(PC Editor and Scenario Editor are unaffected by this commit.) Things removed: - All references to Carbon and QuickDraw are gone. - No more Resource Manager; the game no longer relies on old resource files at all - The old dialog framework (from dlogtool.c, functions usually prefixed with cd_) is no longer used. - Files that weren't being compiled - Boost libraries that are now in the C++ library (function, shared_ptr) - Obsolete build settings Replacement dependencies: - Boost Filesystem replaces references to things like FSSpec - SFML replaces all the QuickDraw code and most window management - Cocoa replaces AppleEvent management, menu management, and some window management - I wrote a resource manager interface to mimick the important aspects of the behaviour of the Mac Resource Manager - I had to rewrite some functions that QuickDraw provided natively, such as clipping regions; not all of these are tested Things added: - Every referenced dialog has been converted from a DITL resource into the new XML-based dialog format. - All referenced STR# resources have been extracted into simple text files - Now compiles against Mac OSX 10.7 SDK and libc++ - The first item in the Help menu opens the docs on Sylae's website - It seems all the constants for soundtool vanished somewhere, so I added them back from the original Mac source Other changes: - Updated to XCode 4(?) project format - Added the xcschemes created by XCode 4; I'm not sure how important these are, but they seem like they might be important - Added document on converting dialogs to the XML format. - Make string formatting mismatches into errors instead of warnings - Disable error limit - Graphics sheets that previously used masking now have alpha transparency - Converted all graphics sheets to 8-bit PNG - Trimmed white border from intro image - Converted dialogs in the resource file have their resource name set to the name of the XML file of the converted version - Referenced string resources in the resource file have their resource name set to the name of the text file of the extracted version - Add the black-and-white patterns from the PAT resources to the pixpats.png; at least one of them is used somewhere in the game - Recreated the menu.xib as a Cocoa xib file instead of a Carbon xib file - Disable GNU C++ extensions; maybe this'll make it easier to compile with cl.exe later - Add marks to the enormous handle_action function to make it easier to navigate\ - A build step to validate the XML dialogs using xmllint (doesn't quite work properly yet but does at least catch dialogs that are not well-formed)- Fix a lot of warnings about assigning string constants to non-const char pointers - Fixed the file and application icons (which had somehow become corrupted at some point) - Lots of additional functions in the custom location and rectangle classes, including implicit conversion to and from SFML rects and vectors; also they now store coordinates as int instead of char - A new enum for encounter note types - Much tweaking of the encounter note recording mechanisms - To ease porting, I added a simple function that converts from classic Mac ticks (about 1/60 of a second) to the SFML time type - Python script to convert STR# resources to txt files, replacing newlines with vertical bars - Extracted the Mac font (Dungeon Bold) from the resource file and also added the Windows font (MaidenWord) XML Dialog Framework changes: - Remove the static initialization object in favour of manually calling cDialog::init() - {set,get}Format() no longer used for colour; there's a dedicated {set,get}Colour() instead - draw() methods unprotected in the control classes so that controls can be drawn in the main window - There's no longer a friend relationship between the dialogs and the controls - Fixed buttons duplicating the "depressed" boolean - Buttons now properly offset the label for tiny and push buttons, and for LEDs - Buttons no longer assume that either none or both of "width" and "height" are given in the XML - Add {get,set}BtnType() to cButton - cLedGroup now overrides handleClick(), which has also been made virtual; this was necessary for LEDs within a group to properly hilite while being clicked - Add addChoice() to cLedGroup to insert additional LED choices - Moved the key enums and cKey to a separate file - Add a method to get a control's attached key - Add methods to get and set a control's rect and position - Controls can now directly take a window as a parent rather than a dialog - Add addLabelFor() method to cDialog which adds a static text control as a label for another control - Remove hack for storing a dialog result of arbitrary type in favour of boost::any - Add method to get default text colour for a dialog - Add method to get a dialog's rect - Add method to add the same event handler to multiple controls in a dialog - Add concept of default button to dialogs - Add enum for text field type (currently either number or text) - Implement the text field without use of native controls, including somewhat decent text input and a flashing insertion point - cPict no longer stores references to every sheet; it fetches them as needed from the resource manager - The many draw functions in cPict are no longer static, since they need to access the window containing the pict (before they could only be static due to QuickDraw's global state) - Add setPict() without a type argument to change the graphic without changing the type, which is a common operation - Add a scrollbar control; the specifics aren't implemented yet - Change signature of the record callback for cStrDlog; it will no longer be passed the strings - Publicize the no-button constructor of cChoiceDlog; it'll assume "okay" is the only button - Add operator-> to cPictChoice for accessing the underlying dialog - Add constructor to cPictChoice that takes a starting and ending pic num - Remove err parameter from giveError - Many more keys handled, plus support for catching copy, paste, cut, and select all keyboard shortcuts - Text input fields take priority, overriding any other keyboard shortcuts in the dialog, but they never catch help (F1), escape, or enter - Some changes to the format itself: -> keys go in the "def-key" attribute, but modifiers go in "key-mod" -> "clickable" is no longer a recognized attribute -> "title" is now a recognized text size (18pt, even larger than "large" at 12pt) -> "defbtn" attribute on the root element
341 lines
9.3 KiB
C++
341 lines
9.3 KiB
C++
/*
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* control.cpp
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* BoE
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*
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* Created by Celtic Minstrel on 11/05/09.
