put gadget into a new family (removing from old one if needed first).
707 // See remove_from_family() for definition of what a family is.
709 void UI_GADGET::set_parent(UI_GADGET *daddy)
711 remove_from_family();
715 if (!my_wnd->first_gadget) {
716 my_wnd->first_gadget = this;
719 UI_GADGET *eldest_sibling, *youngest_sibling;
721 eldest_sibling = my_wnd->first_gadget;
722 youngest_sibling = eldest_sibling->prev;
724 next = eldest_sibling;
725 prev = youngest_sibling;
727 eldest_sibling->prev = this;
728 youngest_sibling->next = this;
734 if (!daddy->children) {
735 daddy->children = this;
738 UI_GADGET *eldest_sibling, *youngest_sibling;
740 eldest_sibling = daddy->children;
741 youngest_sibling = eldest_sibling->prev;
743 next = eldest_sibling;
744 prev = youngest_sibling->prev;
746 eldest_sibling->prev = this;
747 youngest_sibling->next = this;