2 * $Logfile: /Freespace2/code/Ui/GADGET.cpp $
7 * Functions for the base gadget class
10 * Revision 1.1 2002/05/03 03:28:11 root
14 * 18 8/11/99 3:21p Jefff
15 * set_bmaps clarification by daveb
17 * 17 8/10/99 6:54p Dave
18 * Mad optimizations. Added paging to the nebula effect.
20 * 16 7/16/99 1:50p Dave
21 * 8 bit aabitmaps. yay.
23 * 15 6/25/99 11:59a Dave
24 * Multi options screen.
26 * 14 5/21/99 6:45p Dave
27 * Sped up ui loading a bit. Sped up localization disk access stuff. Multi
28 * start game screen, multi password, and multi pxo-help screen.
30 * 13 5/03/99 8:33p Dave
31 * New version of multi host options screen.
33 * 12 4/16/99 5:23p Neilk
34 * Removed bitmap mprintf's to make debugging faster
36 * 11 2/11/99 3:08p Dave
37 * PXO refresh button. Very preliminary squad war support.
39 * 10 2/05/99 4:09p Anoop
40 * Hopefully the last fix for this file :)
42 * 9 2/05/99 3:26p Enricco
43 * Oops. Some .ani's can have 4 frames.
45 * 8 2/05/99 3:07p Davidg
46 * Fixed braindead bmap setting code.
48 * 7 2/01/99 5:55p Dave
49 * Removed the idea of explicit bitmaps for buttons. Fixed text
50 * highlighting for disabled gadgets.
52 * 6 12/21/98 9:05a Dave
53 * Changed UI code so it doesn't require 3 bitmaps for a 3 state button.
55 * 5 12/18/98 1:13a Dave
56 * Rough 1024x768 support for Direct3D. Proper detection and usage through
59 * 4 12/02/98 5:47p Dave
60 * Put in interface xstr code. Converted barracks screen to new format.
62 * 3 11/30/98 1:07p Dave
63 * 16 bit conversion, first run.
65 * 2 10/07/98 10:54a Dave
68 * 1 10/07/98 10:51a Dave
70 * 22 5/11/98 5:29p Hoffoss
71 * Added mouse button mapped to joystick button support.
73 * 21 4/12/98 2:09p Dave
74 * Make main hall door text less stupid. Make sure inputbox focus in the
75 * multi host options screen is managed more intelligently.
77 * 20 4/09/98 7:14p Hoffoss
78 * Did some cool changes for tooltips.
80 * 19 2/11/98 6:24p Hoffoss
81 * Fixed bug where disabled and hidden buttons give failed sound when
82 * pressed. Shouldn't happen when they are hidden.
84 * 18 1/15/98 11:54a Hoffoss
85 * Embelished file with nifty comments.
87 * 17 1/14/98 6:43p Hoffoss
88 * Massive changes to UI code. A lot cleaner and better now. Did all
89 * this to get the new UI_DOT_SLIDER to work properly, which the old code
90 * wasn't flexible enough to handle.
92 * 16 12/30/97 4:26p Lawrance
93 * Disable right-click movement of ui controls
95 * 15 10/24/97 10:58p Hoffoss
96 * Made some changes to the UI code to do some things I need it to do.
98 * 14 10/12/97 3:45p Lawrance
99 * only allow movement of UI controls in debug
101 * 13 10/09/97 4:56p Lawrance
102 * init GADGET stuff in base_create(), not the constructor
104 * 12 9/07/97 10:05p Lawrance
105 * don't set hotspot_num, done in gadget constructor
107 * 11 8/29/97 7:34p Lawrance
108 * use bmpman for storing bitmaps for ui controls
110 * 10 8/18/97 5:28p Lawrance
111 * integrating sounds for when mouse goes over an active control
113 * 9 7/20/97 7:00p Lawrance
114 * changed name of some anim_ functions to be more consistent
116 * 8 5/26/97 10:26a Lawrance
117 * get slider control working 100%
119 * 7 5/22/97 5:36p Lawrance
120 * allowing custom art for scrollbars
122 * 6 5/21/97 11:07a Lawrance
123 * integrate masks and custom bitmaps
125 * 5 4/28/97 2:19p Lawrance
126 * added clear_focus() function
128 * 4 1/28/97 4:58p Lawrance
129 * allowing hidden UI components
131 * 3 12/02/96 2:17p John
132 * Made right button drag UI gadgets around and
133 * Ctrl+Shift+Alt+F12 dumps out where they are.
