mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-12-24 01:38:45 +00:00
CHANGED: #1471 Moved the widget drawing code from CInterfaceManager to CWidgetManager, so the GUI library can now draw the widgets!
This commit is contained in:
parent
27953ec7e8
commit
86302f6a39
6 changed files with 532 additions and 410 deletions
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@ -26,6 +26,7 @@
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#include "nel/misc/types_nl.h"
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#include "nel/gui/interface_common.h"
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#include "nel/gui/interface_options.h"
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#include "nel/3d/u_camera.h"
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namespace NLMISC
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{
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@ -58,8 +59,23 @@ namespace NLGUI
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/// Manages the GUI widgets
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class CWidgetManager{
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public:
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class INewScreenSizeHandler
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{
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public:
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virtual ~INewScreenSizeHandler(){}
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virtual void process( uint32 w, uint32 h ) = 0;
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};
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class IOnWidgetsDrawnHandler
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{
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public:
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virtual ~IOnWidgetsDrawnHandler(){};
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virtual void process() = 0;
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};
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struct SInterfaceTimes
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{
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public:
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@ -290,6 +306,16 @@ namespace NLGUI
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void drawContextHelp();
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void setContextHelpActive(bool active);
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void getNewWindowCoordToNewScreenSize( sint32 &x, sint32 &y, sint32 w, sint32 h,
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sint32 newW, sint32 newH) const;
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// move windows according to new screen size
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void moveAllWindowsToNewScreenSize(sint32 newScreenW, sint32 newScreenH, bool fixCurrentUI );
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void updateAllLocalisedElements();
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void drawViews( NL3D::UCamera camera );
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// Relative move of pointer
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void movePointer (sint32 dx, sint32 dy);
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@ -414,7 +440,15 @@ namespace NLGUI
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void setIngame( bool i ){ inGame = i; }
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bool isIngame() const{ return inGame; }
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void setScreenWH( uint32 w, uint32 h ){ screenW = w; screenH = h; }
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void registerNewScreenSizeHandler( INewScreenSizeHandler *handler );
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void removeNewScreenSizeHandler( INewScreenSizeHandler *handler );
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void registerOnWidgetsDrawnHandler( IOnWidgetsDrawnHandler* handler );
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void removeOnWidgetsDrawnHandler( IOnWidgetsDrawnHandler *handler );
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static IParser *parser;
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private:
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@ -479,6 +513,12 @@ namespace NLGUI
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bool _ContextHelpActive;
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bool inGame;
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uint32 screenH;
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uint32 screenW;
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std::vector< INewScreenSizeHandler* > newScreenSizeHandlers;
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std::vector< IOnWidgetsDrawnHandler* > onWidgetsDrawnHandlers;
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};
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}
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@ -26,6 +26,7 @@
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#include "nel/gui/interface_options.h"
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#include "nel/gui/view_text.h"
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#include "nel/gui/view_bitmap.h"
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#include "nel/gui/group_container.h"
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namespace NLGUI
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{
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@ -1629,6 +1630,377 @@ namespace NLGUI
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}
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_ContextHelpActive = active;
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}
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// ------------------------------------------------------------------------------------------------
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void CWidgetManager::getNewWindowCoordToNewScreenSize( sint32 &x, sint32 &y, sint32 w, sint32 h,
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sint32 newScreenW, sint32 newScreenH) const
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{
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// NB: x is relative to Left of the window (and Left of screen)
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// NB: y is relative to Top of the window (but Bottom of screen)
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/*
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The goal here is to move the window so it fit the new resolution
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But we don't want to change its size (because somes windows just can't)
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We also cannot use specific code according to each window because user may completly modify his interface
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So the strategy is to dectect on which "side" (or center) the window is the best sticked,
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and then just move the window according to this position
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*/
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// *** First detect from which screen position the window is the more sticked (borders or center)
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// In X: best hotspot is left, middle or right?
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sint32 posXToLeft= x;
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sint32 posXToMiddle= x+w/2-screenW/2;
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sint32 posXToRight= screenW-(x+w);
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sint32 bestXHotSpot= Hotspot_xL;
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sint32 bestXPosVal= posXToLeft;
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if(abs(posXToMiddle) < bestXPosVal)
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{
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bestXHotSpot= Hotspot_xM;
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bestXPosVal= abs(posXToMiddle);
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}
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if(posXToRight < bestXPosVal)
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{
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bestXHotSpot= Hotspot_xR;
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bestXPosVal= posXToRight;
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}
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// Same In Y: best hotspot is bottom, middle or top?