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*
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*/
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#include "control.h"
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#include <sstream>
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#include "dialog.h"
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#include "soundtool.h"
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#include "button.h"
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#include "graphtool.h"
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#include "restypes.hpp"
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#include "mathutil.h"
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extern bool play_sounds;
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void cControl::setText(std::string l){
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lbl = l;
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}
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std::string cControl::getText(){
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return lbl;
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}
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RECT cControl::getBounds() {
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return frame;
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}
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void cControl::setBounds(RECT newFrame) {
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frame = newFrame;
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}
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void cControl::relocate(location to) {
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frame.offset(to.x - frame.left, to.y - frame.top);
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}
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const char* xHandlerNotSupported::focusMsg = "This control cannot handle focus events.\n";
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const char* xHandlerNotSupported::clickMsg = "This control cannot handle click events.\n";
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xHandlerNotSupported::xHandlerNotSupported(bool isFocus){
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this->isFocus = isFocus;
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}
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const char* xHandlerNotSupported::what(){
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if(isFocus) return focusMsg;
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else return clickMsg;
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}
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xUnsupportedProp::xUnsupportedProp(eFormat prop) throw(){
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whichProp = prop;
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msg = NULL;
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}
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xUnsupportedProp::~xUnsupportedProp() throw(){
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if(msg != NULL) delete msg;
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}
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const char* xUnsupportedProp::what() throw(){
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if(msg == NULL){
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msg = new char[60];
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std::string s;
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switch(whichProp){
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case TXT_FRAME:
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s = "TXT_FRAME";
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break;
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case TXT_FONT:
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s = "TXT_FONT";
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break;
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case TXT_SIZE:
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s = "TXT_SIZE";
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break;
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case TXT_WRAP:
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s = "TXT_WRAP";
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break;
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}
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// TODO: Support colour, which doesn't use the setFormat function
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sprintf(msg,"Format property %s not valid for this control.\n",s.c_str());
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}
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return msg;
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}
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eKeyMod operator + (eKeyMod lhs, eKeyMod rhs){
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if(lhs == rhs) return lhs;
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else if(lhs == mod_none) return rhs;
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else if(lhs == mod_alt){
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if(rhs == mod_shift || rhs == mod_altshift) return mod_altshift;
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else if(rhs == mod_ctrl || rhs == mod_altctrl) return mod_altctrl;
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else if(rhs == mod_shiftctrl || rhs == mod_all) return mod_all;
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else return mod_alt;
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}else if(lhs == mod_shift){
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if(rhs == mod_alt || rhs == mod_altshift) return mod_altshift;
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else if(rhs == mod_ctrl || rhs == mod_shiftctrl) return mod_shiftctrl;
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else if(rhs == mod_altctrl || rhs == mod_all) return mod_all;
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else return mod_shift;
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}else if(lhs == mod_ctrl){
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if(rhs == mod_alt || rhs == mod_altctrl) return mod_altctrl;
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else if(rhs == mod_shift || rhs == mod_shiftctrl) return mod_shiftctrl;
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else if(rhs == mod_altshift || rhs == mod_all) return mod_all;
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else return mod_ctrl;
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}else return rhs + lhs;
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}
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eKeyMod operator - (eKeyMod lhs, eKeyMod rhs){
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if(lhs == rhs || lhs == mod_none || rhs == mod_all) return mod_none;
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else if(rhs == mod_none) return lhs;
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else if(lhs == mod_all){
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if(rhs == mod_alt) return mod_shiftctrl;
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else if(rhs == mod_shift) return mod_altctrl;