135 * 2 11/21/96 10:58a John
136 * Started adding code to drag buttons.
138 * 1 11/14/96 6:55p John
146 #include "animplay.h"
149 UI_GADGET::UI_GADGET()
155 UI_GADGET::~UI_GADGET()
159 int UI_GADGET::get_hotspot()
161 if (!linked_to_hotspot)
167 void UI_GADGET::reset()
172 // --------------------------------------------------------------------
173 // Links a hotspot (palette index in mask) to the given gadget.
175 void UI_GADGET::link_hotspot(int num)
178 linked_to_hotspot = 1;
181 // --------------------------------------------------------------------
182 // Extract MAX_BMAPS_PER_CONTROL bitmaps for the different states of the control.
184 // The bitmap ids are stored in the bmap_ids[] array. If you don't want to store
185 // from the zero index, fill in the offset parameter. offset is a default parameter
186 // with a default value of zero.
188 // NOTE: The bitmaps stored in a .ani file. What each frame is used for
189 // is left up to the component to decide.
192 // loads nframes bitmaps, starting at index start_frame.
193 // anything < start_frame will not be loaded.
194 // this keeps the loading code from trying to load bitmaps which don't exist
195 // and taking an unnecessary disk hit.
196 int UI_GADGET::set_bmaps(char *ani_fname, int nframes, int start_frame)
199 char full_name[MAX_FILENAME_LEN] = "";
203 int its_all_good = 0;
205 // clear out all frames
206 for(idx=0; idx<MAX_BMAPS_PER_GADGET; idx++){
210 // load all the bitmaps
211 bm_filename = ani_fname;
213 Assert(nframes < MAX_BMAPS_PER_GADGET);
214 m_num_frames = nframes;
215 for(idx=start_frame; idx<nframes; idx++){
217 strcpy(full_name, "");
219 // get the # of digits for this index
220 num_digits = (idx < 10) ? 1 : (idx < 100) ? 2 : (idx < 1000) ? 3 : 4;
222 // build the actual filename
223 strcpy(full_name, ani_fname);
224 for(s_idx=0; s_idx<(4-num_digits); s_idx++){
225 strcat(full_name, NOX("0"));
227 strcat(full_name, itoa(idx, tmp, 10));
229 // try and load the bitmap
230 bmap_ids[idx] = bm_load(full_name);
231 if(bmap_ids[idx] != -1){
232 // bm_lock(bmap_ids[idx], 16, 0);
233 // bm_unlock(bmap_ids[idx]);
237 // mprintf(("Skipping %s\n", full_name));
248 // no go, so try and load as an ani. try and load as an .ani
249 first_frame = bm_load_animation(ani_fname, &m_num_frames);
250 if((first_frame >= 0) && (m_num_frames <= MAX_BMAPS_PER_GADGET)){
251 // seems pretty stupid that we didn't just use a variable for the first frame and access all
252 // other frames offset from it instead of accessing this bmap_ids[] array, but probably too
253 // much trouble to go through and change this anymore. How sad..
254 for ( i=0; i<m_num_frames; i++ ) {
255 bmap_ids[i] = first_frame + i;
259 // flag that this control is using bitmaps for art
264 // Handle drawing of all children of the gadget. Since this the base of all other gadgets,
265 // it doesn't have any look to it (kind of like a soul. Can you see someone's soul?) and thus
266 // doesn't actually render itself.
268 void UI_GADGET::draw()
272 // if hidden, hide children as well
283 } while (cur != children);
287 // Free up bitmaps used by the gadget, and call children to destroy themselves as well.
289 void UI_GADGET::destroy()
294 for ( i=0; i<m_num_frames; i++ ) {
295 if (bmap_ids[i] != -1) {
296 bm_release(bmap_ids[i]);
307 } while (cur != children);
311 // Use this if you need to change the size and position of a gadget after you have created it.