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// remember here that y is the top of window (relative to bottom of screen)
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sint32 posYToBottom= y-h;
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sint32 posYToMiddle= y-h/2-screenH/2;
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sint32 posYToTop= screenH-y;
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sint32 bestYHotSpot= Hotspot_Bx;
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sint32 bestYPosVal= posYToBottom;
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const sint32 middleYWeight= 6; // Avoid default Mission/Team/Map/ContactList positions to be considered as "middle"
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if(abs(posYToMiddle)*middleYWeight < bestYPosVal)
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{
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bestYHotSpot= Hotspot_Mx;
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bestYPosVal= abs(posYToMiddle)*middleYWeight;
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}
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if(posYToTop < bestYPosVal)
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{
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bestYHotSpot= Hotspot_Tx;
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bestYPosVal= posYToTop;
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}
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// *** According to best matching hotspot, and new screen resolution, move the window
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// x
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if(bestXHotSpot==Hotspot_xL)
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x= x;
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else if(bestXHotSpot==Hotspot_xM)
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x= newScreenW/2 + posXToMiddle - w/2;
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else if(bestXHotSpot==Hotspot_xR)
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x= newScreenW - posXToRight - w;
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// y
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if(bestYHotSpot==Hotspot_Bx)
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y= y;
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else if(bestYHotSpot==Hotspot_Mx)
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y= newScreenH/2 + posYToMiddle + h/2;
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else if(bestYHotSpot==Hotspot_Tx)
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y= newScreenH - posYToTop;
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}
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// ------------------------------------------------------------------------------------------------
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void CWidgetManager::moveAllWindowsToNewScreenSize(sint32 newScreenW, sint32 newScreenH, bool fixCurrentUI)
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{
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std::vector< CWidgetManager::SMasterGroup > &_MasterGroups = CWidgetManager::getInstance()->getAllMasterGroup();
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// If resolutions correctly setuped, and really different from new setup
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if( screenW >0 && screenH>0 &&
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newScreenW >0 && newScreenH>0 &&
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( screenW != newScreenW || screenH != newScreenH)
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)
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{
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// *** Do it for the Active Desktop (if wanted)
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if(fixCurrentUI)
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{
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// only for ui:interface (not login, nor outgame)
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for (uint nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
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{
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CWidgetManager::SMasterGroup &rMG = _MasterGroups[nMasterGroup];
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if(!rMG.Group || rMG.Group->getId()!="ui:interface")
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continue;
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// For all priorities, but the worldspace one
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for (uint8 nPriority = 0; nPriority < WIN_PRIORITY_MAX; nPriority++)
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{
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if(nPriority==WIN_PRIORITY_WORLD_SPACE)
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continue;
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// For All windows (only layer 0 group container)
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std::list<CInterfaceGroup*> &rList = rMG.PrioritizedWindows[nPriority];
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std::list<CInterfaceGroup*>::const_iterator itw;
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for (itw = rList.begin(); itw != rList.end(); itw++)
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{
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CInterfaceGroup *pIG = *itw;
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if(!pIG->isGroupContainer())
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continue;
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CGroupContainer *gc= dynamic_cast<CGroupContainer*>(pIG);
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if(gc->getLayerSetup()!=0)
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continue;
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// should all be BL / TL
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if(gc->getParentPosRef()!=Hotspot_BL || gc->getPosRef()!=Hotspot_TL)
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continue;
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// Get current window coordinates
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sint32 x= pIG->getX(); // x is relative to Left of the window
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sint32 y= pIG->getY(); // y is relative to Top of the window
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sint32 w= pIG->getW(false); // the window may be hid, still get the correct(or estimated) W
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sint32 h= pIG->getH(false); // the window may be hid, still get the correct(or estimated) H
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// Compute the new coordinate
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CWidgetManager::getInstance()->getNewWindowCoordToNewScreenSize(x, y, w, h, newScreenW, newScreenH);
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// Change
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pIG->setX(x);
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pIG->setY(y);
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}
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}
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}
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}
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std::vector< INewScreenSizeHandler* >::iterator itr;
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for( itr = newScreenSizeHandlers.begin(); itr != newScreenSizeHandlers.end(); ++itr )
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{
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INewScreenSizeHandler *handler = *itr;
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handler->process( newScreenW, newScreenH );
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}
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}
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// Now those are the last screen coordinates used for window position correction
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if(newScreenW >0 && newScreenH>0)
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{
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screenW = newScreenW;
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screenH = newScreenH;
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}
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}
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class InvalidateTextVisitor : public CInterfaceElementVisitor
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{
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public:
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InvalidateTextVisitor( bool reset )
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{
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this->reset = reset;
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}
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void visitGroup( CInterfaceGroup *group )
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{
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const std::vector< CViewBase* > &vs = group->getViews();
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for( std::vector< CViewBase* >::const_iterator itr = vs.begin(); itr != vs.end(); ++itr )
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{
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CViewText *vt = dynamic_cast< CViewText* >( *itr );
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if( vt != NULL )
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{
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if( reset )
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vt->resetTextIndex();
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vt->updateTextContext();
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}
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}
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}
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private:
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bool reset;
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};
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// ------------------------------------------------------------------------------------------------
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void CWidgetManager::updateAllLocalisedElements()
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{
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uint32 nMasterGroup;
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uint32 w, h;
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CViewRenderer::getInstance()->checkNewScreenSize ();
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CViewRenderer::getInstance()->getScreenSize (w, h);
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// Update ui:* (limit the master containers to the height of the screen)
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for (nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
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{
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SMasterGroup &rMG = _MasterGroups[nMasterGroup];
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rMG.Group->setW (w);
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rMG.Group->setH (h);
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}
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CViewRenderer::getInstance()->setClipWindow(0, 0, w, h);
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// If all conditions are OK, move windows so they fit correctly with new screen size
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// Do this work only InGame when Config is loaded
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moveAllWindowsToNewScreenSize(w,h,true);
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// Invalidate coordinates of all Windows of each MasterGroup
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for (nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
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{
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SMasterGroup &rMG = _MasterGroups[nMasterGroup];
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InvalidateTextVisitor inv( false );
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rMG.Group->visitGroupAndChildren( &inv );
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rMG.Group->invalidateCoords ();
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for (uint8 nPriority = 0; nPriority < WIN_PRIORITY_MAX; nPriority++)
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{
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std::list<CInterfaceGroup*> &rList = rMG.PrioritizedWindows[nPriority];
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std::list<CInterfaceGroup*>::const_iterator itw;
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for (itw = rList.begin(); itw != rList.end(); itw++)
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{
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CInterfaceGroup *pIG = *itw;
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pIG->visitGroupAndChildren( &inv );
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pIG->invalidateCoords ();
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}
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}
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}
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// setup for all
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for (nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
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{
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SMasterGroup &rMG = _MasterGroups[nMasterGroup];
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bool bActive = rMG.Group->getActive ();
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rMG.Group->setActive (true);
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rMG.Group->updateCoords ();
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rMG.Group->setActive (bActive);
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}
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// update coords one
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checkCoords();
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// Action by default (container opening
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for (nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
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{
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SMasterGroup &rMG = _MasterGroups[nMasterGroup];
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rMG.Group->launch ();
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}
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}
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void CWidgetManager::drawViews( NL3D::UCamera camera )
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{
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CViewRenderer::getInstance()->activateWorldSpaceMatrix (false);
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NL3D::UDriver *driver = CViewRenderer::getInstance()->getDriver();
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// If an element has captured the keyboard, make sure it is alway visible (all parent windows active)
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if( getCaptureKeyboard() != NULL)
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{
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CCtrlBase *cb = getCaptureKeyboard();
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do
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{
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if (!cb->getActive())
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{
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setCaptureKeyboard(NULL);
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break;
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}
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cb = cb->getParent();
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}
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while (cb);
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}
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// Check if screen size changed
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uint32 w, h;
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CViewRenderer::getInstance()->checkNewScreenSize ();
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CViewRenderer::getInstance()->getScreenSize (w, h);
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if ((w != screenW) || (h != screenH))
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{
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// No Op if screen minimized
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if(w!=0 && h!=0 && !CViewRenderer::getInstance()->isMinimized())
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{
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updateAllLocalisedElements ();
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setScreenWH( w, h );
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}
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}
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// Update global color from database
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setGlobalColor( NLMISC::CRGBA ( (uint8)NLGUI::CDBManager::getInstance()->getDbProp("UI:SAVE:COLOR:R")->getValue32(),
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(uint8)NLGUI::CDBManager::getInstance()->getDbProp("UI:SAVE:COLOR:G")->getValue32(),
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(uint8)NLGUI::CDBManager::getInstance()->getDbProp("UI:SAVE:COLOR:B")->getValue32(),
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(uint8)NLGUI::CDBManager::getInstance()->getDbProp("UI:SAVE:COLOR:A")->getValue32() ) );
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NLMISC::CRGBA c = getGlobalColorForContent();
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NLMISC::CRGBA gc = getGlobalColor();
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c.R = gc.R;
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c.G = gc.G;
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c.B = gc.B;
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c.A = (uint8) (( (uint16) c.A * (uint16) getContentAlpha() ) >> 8);
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setGlobalColorForContent( c );
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// Update global alphaS from database
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updateGlobalAlphas();
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/* Draw all the windows
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To minimize texture swapping, we first sort per Window, then we sort per layer, then we render per Global Texture.