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else if(rhs == mod_ctrl) return mod_altshift;
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else if(rhs == mod_altshift) return mod_ctrl;
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else if(rhs == mod_altctrl) return mod_shift;
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else if(rhs == mod_shiftctrl) return mod_alt;
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else return mod_all;
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}else if(lhs == mod_shiftctrl){
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if(rhs == mod_shift || rhs == mod_altshift) return mod_ctrl;
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else if(rhs == mod_ctrl || rhs == mod_altctrl) return mod_shift;
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else return mod_shiftctrl;
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}else if(lhs == mod_altctrl){
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if(rhs == mod_alt || rhs == mod_altshift) return mod_ctrl;
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else if(rhs == mod_ctrl || rhs == mod_shiftctrl) return mod_alt;
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else return mod_altctrl;
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}else if(lhs == mod_altshift){
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if(rhs == mod_alt || rhs == mod_altctrl) return mod_shift;
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else if(rhs == mod_shift || rhs == mod_shiftctrl) return mod_alt;
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else return mod_altshift;
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}else if(lhs == mod_alt && (rhs == mod_altshift || rhs == mod_altctrl))
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return mod_none;
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else if(lhs == mod_shift && (rhs == mod_altshift || rhs == mod_shiftctrl))
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return mod_none;
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else if(lhs == mod_ctrl && (rhs == mod_altctrl || rhs == mod_shiftctrl))
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return mod_none;
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else return lhs;
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}
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eKeyMod& operator += (eKeyMod&lhs, eKeyMod rhs){
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lhs = lhs + rhs;
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return lhs;
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}
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eKeyMod& operator -= (eKeyMod&lhs, eKeyMod rhs){
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lhs = lhs - rhs;
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return lhs;
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}
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bool operator== (cKey a, cKey b){
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if(a.spec != b.spec) return false;
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if(a.mod != b.mod) return false;
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return a.spec ? a.k == b.k : a.c == b.c;
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}
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bool mod_contains(eKeyMod mods, eKeyMod mod) {
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if((mods & mod) != 0) return true;
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return false;
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}
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void cControl::show(){
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visible = true;
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}
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void cControl::hide(){
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visible = false;
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}
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bool cControl::isVisible(){
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if(!parent || parent->dialogNotToast)
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return visible;
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else return false;
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}
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cKey cControl::getAttachedKey() {
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return key;
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}
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void cControl::setActive(bool active) {
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depressed = active;
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}
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bool cControl::handleClick(){
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sf::Event e;
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unsigned long dummy;
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bool done = false, clicked = false;
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inWindow->setActive();
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depressed = true;
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while(!done){
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if(parent) parent->draw();
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else {
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// TODO: This only redraws this one control; should probably redraw the entire dialog? But what if there is no dialog?
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draw();
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inWindow->display();
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}
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if(!inWindow->pollEvent(e)) continue;
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if(e.type == sf::Event::MouseButtonReleased){
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done = true;
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clicked = frame.contains(e.mouseButton.x, e.mouseButton.y);
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depressed = false;
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} else if(e.type == sf::Event::MouseMoved){
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depressed = frame.contains(e.mouseMove.x, e.mouseMove.y);
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}
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}
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if (play_sounds) {
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if(typeid(this) == typeid(cLed*))
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play_sound(34);
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else play_sound(37);
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sf::sleep(time_in_ticks(6));
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}
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else sf::sleep(time_in_ticks(14));
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if(parent) parent->draw();
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else {
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// TODO: This only redraws this one control; should probably redraw the entire dialog? But what if there is no dialog?
