2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Ui/GADGET.cpp $
15 * Functions for the base gadget class
18 * Revision 1.7 2003/05/25 02:30:44 taylor
21 * Revision 1.6 2002/06/09 04:41:29 relnev
22 * added copyright header
24 * Revision 1.5 2002/05/28 21:03:38 relnev
27 * Revision 1.4 2002/05/26 20:22:48 theoddone33
28 * Most of network/ works
30 * Revision 1.3 2002/05/07 03:16:53 theoddone33
31 * The Great Newline Fix
33 * Revision 1.2 2002/05/04 04:36:56 theoddone33
34 * More changes, took out a lot of the sound stuff which will bite later but
37 * Revision 1.1.1.1 2002/05/03 03:28:11 root
41 * 18 8/11/99 3:21p Jefff
42 * set_bmaps clarification by daveb
44 * 17 8/10/99 6:54p Dave
45 * Mad optimizations. Added paging to the nebula effect.
47 * 16 7/16/99 1:50p Dave
48 * 8 bit aabitmaps. yay.
50 * 15 6/25/99 11:59a Dave
51 * Multi options screen.
53 * 14 5/21/99 6:45p Dave
54 * Sped up ui loading a bit. Sped up localization disk access stuff. Multi
55 * start game screen, multi password, and multi pxo-help screen.
57 * 13 5/03/99 8:33p Dave
58 * New version of multi host options screen.
60 * 12 4/16/99 5:23p Neilk
61 * Removed bitmap mprintf's to make debugging faster
63 * 11 2/11/99 3:08p Dave
64 * PXO refresh button. Very preliminary squad war support.
66 * 10 2/05/99 4:09p Anoop
67 * Hopefully the last fix for this file :)
69 * 9 2/05/99 3:26p Enricco
70 * Oops. Some .ani's can have 4 frames.
72 * 8 2/05/99 3:07p Davidg
73 * Fixed braindead bmap setting code.
75 * 7 2/01/99 5:55p Dave
76 * Removed the idea of explicit bitmaps for buttons. Fixed text
77 * highlighting for disabled gadgets.
79 * 6 12/21/98 9:05a Dave
80 * Changed UI code so it doesn't require 3 bitmaps for a 3 state button.
82 * 5 12/18/98 1:13a Dave
83 * Rough 1024x768 support for Direct3D. Proper detection and usage through
86 * 4 12/02/98 5:47p Dave
87 * Put in interface xstr code. Converted barracks screen to new format.
89 * 3 11/30/98 1:07p Dave
90 * 16 bit conversion, first run.
92 * 2 10/07/98 10:54a Dave
95 * 1 10/07/98 10:51a Dave
97 * 22 5/11/98 5:29p Hoffoss
98 * Added mouse button mapped to joystick button support.
100 * 21 4/12/98 2:09p Dave
101 * Make main hall door text less stupid. Make sure inputbox focus in the
102 * multi host options screen is managed more intelligently.
104 * 20 4/09/98 7:14p Hoffoss
105 * Did some cool changes for tooltips.
107 * 19 2/11/98 6:24p Hoffoss
108 * Fixed bug where disabled and hidden buttons give failed sound when
109 * pressed. Shouldn't happen when they are hidden.
111 * 18 1/15/98 11:54a Hoffoss
112 * Embelished file with nifty comments.
114 * 17 1/14/98 6:43p Hoffoss
115 * Massive changes to UI code. A lot cleaner and better now. Did all
116 * this to get the new UI_DOT_SLIDER to work properly, which the old code
117 * wasn't flexible enough to handle.
119 * 16 12/30/97 4:26p Lawrance
120 * Disable right-click movement of ui controls
122 * 15 10/24/97 10:58p Hoffoss
123 * Made some changes to the UI code to do some things I need it to do.