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Computed String are rendered in on big drawQuads at last part of each layer
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*/
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CDBManager::getInstance()->flushObserverCalls();
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for (uint32 nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
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{
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CWidgetManager::SMasterGroup &rMG = _MasterGroups[nMasterGroup];
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if (rMG.Group->getActive())
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{
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// Sort world space windows
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rMG.sortWorldSpaceGroup ();
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for (uint8 nPriority = 0; nPriority < WIN_PRIORITY_MAX; ++nPriority)
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{
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if ( (nPriority == WIN_PRIORITY_WORLD_SPACE) && !camera.empty())
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{
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driver->setViewMatrix( NL3D::CMatrix::Identity);
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driver->setModelMatrix( NL3D::CMatrix::Identity);
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driver->setFrustum(camera.getFrustum());
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CViewRenderer::getInstance()->activateWorldSpaceMatrix (true);
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}
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std::list<CInterfaceGroup*> &rList = rMG.PrioritizedWindows[nPriority];
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std::list<CInterfaceGroup*>::const_iterator itw;
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for (itw = rList.begin(); itw != rList.end(); itw++)
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{
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CInterfaceGroup *pIG = *itw;
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if( pIG ) // TODO: debug null pointer in PrioritizedWindows list
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{
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if (pIG->getActive())
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{
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// Draw all the elements of this window in the layers in ViewRendered
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pIG->draw ();
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// flush the layers
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CViewRenderer::getInstance()->flush ();
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}
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}
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}
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if ( (nPriority == WIN_PRIORITY_WORLD_SPACE) && !camera.empty())
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{
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driver->setMatrixMode2D11();
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CViewRenderer::getInstance()->activateWorldSpaceMatrix (false);
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}
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}
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}
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}
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CDBManager::getInstance()->flushObserverCalls();
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// draw the special over extend text
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drawOverExtendViewText();
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// draw the context help
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drawContextHelp ();
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std::vector< IOnWidgetsDrawnHandler* >::iterator itr;
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for( itr = onWidgetsDrawnHandlers.begin(); itr != onWidgetsDrawnHandlers.end(); ++itr )
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{
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IOnWidgetsDrawnHandler *handler = *itr;
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handler->process();
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}
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// Draw the pointer and DND Item
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if( getPointer() != NULL)
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{
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if ( getPointer()->getActive())
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getPointer()->draw ();
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}
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// flush layers
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CViewRenderer::getInstance()->flush();
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// todo hulud remove Return in 2d world
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driver->setMatrixMode2D11();
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CDBManager::getInstance()->flushObserverCalls();
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}
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// ------------------------------------------------------------------------------------------------