313 void UI_GADGET::update_dimensions(int _x, int _y, int _w, int _h)
315 if ( _x != -1 ) x = _x;
316 if ( _y != -1 ) y = _y;
317 if ( _w != -1 ) w = _w;
318 if ( _h != -1 ) h = _h;
321 void UI_GADGET::get_dimensions(int *x_, int *y_, int *w_, int *h_)
329 // Hide (or show) a gadget.
330 // n != 0: Hide gadget
331 // n == 0: Show gadget
333 void UI_GADGET::hide(int n)
338 void UI_GADGET::unhide()
343 // Capture mouse with this gadget, which basically means only this gadget will get process()
344 // called on it until the mouse button 1 is released.
346 void UI_GADGET::capture_mouse()
348 my_wnd->capture_mouse(this);
351 // Check if (return true if):
352 // mouse_captured(): this gadget has the mouse captured.
353 // mouse_captured(x): gadget x has the mouse captured.
355 int UI_GADGET::mouse_captured(UI_GADGET *gadget)
360 return (my_wnd->mouse_captured_gadget == gadget);
363 // Set up the gadget and registers it with the UI window
365 void UI_GADGET::base_create(UI_WINDOW *wnd, int _kind, int _x, int _y, int _w, int _h)
369 // initialize data with passed values
376 // set up reference to UI window and initialize as having no family
382 // this actually links the gadget into the UI window's top level family (as the youngest gadget)
385 // initialize variables
387 user_function = NULL;
390 base_drag_x = base_drag_y = 0;
393 linked_to_hotspot = 0;
396 for ( i=0; i<MAX_BMAPS_PER_GADGET; i++ ) {
401 void UI_GADGET::set_hotkey(int key)
406 // Far as I can tell, the callback function is handled differently for each gadget type, if
407 // handled by a given gadget type at all.
409 void UI_GADGET::set_callback(void (*_user_function)(void))
411 user_function = _user_function;
414 // get the next enabled gadget in sibling list or self if none
416 UI_GADGET *UI_GADGET::get_next()
421 while ((tmp != this) && tmp->disabled_flag)
427 // get the previous enabled gadget in sibling list or self if none
429 UI_GADGET *UI_GADGET::get_prev()
434 while ((tmp != this) && tmp->disabled_flag)
440 // Set this gadget as the focus (selected gadget) of the UI window
442 void UI_GADGET::set_focus()
444 my_wnd->selected_gadget = this;
447 // Make no gadget have focus in the UI window.
449 void UI_GADGET::clear_focus()
451 my_wnd->selected_gadget = NULL;
454 // Return true or false if this gadget currently has the focus
455 int UI_GADGET::has_focus()
457 return my_wnd->selected_gadget == this ? 1 : 0;
460 // get mouse pointer position relative to gadget's origin (UL corner)
462 void UI_GADGET::get_mouse_pos(int *xx, int *yy)
465 *xx = ui_mouse.x - x;
467 *yy = ui_mouse.y - y;
470 // Call process() for all children of gadget. As a base gadget for all other gadget types,
471 // it doesn't actually do anything for itself.
473 void UI_GADGET::process(int focus)
480 tmp = children; // process all children of gadget
486 } while (tmp != children);
490 // Check if the mouse is over the gadget's area or not,
492 int UI_GADGET::is_mouse_on()
494 int offset, pixel_val;
498 // if linked to a hotspot, use the mask for determination
499 if (linked_to_hotspot) {
500 mask_data = (ubyte*)my_wnd->get_mask_data(&mask_w, &mask_h);
501 if ( mask_data == NULL ) {
502 nprintf(("Warning", "No mask defined, but control is linked to hotspot\n"));
507 // if the mouse values are out of range of the bitmap
508 // NOTE : this happens when using smaller mask bitmaps than the screen resolution (during development)
509 if((ui_mouse.x >= mask_w) || (ui_mouse.y >= mask_h)){
513 // check the pixel value under the mouse
514 offset = ui_mouse.y * mask_w + ui_mouse.x;
515 pixel_val = *(mask_data + offset);
516 if (pixel_val == hotspot_num){
521 // otherwise, we just check the bounding box area
523 if ((ui_mouse.x >= x) && (ui_mouse.x < x + w) && (ui_mouse.y >= y) && (ui_mouse.y < y + h) ){
531 // check if mouse is over any child of this gadget
533 int UI_GADGET::is_mouse_on_children()
540 if (tmp->is_mouse_on())
542 if (tmp->is_mouse_on_children())
547 } while (tmp != children);
553 void UI_GADGET::disable()
558 // Enables (or possibly disables) the gadget. n is an optional argument. If not supplied,
559 // enables the garget. If supplied, enables garget if n is true, disables it if n is false.