125 * 14 10/12/97 3:45p Lawrance
126 * only allow movement of UI controls in debug
128 * 13 10/09/97 4:56p Lawrance
129 * init GADGET stuff in base_create(), not the constructor
131 * 12 9/07/97 10:05p Lawrance
132 * don't set hotspot_num, done in gadget constructor
134 * 11 8/29/97 7:34p Lawrance
135 * use bmpman for storing bitmaps for ui controls
137 * 10 8/18/97 5:28p Lawrance
138 * integrating sounds for when mouse goes over an active control
140 * 9 7/20/97 7:00p Lawrance
141 * changed name of some anim_ functions to be more consistent
143 * 8 5/26/97 10:26a Lawrance
144 * get slider control working 100%
146 * 7 5/22/97 5:36p Lawrance
147 * allowing custom art for scrollbars
149 * 6 5/21/97 11:07a Lawrance
150 * integrate masks and custom bitmaps
152 * 5 4/28/97 2:19p Lawrance
153 * added clear_focus() function
155 * 4 1/28/97 4:58p Lawrance
156 * allowing hidden UI components
158 * 3 12/02/96 2:17p John
159 * Made right button drag UI gadgets around and
160 * Ctrl+Shift+Alt+F12 dumps out where they are.
162 * 2 11/21/96 10:58a John
163 * Started adding code to drag buttons.
165 * 1 11/14/96 6:55p John
173 #include "animplay.h"
176 UI_GADGET::UI_GADGET()
182 UI_GADGET::~UI_GADGET()
186 int UI_GADGET::get_hotspot()
188 if (!linked_to_hotspot)
194 void UI_GADGET::reset()
199 // --------------------------------------------------------------------
200 // Links a hotspot (palette index in mask) to the given gadget.
202 void UI_GADGET::link_hotspot(int num)
205 linked_to_hotspot = 1;
208 // --------------------------------------------------------------------
209 // Extract MAX_BMAPS_PER_CONTROL bitmaps for the different states of the control.
211 // The bitmap ids are stored in the bmap_ids[] array. If you don't want to store
212 // from the zero index, fill in the offset parameter. offset is a default parameter
213 // with a default value of zero.
215 // NOTE: The bitmaps stored in a .ani file. What each frame is used for
216 // is left up to the component to decide.
219 // loads nframes bitmaps, starting at index start_frame.
220 // anything < start_frame will not be loaded.
221 // this keeps the loading code from trying to load bitmaps which don't exist
222 // and taking an unnecessary disk hit.
223 int UI_GADGET::set_bmaps(char *ani_fname, int nframes, int start_frame)
227 char full_name[MAX_FILENAME_LEN] = "";
230 int its_all_good = 0;
235 // clear out all frames
236 for(idx=0; idx<MAX_BMAPS_PER_GADGET; idx++){
240 // load all the bitmaps
241 bm_filename = ani_fname;
243 Assert(nframes < MAX_BMAPS_PER_GADGET);
244 m_num_frames = nframes;
246 // FS1 uses real anis instead of frame based pcxs so this code just slows down
247 // searching and therefore loading
248 for(idx=start_frame; idx<nframes; idx++){
250 strcpy(full_name, "");
252 // get the # of digits for this index
253 num_digits = (idx < 10) ? 1 : (idx < 100) ? 2 : (idx < 1000) ? 3 : 4;
255 // build the actual filename
256 strcpy(full_name, ani_fname);
257 for(s_idx=0; s_idx<(4-num_digits); s_idx++){
258 strcat(full_name, NOX("0"));
261 sprintf(tmp, "%d", idx);
262 strcat(full_name, tmp);
264 strcat(full_name, itoa(idx, tmp, 10));
267 // try and load the bitmap
268 bmap_ids[idx] = bm_load(full_name);
269 if(bmap_ids[idx] != -1){
270 // bm_lock(bmap_ids[idx], 16, 0);
271 // bm_unlock(bmap_ids[idx]);
275 // mprintf(("Skipping %s\n", full_name));
287 // no go, so try and load as an ani. try and load as an .ani
288 first_frame = bm_load_animation(ani_fname, &m_num_frames);
289 if((first_frame >= 0) && (m_num_frames <= MAX_BMAPS_PER_GADGET)){
290 // seems pretty stupid that we didn't just use a variable for the first frame and access all
291 // other frames offset from it instead of accessing this bmap_ids[] array, but probably too
292 // much trouble to go through and change this anymore. How sad..
293 for ( i=0; i<m_num_frames; i++ ) {
294 bmap_ids[i] = first_frame + i;
298 // flag that this control is using bitmaps for art
303 // Handle drawing of all children of the gadget. Since this the base of all other gadgets,
304 // it doesn't have any look to it (kind of like a soul. Can you see someone's soul?) and thus
305 // doesn't actually render itself.