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void CWidgetManager::movePointer (sint32 dx, sint32 dy)
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@ -2045,6 +2417,50 @@ namespace NLGUI
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_GlobalRolloverFactorContainer = (uint8)NLGUI::CDBManager::getInstance()->getDbProp("UI:SAVE:CONTAINER_ROLLOVER_FACTOR")->getValue32();
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}
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void CWidgetManager::registerNewScreenSizeHandler( INewScreenSizeHandler *handler )
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{
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std::vector< INewScreenSizeHandler* >::iterator itr =
|
||||
std::find( newScreenSizeHandlers.begin(), newScreenSizeHandlers.end(), handler );
|
||||
|
||||
if( itr != newScreenSizeHandlers.end() )
|
||||
return;
|
||||
|
||||
newScreenSizeHandlers.push_back( handler );
|
||||
}
|
||||
|
||||
void CWidgetManager::removeNewScreenSizeHandler( INewScreenSizeHandler *handler )
|
||||
{
|
||||
std::vector< INewScreenSizeHandler* >::iterator itr =
|
||||
std::find( newScreenSizeHandlers.begin(), newScreenSizeHandlers.end(), handler );
|
||||
|
||||
if( itr == newScreenSizeHandlers.end() )
|
||||
return;
|
||||
|
||||
newScreenSizeHandlers.erase( itr );
|
||||
}
|
||||
|
||||
void CWidgetManager::registerOnWidgetsDrawnHandler( IOnWidgetsDrawnHandler* handler )
|
||||
{
|
||||
std::vector< IOnWidgetsDrawnHandler* >::iterator itr =
|
||||
std::find( onWidgetsDrawnHandlers.begin(), onWidgetsDrawnHandlers.end(), handler );
|
||||
|
||||
if( itr != onWidgetsDrawnHandlers.end() )
|
||||
return;
|
||||
|
||||
onWidgetsDrawnHandlers.push_back( handler );
|
||||
}
|
||||
|
||||
void CWidgetManager::removeOnWidgetsDrawnHandler( IOnWidgetsDrawnHandler* handler )
|
||||
{
|
||||
std::vector< IOnWidgetsDrawnHandler* >::iterator itr =
|
||||
std::find( onWidgetsDrawnHandlers.begin(), onWidgetsDrawnHandlers.end(), handler );
|
||||
|
||||
if( itr == onWidgetsDrawnHandlers.end() )
|
||||
return;
|
||||
|
||||
onWidgetsDrawnHandlers.erase( itr );
|
||||
}
|
||||
|
||||
CWidgetManager::CWidgetManager()
|
||||
{
|
||||
_Pointer = NULL;
|
||||
|
@ -2069,6 +2485,8 @@ namespace NLGUI
|
|||
|
||||
_MouseHandlingEnabled = true;
|
||||
inGame = false;
|
||||
|
||||
setScreenWH( 0, 0 );
|
||||
}
|
||||
|
||||
CWidgetManager::~CWidgetManager()
|
||||
|
|
|
@ -259,6 +259,43 @@ int CInterfaceManager::DebugTrackGroupsGetId( CInterfaceGroup *pIG )
|
|||
|
||||
#endif // AJM_DEBUG_TRACK_INTERFACE_GROUPS
|
||||
|
||||
class CDesktopUpdater : public CWidgetManager::INewScreenSizeHandler
|
||||
{
|
||||
public:
|
||||
void process( uint32 w, uint32 h )
|
||||
{
|
||||
CInterfaceManager::getInstance()->updateDesktops( w, h );
|
||||
}
|
||||
};
|
||||
|
||||
class CDrawDraggedSheet : public CWidgetManager::IOnWidgetsDrawnHandler
|
||||
{
|
||||
public:
|
||||
void process()
|
||||
{
|
||||
if ( CWidgetManager::getInstance()->getPointer()->show())
|
||||
{
|
||||
CDBCtrlSheet *pCS = dynamic_cast<CDBCtrlSheet*>( CWidgetManager::getInstance()->getCapturePointerLeft() );
|
||||
if ((pCS != NULL) && (pCS->isDragged()))
|
||||
{
|
||||
sint x= CWidgetManager::getInstance()->getPointer()->getX() - pCS->getDeltaDragX();
|
||||
sint y= CWidgetManager::getInstance()->getPointer()->getY() - pCS->getDeltaDragY();
|
||||
pCS->drawSheet (x, y, false, false);
|
||||
|
||||
// if the control support CopyDrag, and if copy key pressed, display a tiny "+"
|
||||
if(pCS->canDragCopy() && CInterfaceManager::getInstance()->testDragCopyKey())
|
||||
{
|
||||
CViewRenderer &rVR = *CViewRenderer::getInstance();
|
||||
sint w= rVR.getSystemTextureW(CViewRenderer::DragCopyTexture);
|
||||
sint h= rVR.getSystemTextureW(CViewRenderer::DragCopyTexture);
|
||||
rVR.draw11RotFlipBitmap (pCS->getRenderLayer()+1, x-w/2, y-h/2, 0, false,
|
||||
rVR.getSystemTextureId(CViewRenderer::DragCopyTexture));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
class CStringManagerTextProvider : public CViewTextID::IViewTextProvider
|
||||
{
|
||||
|
@ -405,6 +442,8 @@ CInterfaceManager::CInterfaceManager( NL3D::UDriver *driver, NL3D::UTextContext
|
|||
addModule( "command", new CCommandParser() );
|
||||
addModule( "key", new CKeyParser() );
|
||||
addModule( "macro", new CMacroParser() );
|
||||
CWidgetManager::getInstance()->registerNewScreenSizeHandler( new CDesktopUpdater() );
|
||||
CWidgetManager::getInstance()->registerOnWidgetsDrawnHandler( new CDrawDraggedSheet() );
|
||||
|
||||
setCacheUIParsing( ClientCfg.CacheUIParsing );
|
||||
|
||||
|
@ -445,6 +484,11 @@ CInterfaceManager::CInterfaceManager( NL3D::UDriver *driver, NL3D::UTextContext
|
|||
|
||||
// Interface Manager init
|
||||
CViewRenderer::getInstance()->checkNewScreenSize();
|
||||
{
|
||||
uint32 w,h;
|
||||
CViewRenderer::getInstance()->getScreenSize( w, h );
|
||||
CWidgetManager::getInstance()->setScreenWH( w, h );
|
||||
}
|
||||
CViewRenderer::getInstance()->init();
|
||||
|
||||
_CurrentMode = 0;
|
||||
|
@ -632,7 +676,7 @@ void CInterfaceManager::initLogin()
|
|||
|
||||
parseInterface (ClientCfg.XMLLoginInterfaceFiles, false);
|
||||
|
||||
updateAllLocalisedElements();
|
||||
CWidgetManager::getInstance()->updateAllLocalisedElements();
|
||||
|
||||
CWidgetManager::getInstance()->activateMasterGroup ("ui:login", true);
|
||||
|
||||
|
@ -722,7 +766,7 @@ void CInterfaceManager::initOutGame()
|
|||
|
||||
parseInterface (ClientCfg.XMLOutGameInterfaceFiles, false);
|
||||
|
||||
updateAllLocalisedElements();
|
||||
CWidgetManager::getInstance()->updateAllLocalisedElements();