561 void UI_GADGET::enable(int n)
563 disabled_flag = n ? 0 : 1;
566 // Check if gadget is disabled
568 int UI_GADGET::disabled()
570 return disabled_flag;
573 // Check if gadget is enabled
575 int UI_GADGET::enabled()
577 return !disabled_flag;
580 void UI_GADGET::drag_with_children( int dx, int dy )
584 x = dx + base_start_x;
585 y = dy + base_start_y;
590 tmp->drag_with_children(dx, dy);
593 } while (tmp != children);
597 void UI_GADGET::start_drag_with_children()
608 tmp->start_drag_with_children();
611 } while (tmp != children);
615 void UI_GADGET::stop_drag_with_children()
623 tmp->stop_drag_with_children();
626 } while (tmp != children);
630 // Returns 1 if moving
631 int UI_GADGET::check_move()
634 if ( parent != NULL ) return base_dragging;
636 if ( !base_dragging ) {
638 if ( B2_JUST_PRESSED ) {
639 if ( is_mouse_on() || is_mouse_on_children() ) {
640 start_drag_with_children();
641 base_drag_x = ui_mouse.x;
642 base_drag_y = ui_mouse.y;
650 drag_with_children(ui_mouse.x - base_drag_x,ui_mouse.y - base_drag_y);
651 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) ));
653 stop_drag_with_children();
661 // Take gadget out of family. Children of this gadget stay with gadget, though.
663 // A family is basically the whole parent/sibling/children hierarchy for gadgets. Any gadget
664 // that is linked to another gadget by one of these pointers is said to be in the same family
665 // as that gadget. This function, therefore, caused all references to a gadget by it's
666 // family's gadgets' sibling or children pointers to be broken, and all references to any of them
667 // by this gadget's parent or sibling pointers to also be broken. This isolates the gadget and
668 // it's children into a new family.
670 void UI_GADGET::remove_from_family()
673 if (parent->children == this) {
674 if (next == this) // an only child?
675 parent->children = NULL; // if so, parent now has no children
677 parent->children = next; // next sibling is now the eldest
681 if (my_wnd->first_gadget == this) {
682 if (next == this) // an only child?
683 my_wnd->first_gadget = NULL; // if so, parent now has no children
685 my_wnd->first_gadget = next; // next sibling is now the eldest
690 if (next != this) { // does gadget have siblings?
698 // Put gadget into a new family (removing from old one if needed first).
699 // See remove_from_family() for definition of what a family is.
701 void UI_GADGET::set_parent(UI_GADGET *daddy)
703 remove_from_family();
707 if (!my_wnd->first_gadget) {
708 my_wnd->first_gadget = this;
711 UI_GADGET *eldest_sibling, *youngest_sibling;
713 eldest_sibling = my_wnd->first_gadget;
714 youngest_sibling = eldest_sibling->prev;
716 next = eldest_sibling;
717 prev = youngest_sibling;
719 eldest_sibling->prev = this;
720 youngest_sibling->next = this;
726 if (!daddy->children) {
727 daddy->children = this;
730 UI_GADGET *eldest_sibling, *youngest_sibling;
732 eldest_sibling = daddy->children;
733 youngest_sibling = eldest_sibling->prev;
735 next = eldest_sibling;
736 prev = youngest_sibling->prev;
738 eldest_sibling->prev = this;
739 youngest_sibling->next = this;