307 void UI_GADGET::draw()
311 // if hidden, hide children as well
322 } while (cur != children);
326 // Free up bitmaps used by the gadget, and call children to destroy themselves as well.
328 void UI_GADGET::destroy()
333 for ( i=0; i<m_num_frames; i++ ) {
334 if (bmap_ids[i] != -1) {
335 bm_release(bmap_ids[i]);
346 } while (cur != children);
350 // Use this if you need to change the size and position of a gadget after you have created it.
352 void UI_GADGET::update_dimensions(int _x, int _y, int _w, int _h)
354 if ( _x != -1 ) x = _x;
355 if ( _y != -1 ) y = _y;
356 if ( _w != -1 ) w = _w;
357 if ( _h != -1 ) h = _h;
360 void UI_GADGET::get_dimensions(int *x_, int *y_, int *w_, int *h_)
368 // Hide (or show) a gadget.
369 // n != 0: Hide gadget
370 // n == 0: Show gadget
372 void UI_GADGET::hide(int n)
377 void UI_GADGET::unhide()
382 // Capture mouse with this gadget, which basically means only this gadget will get process()
383 // called on it until the mouse button 1 is released.
385 void UI_GADGET::capture_mouse()
387 my_wnd->capture_mouse(this);
390 // Check if (return true if):
391 // mouse_captured(): this gadget has the mouse captured.
392 // mouse_captured(x): gadget x has the mouse captured.
394 int UI_GADGET::mouse_captured(UI_GADGET *gadget)
399 return (my_wnd->mouse_captured_gadget == gadget);
402 // Set up the gadget and registers it with the UI window
404 void UI_GADGET::base_create(UI_WINDOW *wnd, int _kind, int _x, int _y, int _w, int _h)
408 // initialize data with passed values
415 // set up reference to UI window and initialize as having no family
421 // this actually links the gadget into the UI window's top level family (as the youngest gadget)
424 // initialize variables
426 user_function = NULL;
429 base_drag_x = base_drag_y = 0;
432 linked_to_hotspot = 0;
435 for ( i=0; i<MAX_BMAPS_PER_GADGET; i++ ) {
440 void UI_GADGET::set_hotkey(int key)
445 // Far as I can tell, the callback function is handled differently for each gadget type, if
446 // handled by a given gadget type at all.
448 void UI_GADGET::set_callback(void (*_user_function)(void))
450 user_function = _user_function;
453 // get the next enabled gadget in sibling list or self if none
455 UI_GADGET *UI_GADGET::get_next()
460 while ((tmp != this) && tmp->disabled_flag)
466 // get the previous enabled gadget in sibling list or self if none
468 UI_GADGET *UI_GADGET::get_prev()
473 while ((tmp != this) && tmp->disabled_flag)
479 // Set this gadget as the focus (selected gadget) of the UI window
481 void UI_GADGET::set_focus()
483 my_wnd->selected_gadget = this;
486 // Make no gadget have focus in the UI window.
488 void UI_GADGET::clear_focus()
490 my_wnd->selected_gadget = NULL;
493 // Return true or false if this gadget currently has the focus
494 int UI_GADGET::has_focus()
496 return my_wnd->selected_gadget == this ? 1 : 0;
499 // get mouse pointer position relative to gadget's origin (UL corner)
501 void UI_GADGET::get_mouse_pos(int *xx, int *yy)
504 *xx = ui_mouse.x - x;
506 *yy = ui_mouse.y - y;
509 // Call process() for all children of gadget. As a base gadget for all other gadget types,
510 // it doesn't actually do anything for itself.