|
||||
|
||||
CWidgetManager::getInstance()->activateMasterGroup ("ui:outgame", true);
|
||||
|
||||
|
@ -926,7 +970,7 @@ void CInterfaceManager::initInGame()
|
|||
{
|
||||
H_AUTO( RZUpdAll )
|
||||
|
||||
updateAllLocalisedElements(); // To init all things
|
||||
CWidgetManager::getInstance()->updateAllLocalisedElements(); // To init all things
|
||||
}
|
||||
|
||||
// Interface config
|
||||
|
@ -1735,7 +1779,8 @@ bool CInterfaceManager::loadConfig (const string &filename)
|
|||
{
|
||||
// NB: we are typically InGame here (even though the _InGame flag is not yet set)
|
||||
// Use the screen size of the config file. Don't update current UI, just _Modes
|
||||
moveAllWindowsToNewScreenSize(ClientCfg.Width, ClientCfg.Height, false);
|
||||
CWidgetManager::getInstance()->moveAllWindowsToNewScreenSize(ClientCfg.Width, ClientCfg.Height, false);
|
||||
updateDesktops( ClientCfg.Width, ClientCfg.Height );
|
||||
}
|
||||
|
||||
// *** apply the current mode
|
||||
|
@ -1916,191 +1961,18 @@ bool CInterfaceManager::saveConfig (const string &filename)
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
void CInterfaceManager::drawViews(NL3D::UCamera camera)
|
||||
{
|
||||
{
|
||||
H_AUTO ( RZ_Interface_DrawViews_Setup )
|
||||
IngameDbMngr.flushObserverCalls();
|
||||
NLGUI::CDBManager::getInstance()->flushObserverCalls();
|
||||
|
||||
CViewRenderer::getInstance()->activateWorldSpaceMatrix (false);
|
||||
|
||||
IngameDbMngr.flushObserverCalls();
|
||||
NLGUI::CDBManager::getInstance()->flushObserverCalls();
|
||||
// Update Player characteristics (for Item carac requirement Redifying)
|
||||
nlctassert(CHARACTERISTICS::NUM_CHARACTERISTICS==8);
|
||||
for (uint i=0; i<CHARACTERISTICS::NUM_CHARACTERISTICS; ++i)
|
||||
_CurrentPlayerCharac[i]= NLGUI::CDBManager::getInstance()->getDbValue32(toString("SERVER:CHARACTER_INFO:CHARACTERISTICS%d:VALUE", i));
|
||||
|
||||
// If an element has captured the keyboard, make sure it is alway visible (all parent windows active)
|
||||
if( CWidgetManager::getInstance()->getCaptureKeyboard() != NULL)
|
||||
{
|
||||
CCtrlBase *cb = CWidgetManager::getInstance()->getCaptureKeyboard();
|
||||
do
|
||||
{
|
||||
if (!cb->getActive())
|
||||
{
|
||||
CWidgetManager::getInstance()->setCaptureKeyboard(NULL);
|
||||
break;
|
||||
}
|
||||
cb = cb->getParent();
|
||||
}
|
||||
while (cb);
|
||||
}
|
||||
// Check if screen size changed
|
||||
uint32 w, h;
|
||||
CViewRenderer::getInstance()->checkNewScreenSize ();
|
||||
CViewRenderer::getInstance()->getScreenSize (w, h);
|
||||
if ((w != _ScreenW) || (h != _ScreenH))
|
||||
{
|
||||
// No Op if screen minimized
|
||||
if(w!=0 && h!=0 && !CViewRenderer::getInstance()->isMinimized())
|
||||
{
|
||||
updateAllLocalisedElements ();
|
||||
_ScreenW = w;
|
||||
_ScreenH = h;
|
||||
}
|
||||
}
|
||||
CWidgetManager::getInstance()->drawViews( camera );
|
||||
|
||||
// Update global color from database
|
||||
CWidgetManager::getInstance()->setGlobalColor( CRGBA ( (uint8)NLGUI::CDBManager::getInstance()->getDbProp("UI:SAVE:COLOR:R")->getValue32(),
|
||||
(uint8)NLGUI::CDBManager::getInstance()->getDbProp("UI:SAVE:COLOR:G")->getValue32(),
|
||||
(uint8)NLGUI::CDBManager::getInstance()->getDbProp("UI:SAVE:COLOR:B")->getValue32(),
|
||||
(uint8)NLGUI::CDBManager::getInstance()->getDbProp("UI:SAVE:COLOR:A")->getValue32() ) );
|
||||
|
||||
CRGBA c = CWidgetManager::getInstance()->getGlobalColorForContent();
|
||||
CRGBA gc = CWidgetManager::getInstance()->getGlobalColor();
|
||||
c.R = gc.R;
|
||||
c.G = gc.G;
|
||||
c.B = gc.B;
|
||||
c.A = (uint8) (( (uint16) c.A * (uint16) CWidgetManager::getInstance()->getContentAlpha() ) >> 8);
|
||||
CWidgetManager::getInstance()->setGlobalColorForContent( c );
|
||||
|
||||
// Update global alphaS from database
|
||||
CWidgetManager::getInstance()->updateGlobalAlphas();
|
||||
|
||||
|
||||
// Update Player characteristics (for Item carac requirement Redifying)
|
||||
nlctassert(CHARACTERISTICS::NUM_CHARACTERISTICS==8);
|
||||
for (uint i=0; i<CHARACTERISTICS::NUM_CHARACTERISTICS; ++i)
|
||||
_CurrentPlayerCharac[i]= NLGUI::CDBManager::getInstance()->getDbValue32(toString("SERVER:CHARACTER_INFO:CHARACTERISTICS%d:VALUE", i));
|
||||
|
||||
// _CurrentPlayerCharac[CHARACTERISTICS::constitution]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Constitution");
|
||||
// _CurrentPlayerCharac[CHARACTERISTICS::constitution]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Constitution");
|
||||
// _CurrentPlayerCharac[CHARACTERISTICS::metabolism]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Metabolism");
|
||||
// _CurrentPlayerCharac[CHARACTERISTICS::intelligence]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Intelligence");
|
||||
// _CurrentPlayerCharac[CHARACTERISTICS::wisdom]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Wisdom");
|
||||
// _CurrentPlayerCharac[CHARACTERISTICS::strength]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Strength");
|
||||
// _CurrentPlayerCharac[CHARACTERISTICS::well_balanced]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:WellBalanced");
|
||||
// _CurrentPlayerCharac[CHARACTERISTICS::dexterity]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Dexterity");
|
||||
// _CurrentPlayerCharac[CHARACTERISTICS::will]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Will");
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
H_AUTO ( RZ_Interface_DrawWindows )
|
||||
|
||||
/* Draw all the windows
|
||||
To minimize texture swapping, we first sort per Window, then we sort per layer, then we render per Global Texture.