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draw();
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inWindow->display();
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}
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return clicked;
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}
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static unsigned char applyShift(unsigned char c){
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static const char afterShift[] = {
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' ', '!', '"', '#', '$', '%', '&', '"', '(', ')', '*', '+', '<', '_', '>', '?',
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')', '!', '@', '#', '$', '%', '^', '&', '*', '(', ':', ':', '<', '+', '>', '?',
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'@', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
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'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '{', '|', '}', '^', '_',
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'~', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
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'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '{', '|', '}', '~',
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};
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return afterShift[c - ' '];
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}
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static unsigned char removeShift(unsigned char c){
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static const char afterUnShift[] = {
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' ', '1', '\'','3', '4', '5', '7', '\'','9', '0', '8', '=', ',', '-', '.', '/',
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'0', '1', '2', '3', '4', '5', '6', '7', '8', '9', ';', ';', ',', '=', '.', '/',
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'2', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o',
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'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', '[', '\\',']', '6', '-',
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'`', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o',
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'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', '[', '\\',']', '`',
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};
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return afterUnShift[c - ' '];
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}
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void cControl::setTextToKey(){
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if(key.spec); // TODO: Handle this case
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else{
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unsigned char c = key.c;
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if(key.mod - mod_shift != key.mod) c = applyShift(c);
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else c = removeShift(c);
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if(key.mod - mod_ctrl != key.mod) lbl = "^" + c;
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else if(key.mod - mod_alt != key.mod) lbl = "*" + c;
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else lbl = c;
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}
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if(isVisible()) draw();
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}
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void cControl::attachKey(cKey key){
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this->key = key;
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}
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void cControl::detachKey(){
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this->key.spec = false;
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this->key.c = 0;
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}
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cControl::cControl(eControlType t, cDialog& p) : parent(&p), inWindow(&p.win), type(t), visible(true), key({false, 0, mod_none}) {}
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cControl::cControl(eControlType t, sf::RenderWindow& p) : parent(NULL), inWindow(&p), type(t), visible(true), key({false, 0, mod_none}) {}
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bool cControl::triggerClickHandler(cDialog& __attribute__((unused)), std::string __attribute__((unused)), eKeyMod __attribute__((unused)), location __attribute__((unused))){
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return true;
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}
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bool cControl::triggerFocusHandler(cDialog& me __attribute__((unused)), std::string id __attribute__((unused)), bool losingFocus __attribute__((unused))){
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return true;
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}
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std::string cControl::font_nums[4] = {"Dungeon", "Geneva", "Silom", "MaidenWord"};
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void cControl::init(){
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char fnGeneva[] = "Geneva";
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char fnDungeon[] = "Dungeon Bold";
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char fnMaiden[] = "MaidenWord";
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char fnSilom[] = "Silom";
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char fnPalatino[] = "Palatino";
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char fnChancery[] = "Apple Chancery";
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// Check if Silom is available
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// TODO: Ultimately, I'd like to distribute all needed fonts with the game, rendering this unnecessary
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try {
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ResMgr::get<FontRsrc>("Silom");
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found_silom = true;
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} catch(ResMgr::xResMgrErr) {
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found_silom = false;
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}
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}
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void cControl::drawFrame(short amt, bool med_or_lt){
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// dk_gray had a 0..65535 component of 12287, and med_gray had a 0..65535 component of 24574
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static sf::Color lt_gray = {224,224,224},dk_gray = {48,48,48},med_gray = {96,96,96};
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RECT rect = frame, ul_rect;
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inWindow->setActive();
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rect.inset(-amt,-amt);
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ul_rect = rect;
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ul_rect.left -= 1;
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ul_rect.top -= 1;
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frame_rect(*inWindow, rect, med_or_lt ? med_gray : lt_gray);
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clip_rect(*inWindow, ul_rect);
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frame_rect(*inWindow, rect, dk_gray);
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undo_clip(*inWindow);
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}
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bool cControl::found_silom;
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bool cControl::foundSilom(){
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return found_silom;
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}
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cControl::~cControl() {}
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eControlType cControl::getType(){
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return type;
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}
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void cControl::setTextToNum(long what){
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std::ostringstream sout;
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sout << what;
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setText(sout.str());
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}
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long cControl::getTextAsNum(){
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std::istringstream sin(getText());
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long n;
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sin >> n;
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return n;
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}
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bool cControl::hasKey(){
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if(key.spec) return true;
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return key.c != 0;
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}
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