512 void UI_GADGET::process(int focus)
519 tmp = children; // process all children of gadget
525 } while (tmp != children);
529 // Check if the mouse is over the gadget's area or not,
531 int UI_GADGET::is_mouse_on()
533 int offset, pixel_val;
537 // if linked to a hotspot, use the mask for determination
538 if (linked_to_hotspot) {
539 mask_data = (ubyte*)my_wnd->get_mask_data(&mask_w, &mask_h);
540 if ( mask_data == NULL ) {
541 nprintf(("Warning", "No mask defined, but control is linked to hotspot\n"));
546 // if the mouse values are out of range of the bitmap
547 // NOTE : this happens when using smaller mask bitmaps than the screen resolution (during development)
548 if((ui_mouse.x >= mask_w) || (ui_mouse.y >= mask_h)){
552 // check the pixel value under the mouse
553 offset = ui_mouse.y * mask_w + ui_mouse.x;
554 pixel_val = *(mask_data + offset);
555 if (pixel_val == hotspot_num){
560 // otherwise, we just check the bounding box area
562 if ((ui_mouse.x >= x) && (ui_mouse.x < x + w) && (ui_mouse.y >= y) && (ui_mouse.y < y + h) ){
570 // check if mouse is over any child of this gadget
572 int UI_GADGET::is_mouse_on_children()
579 if (tmp->is_mouse_on())
581 if (tmp->is_mouse_on_children())
586 } while (tmp != children);
592 void UI_GADGET::disable()
597 // Enables (or possibly disables) the gadget. n is an optional argument. If not supplied,
598 // enables the garget. If supplied, enables garget if n is true, disables it if n is false.
600 void UI_GADGET::enable(int n)
602 disabled_flag = n ? 0 : 1;
605 // Check if gadget is disabled
607 int UI_GADGET::disabled()
609 return disabled_flag;
612 // Check if gadget is enabled
614 int UI_GADGET::enabled()
616 return !disabled_flag;
619 void UI_GADGET::drag_with_children( int dx, int dy )
623 x = dx + base_start_x;
624 y = dy + base_start_y;
629 tmp->drag_with_children(dx, dy);
632 } while (tmp != children);
636 void UI_GADGET::start_drag_with_children()
647 tmp->start_drag_with_children();
650 } while (tmp != children);
654 void UI_GADGET::stop_drag_with_children()
662 tmp->stop_drag_with_children();
665 } while (tmp != children);
669 // Returns 1 if moving
670 int UI_GADGET::check_move()
673 if ( parent != NULL ) return base_dragging;
675 if ( !base_dragging ) {
677 if ( B2_JUST_PRESSED ) {
678 if ( is_mouse_on() || is_mouse_on_children() ) {
679 start_drag_with_children();
680 base_drag_x = ui_mouse.x;
681 base_drag_y = ui_mouse.y;
689 drag_with_children(ui_mouse.x - base_drag_x,ui_mouse.y - base_drag_y);
690 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) ));
692 stop_drag_with_children();
700 // Take gadget out of family. Children of this gadget stay with gadget, though.
702 // A family is basically the whole parent/sibling/children hierarchy for gadgets. Any gadget
703 // that is linked to another gadget by one of these pointers is said to be in the same family
704 // as that gadget. This function, therefore, caused all references to a gadget by it's
705 // family's gadgets' sibling or children pointers to be broken, and all references to any of them
706 // by this gadget's parent or sibling pointers to also be broken. This isolates the gadget and
707 // it's children into a new family.
709 void UI_GADGET::remove_from_family()
712 if (parent->children == this) {
713 if (next == this) // an only child?
714 parent->children = NULL; // if so, parent now has no children
716 parent->children = next; // next sibling is now the eldest
720 if (my_wnd->first_gadget == this) {
721 if (next == this) // an only child?
722 my_wnd->first_gadget = NULL; // if so, parent now has no children
724 my_wnd->first_gadget = next; // next sibling is now the eldest
729 if (next != this) { // does gadget have siblings?
737 // Put gadget into a new family (removing from old one if needed first).
738 // See remove_from_family() for definition of what a family is.
740 void UI_GADGET::set_parent(UI_GADGET *daddy)
742 remove_from_family();
746 if (!my_wnd->first_gadget) {
747 my_wnd->first_gadget = this;
750 UI_GADGET *eldest_sibling, *youngest_sibling;
752 eldest_sibling = my_wnd->first_gadget;
753 youngest_sibling = eldest_sibling->prev;
755 next = eldest_sibling;
756 prev = youngest_sibling;
758 eldest_sibling->prev = this;
759 youngest_sibling->next = this;
765 if (!daddy->children) {
766 daddy->children = this;
769 UI_GADGET *eldest_sibling, *youngest_sibling;
771 eldest_sibling = daddy->children;
772 youngest_sibling = eldest_sibling->prev;
774 next = eldest_sibling;
775 prev = youngest_sibling->prev;
777 eldest_sibling->prev = this;
778 youngest_sibling->next = this;