|
||||
Computed String are rendered in on big drawQuads at last part of each layer
|
||||
*/
|
||||
std::vector< CWidgetManager::SMasterGroup > &_MasterGroups = CWidgetManager::getInstance()->getAllMasterGroup();
|
||||
IngameDbMngr.flushObserverCalls();
|
||||
NLGUI::CDBManager::getInstance()->flushObserverCalls();
|
||||
//
|
||||
for (uint32 nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
|
||||
{
|
||||
CWidgetManager::SMasterGroup &rMG = _MasterGroups[nMasterGroup];
|
||||
if (rMG.Group->getActive())
|
||||
{
|
||||
// Sort world space windows
|
||||
rMG.sortWorldSpaceGroup ();
|
||||
|
||||
for (uint8 nPriority = 0; nPriority < WIN_PRIORITY_MAX; ++nPriority)
|
||||
{
|
||||
if ( (nPriority == WIN_PRIORITY_WORLD_SPACE) && !camera.empty())
|
||||
{
|
||||
driver->setViewMatrix(CMatrix::Identity);
|
||||
driver->setModelMatrix(CMatrix::Identity);
|
||||
driver->setFrustum(camera.getFrustum());
|
||||
CViewRenderer::getInstance()->activateWorldSpaceMatrix (true);
|
||||
}
|
||||
|
||||
list<CInterfaceGroup*> &rList = rMG.PrioritizedWindows[nPriority];
|
||||
list<CInterfaceGroup*>::const_iterator itw;
|
||||
|
||||
for (itw = rList.begin(); itw != rList.end(); itw++)
|
||||
{
|
||||
CInterfaceGroup *pIG = *itw;
|
||||
if( pIG ) // TODO: debug null pointer in PrioritizedWindows list
|
||||
{
|
||||
if (pIG->getActive())
|
||||
{
|
||||
// Draw all the elements of this window in the layers in ViewRendered
|
||||
pIG->draw ();
|
||||
// flush the layers
|
||||
CViewRenderer::getInstance()->flush ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( (nPriority == WIN_PRIORITY_WORLD_SPACE) && !camera.empty())
|
||||
{
|
||||
driver->setMatrixMode2D11();
|
||||
CViewRenderer::getInstance()->activateWorldSpaceMatrix (false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
H_AUTO ( RZ_Interface_DrawViews_After )
|
||||
|
||||
IngameDbMngr.flushObserverCalls();
|
||||
NLGUI::CDBManager::getInstance()->flushObserverCalls();
|
||||
|
||||
// draw the special over extend text
|
||||
CWidgetManager::getInstance()->drawOverExtendViewText();
|
||||
|
||||
// draw the context help
|
||||
CWidgetManager::getInstance()->drawContextHelp ();
|
||||
|
||||
// Draw the pointer and DND Item
|
||||
if ( CWidgetManager::getInstance()->getPointer() != NULL)
|
||||
{
|
||||
//_Pointer->updateCoords();
|
||||
|
||||
if ( CWidgetManager::getInstance()->getPointer()->show())
|
||||
{
|
||||
CDBCtrlSheet *pCS = dynamic_cast<CDBCtrlSheet*>( CWidgetManager::getInstance()->getCapturePointerLeft() );
|
||||
if ((pCS != NULL) && (pCS->isDragged()))
|
||||
{
|
||||
sint x= CWidgetManager::getInstance()->getPointer()->getX() - pCS->getDeltaDragX();
|
||||
sint y= CWidgetManager::getInstance()->getPointer()->getY() - pCS->getDeltaDragY();
|
||||
pCS->drawSheet (x, y, false, false);
|
||||
|
||||
// if the control support CopyDrag, and if copy key pressed, display a tiny "+"
|
||||
if(pCS->canDragCopy() && testDragCopyKey())
|
||||
{
|
||||
CViewRenderer &rVR = *CViewRenderer::getInstance();
|
||||
sint w= rVR.getSystemTextureW(CViewRenderer::DragCopyTexture);
|
||||
sint h= rVR.getSystemTextureW(CViewRenderer::DragCopyTexture);
|
||||
rVR.draw11RotFlipBitmap (pCS->getRenderLayer()+1, x-w/2, y-h/2, 0, false,
|
||||
rVR.getSystemTextureId(CViewRenderer::DragCopyTexture));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Even if hardware, Force draw if the cursor is a string (ATTACK etc...)
|
||||
/*if (_Pointer->getActive() && (!IsMouseCursorHardware () || _Pointer->getStringMode()) )
|
||||
_Pointer->draw ();*/
|
||||
if (CWidgetManager::getInstance()->getPointer()->getActive())
|
||||
CWidgetManager::getInstance()->getPointer()->draw ();
|
||||
}
|
||||
|
||||
// flush layers
|
||||
CViewRenderer::getInstance()->flush();
|
||||
|
||||
// todo hulud remove Return in 2d world
|
||||
driver->setMatrixMode2D11();
|
||||
|
||||
// flush obs
|
||||
IngameDbMngr.flushObserverCalls();
|
||||
NLGUI::CDBManager::getInstance()->flushObserverCalls();
|
||||
}
|
||||
// flush obs
|
||||
IngameDbMngr.flushObserverCalls();
|
||||
}
|
||||
|
||||
|
||||
|
@ -2596,151 +2468,19 @@ bool CInterfaceManager::handleMouseMoveEvent( const NLGUI::CEventDescriptor &eve
|
|||
return true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void CInterfaceManager::getNewWindowCoordToNewScreenSize(sint32 &x, sint32 &y, sint32 w, sint32 h, sint32 newScreenW, sint32 newScreenH) const
|
||||
void CInterfaceManager::updateDesktops( uint32 newScreenW, uint32 newScreenH )
|
||||
{
|
||||
// NB: x is relative to Left of the window (and Left of screen)
|
||||
// NB: y is relative to Top of the window (but Bottom of screen)
|
||||
|
||||
/*
|
||||
The goal here is to move the window so it fit the new resolution
|
||||
But we don't want to change its size (because somes windows just can't)
|
||||
We also cannot use specific code according to each window because user may completly modify his interface
|
||||
So the strategy is to dectect on which "side" (or center) the window is the best sticked,
|
||||
and then just move the window according to this position
|
||||
*/
|
||||
|
||||
// *** First detect from which screen position the window is the more sticked (borders or center)
|
||||
// In X: best hotspot is left, middle or right?
|
||||
sint32 posXToLeft= x;
|
||||
sint32 posXToMiddle= x+w/2-_LastInGameScreenW/2;
|
||||
sint32 posXToRight= _LastInGameScreenW-(x+w);
|
||||
sint32 bestXHotSpot= Hotspot_xL;
|
||||
sint32 bestXPosVal= posXToLeft;
|
||||
if(abs(posXToMiddle) < bestXPosVal)
|
||||
// *** Do it for All Backuped Desktops
|
||||
for(uint md=0;md<MAX_NUM_MODES;md++)
|
||||
{
|
||||
bestXHotSpot= Hotspot_xM;
|
||||
bestXPosVal= abs(posXToMiddle);
|
||||
}
|
||||
if(posXToRight < bestXPosVal)
|
||||
{
|
||||
bestXHotSpot= Hotspot_xR;
|
||||
bestXPosVal= posXToRight;
|
||||
}
|
||||
|
||||
// Same In Y: best hotspot is bottom, middle or top?
|
||||
// remember here that y is the top of window (relative to bottom of screen)
|
||||
sint32 posYToBottom= y-h;
|
||||
sint32 posYToMiddle= y-h/2-_LastInGameScreenH/2;
|
||||
sint32 posYToTop= _LastInGameScreenH-y;
|
||||
sint32 bestYHotSpot= Hotspot_Bx;
|
||||
sint32 bestYPosVal= posYToBottom;
|
||||
const sint32 middleYWeight= 6; // Avoid default Mission/Team/Map/ContactList positions to be considered as "middle"
|
||||
if(abs(posYToMiddle)*middleYWeight < bestYPosVal)
|
||||
{
|
||||
bestYHotSpot= Hotspot_Mx;
|
||||
bestYPosVal= abs(posYToMiddle)*middleYWeight;
|
||||
}
|
||||
if(posYToTop < bestYPosVal)
|
||||
{
|
||||
bestYHotSpot= Hotspot_Tx;
|
||||
bestYPosVal= posYToTop;
|
||||
}
|
||||
|
||||
// *** According to best matching hotspot, and new screen resolution, move the window
|
||||
// x
|
||||
if(bestXHotSpot==Hotspot_xL)
|
||||
x= x;
|
||||
else if(bestXHotSpot==Hotspot_xM)
|
||||
x= newScreenW/2 + posXToMiddle - w/2;
|
||||
else if(bestXHotSpot==Hotspot_xR)
|
||||
x= newScreenW - posXToRight - w;
|
||||
// y
|
||||
if(bestYHotSpot==Hotspot_Bx)
|
||||
y= y;
|
||||
else if(bestYHotSpot==Hotspot_Mx)
|
||||
y= newScreenH/2 + posYToMiddle + h/2;
|
||||
else if(bestYHotSpot==Hotspot_Tx)
|
||||
y= newScreenH - posYToTop;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void CInterfaceManager::moveAllWindowsToNewScreenSize(sint32 newScreenW, sint32 newScreenH, bool fixCurrentUI)
|
||||
{
|
||||
std::vector< CWidgetManager::SMasterGroup > &_MasterGroups = CWidgetManager::getInstance()->getAllMasterGroup();
|
||||
// If resolutions correctly setuped, and really different from new setup
|
||||
if( _LastInGameScreenW >0 && _LastInGameScreenH>0 &&
|
||||
newScreenW >0 && newScreenH>0 &&
|
||||
(_LastInGameScreenW != newScreenW || _LastInGameScreenH != newScreenH)
|
||||
)
|
||||
{
|
||||
// *** Do it for the Active Desktop (if wanted)
|
||||
if(fixCurrentUI)
|
||||
CInterfaceConfig::CDesktopImage &mode= _Modes[md];
|
||||
// For all containers of this mode
|
||||
for(uint gc=0;gc<mode.GCImages.size();gc++)
|
||||
{
|
||||
// only for ui:interface (not login, nor outgame)
|
||||
for (uint nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
|
||||
{
|
||||
CWidgetManager::SMasterGroup &rMG = _MasterGroups[nMasterGroup];
|
||||
if(!rMG.Group || rMG.Group->getId()!="ui:interface")
|
||||
continue;
|
||||
|
||||
// For all priorities, but the worldspace one
|
||||
for (uint8 nPriority = 0; nPriority < WIN_PRIORITY_MAX; nPriority++)
|
||||
{
|
||||
if(nPriority==WIN_PRIORITY_WORLD_SPACE)
|
||||
continue;
|
||||
|
||||
// For All windows (only layer 0 group container)
|
||||
list<CInterfaceGroup*> &rList = rMG.PrioritizedWindows[nPriority];
|
||||
list<CInterfaceGroup*>::const_iterator itw;
|
||||
for (itw = rList.begin(); itw != rList.end(); itw++)
|
||||
{
|
||||
CInterfaceGroup *pIG = *itw;
|
||||
if(!pIG->isGroupContainer())
|
||||
continue;
|
||||
CGroupContainer *gc= safe_cast<CGroupContainer*>(pIG);
|
||||
if(gc->getLayerSetup()!=0)
|
||||
continue;
|
||||
// should all be BL / TL
|
||||
if(gc->getParentPosRef()!=Hotspot_BL || gc->getPosRef()!=Hotspot_TL)
|
||||
continue;
|
||||
|
||||
// Get current window coordinates
|
||||
sint32 x= pIG->getX(); // x is relative to Left of the window
|
||||
sint32 y= pIG->getY(); // y is relative to Top of the window
|
||||
sint32 w= pIG->getW(false); // the window may be hid, still get the correct(or estimated) W
|
||||
sint32 h= pIG->getH(false); // the window may be hid, still get the correct(or estimated) H
|
||||
|
||||
// Compute the new coordinate
|
||||
getNewWindowCoordToNewScreenSize(x, y, w, h, newScreenW, newScreenH);
|
||||
|
||||
// Change
|
||||
pIG->setX(x);
|
||||
pIG->setY(y);
|
||||
}
|
||||
}
|
||||
}
|
||||
CInterfaceConfig::SCont &gcCont= mode.GCImages[gc];
|
||||
// Compute the new coordinate, directly in the X/Y fields of the structure
|
||||
CWidgetManager::getInstance()->getNewWindowCoordToNewScreenSize(gcCont.X, gcCont.Y, gcCont.W, gcCont.H ,newScreenW, newScreenH);
|
||||
}
|
||||
|
||||
// *** Do it for All Backuped Desktops
|
||||
for(uint md=0;md<MAX_NUM_MODES;md++)
|
||||
{
|
||||
CInterfaceConfig::CDesktopImage &mode= _Modes[md];
|
||||
// For all containers of this mode
|
||||
for(uint gc=0;gc<mode.GCImages.size();gc++)
|
||||
{
|
||||
CInterfaceConfig::SCont &gcCont= mode.GCImages[gc];
|
||||
// Compute the new coordinate, directly in the X/Y fields of the structure
|
||||
getNewWindowCoordToNewScreenSize(gcCont.X, gcCont.Y, gcCont.W, gcCont.H ,newScreenW, newScreenH);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now those are the last screen coordinates used for window position correction
|
||||
if(newScreenW >0 && newScreenH>0)
|
||||
{
|
||||
_LastInGameScreenW= newScreenW;
|
||||
_LastInGameScreenH= newScreenH;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2771,75 +2511,6 @@ private:
|
|||
bool reset;
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void CInterfaceManager::updateAllLocalisedElements()
|
||||
{
|
||||
|
||||
uint32 nMasterGroup;
|
||||
|
||||
uint32 w, h;
|
||||
CViewRenderer::getInstance()->checkNewScreenSize ();
|
||||
CViewRenderer::getInstance()->getScreenSize (w, h);
|
||||
|
||||
std::vector< CWidgetManager::SMasterGroup > &_MasterGroups = CWidgetManager::getInstance()->getAllMasterGroup();
|
||||
|
||||
// Update ui:* (limit the master containers to the height of the screen)
|
||||
for (nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
|
||||
{
|
||||
CWidgetManager::SMasterGroup &rMG = _MasterGroups[nMasterGroup];
|
||||
rMG.Group->setW (w);
|
||||
rMG.Group->setH (h);
|
||||
}
|
||||
CViewRenderer::getInstance()->setClipWindow(0, 0, w, h);
|
||||
|
||||
// If all conditions are OK, move windows so they fit correctly with new screen size
|
||||
// Do this work only InGame when Config is loaded
|
||||
if( _InGame && _ConfigLoaded )
|
||||
moveAllWindowsToNewScreenSize(w,h,true);
|
||||
|
||||
// Invalidate coordinates of all Windows of each MasterGroup
|
||||
for (nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
|
||||
{
|
||||
CWidgetManager::SMasterGroup &rMG = _MasterGroups[nMasterGroup];
|
||||
|
||||
InvalidateTextVisitor inv( false );
|
||||
|
||||
rMG.Group->visitGroupAndChildren( &inv );
|
||||
rMG.Group->invalidateCoords ();
|
||||
for (uint8 nPriority = 0; nPriority < WIN_PRIORITY_MAX; nPriority++)
|
||||
{
|
||||
list<CInterfaceGroup*> &rList = rMG.PrioritizedWindows[nPriority];
|
||||
list<CInterfaceGroup*>::const_iterator itw;
|
||||
for (itw = rList.begin(); itw != rList.end(); itw++)
|
||||
{
|
||||
CInterfaceGroup *pIG = *itw;
|
||||
pIG->visitGroupAndChildren( &inv );
|
||||
pIG->invalidateCoords ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// setup for all
|
||||
for (nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
|
||||
{
|
||||
CWidgetManager::SMasterGroup &rMG = _MasterGroups[nMasterGroup];
|
||||
bool bActive = rMG.Group->getActive ();
|
||||
rMG.Group->setActive (true);
|
||||
rMG.Group->updateCoords ();
|
||||
rMG.Group->setActive (bActive);
|
||||
}
|
||||
|
||||
// update coords one
|
||||
CWidgetManager::getInstance()->checkCoords();
|
||||
|
||||
// Action by default (container opening
|
||||
for (nMasterGroup = 0; nMasterGroup < _MasterGroups.size(); nMasterGroup++)
|
||||
{
|
||||
CWidgetManager::SMasterGroup &rMG = _MasterGroups[nMasterGroup];
|
||||
rMG.Group->launch ();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void CInterfaceManager::addServerString (const std::string &sTarget, uint32 id, IStringProcess *cb)
|
||||
|
@ -3704,7 +3375,7 @@ NLMISC_COMMAND(loadui, "Load an interface file", "<loadui [all]/interface.xml>")
|
|||
#endif
|
||||
|
||||
// Invalidate the texts
|
||||
im->updateAllLocalisedElements();
|
||||
CWidgetManager::getInstance()->updateAllLocalisedElements();
|
||||
|
||||
// reset captures
|
||||
CWidgetManager::getInstance()->setCapturePointerLeft(NULL);
|
||||
|
|
|
@ -286,11 +286,6 @@ public:
|
|||
* Draw views
|
||||
*/
|
||||
void drawViews (NL3D::UCamera camera);
|
||||
void drawAutoAdd ();
|
||||
//void drawContextMenu ();
|
||||
|
||||
/// Update all the elements
|
||||
void updateAllLocalisedElements ();
|
||||
|
||||
// display a debug info
|
||||
void displayDebugInfo(const ucstring &str, TSystemInfoMode mode = InfoMsg);
|
||||
|
@ -591,6 +586,8 @@ public:
|
|||
NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_PREREQUISIT_VALID;
|
||||
NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_FACTION_TYPE;
|
||||
|
||||
void updateDesktops( uint32 newScreenW, uint32 newScreenH );
|
||||
|
||||
private:
|
||||
|
||||
NLMISC::CCDBNodeLeaf *_CheckMailNode;
|
||||
|
@ -696,10 +693,6 @@ private:
|
|||
CServerToLocalAutoCopy ServerToLocalAutoCopySkillPoints;
|
||||
CServerToLocalAutoCopy ServerToLocalAutoCopyDMGift;
|
||||
|
||||
// move windows according to new screen size
|
||||
void moveAllWindowsToNewScreenSize(sint32 newScreenW, sint32 newScreenH, bool fixCurrentUI);
|
||||
void getNewWindowCoordToNewScreenSize(sint32 &x, sint32 &y, sint32 w, sint32 h, sint32 newW, sint32 newH) const;
|
||||
|
||||
// Pop a new message box. If the message box was found, returns a pointer on it
|
||||
void messageBoxInternal(const std::string &msgBoxGroup, const ucstring &text, const std::string &masterGroup, TCaseMode caseMode);
|
||||
|
||||
|
|
|
@ -1693,7 +1693,7 @@ int CLuaIHMRyzom::updateAllLocalisedElements(CLuaState &ls)
|
|||
CLuaStackChecker lsc(&ls);
|
||||
CLuaIHM::checkArgCount(ls, "updateAllLocalisedElements", 0);
|
||||
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
||||
pIM->updateAllLocalisedElements();
|
||||
CWidgetManager::getInstance()->updateAllLocalisedElements();
|
||||
//
|
||||
TTime endTime = CTime::getLocalTime();
|
||||
if (ClientCfg.R2EDVerboseParseTime)
|
||||
|
|
|
@ -2231,7 +2231,7 @@ void CEditor::loadStandardUI()
|
|||
ClientCfg.R2EDEnabled = false;
|
||||
loadUIConfig("");
|
||||
ClientCfg.R2EDEnabled = true;
|
||||
getUI().updateAllLocalisedElements();
|
||||
CWidgetManager::getInstance()->updateAllLocalisedElements();
|
||||
}
|
||||
|
||||
// *********************************************************************************************************
|
||||
|
@ -2708,7 +2708,7 @@ void CEditor::init(TMode initialMode, TAccessMode accessMode)
|
|||
|
||||
{
|
||||
CVerboseClock clock("Update of localized elements");
|
||||
getUI().updateAllLocalisedElements();
|
||||
CWidgetManager::getInstance()->updateAllLocalisedElements();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue