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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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654 lines
20 KiB
C++
654 lines
20 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_INTERFACE_MANAGER_H
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#define NL_INTERFACE_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/cdb_manager.h"
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#include "nel/3d/u_texture.h"
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#include "nel/3d/u_text_context.h"
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#include "nel/gui/interface_group.h"
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#include "nel/gui/interface_link.h"
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#include "nel/gui/group_list.h"
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#include "nel/gui/view_base.h"
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#include "nel/gui/view_pointer.h"
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#include "nel/gui/ctrl_base.h"
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#include "nel/gui/ctrl_scroll.h"
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#include "nel/gui/view_renderer.h"
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// InterfaceV3
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#include "nel/gui/interface_parser.h"
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#include "nel/gui/ctrl_sheet_selection.h"
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#include "nel/gui/interface_options.h"
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#include "interface_config.h"
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#include "interface_pointer.h"
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#include "flying_text_manager.h"
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#include "nel/gui/input_event_listener.h"
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#include "nel/gui/db_manager.h"
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// CLIENT
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#include "../string_manager_client.h"
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#include "yubo_chat.h"
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#include "../ingame_database_manager.h"
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#include "nel/gui/lua_manager.h"
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//the network database node
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extern CCDBSynchronised IngameDbMngr;
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///\todo nico remove that
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extern bool g_hidden;
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#define GROUP_BROWSER "ui:outgame:charsel:webstart:content:webstart_html"
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///max botchat distance
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#define MAX_BOTCHAT_DISTANCE_SQUARE 25
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#define MAX_NUM_MODES 4
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#define RZ_CATEGORY_EDIT "edit"
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// #define AJM_DEBUG_TRACK_INTERFACE_GROUPS
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namespace NLGUI
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{
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class CInterfaceOptions;
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class CGroupContainer;
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class CGroupMenu;
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class CInterfaceAnim;
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}
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/**
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* class managing the interface
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* \author Matthieu 'TrapII' Besson
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* \author Nevrax France
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* \date 2002
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*/
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class CInterfaceManager : public NLGUI::CInterfaceParser::ISetupOptionCallbackClass, public NLGUI::IInputEventListener
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{
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public:
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#ifdef AJM_DEBUG_TRACK_INTERFACE_GROUPS
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void DebugTrackGroupsCreated( CInterfaceGroup *pIG );
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void DebugTrackGroupsDestroyed( CInterfaceGroup *pIG );
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void DebugTrackGroupsDump();
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int DebugTrackGroupsGetId( CInterfaceGroup *pIG );
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typedef std::set<CInterfaceGroup *> setInterfaceGroupPtr;
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typedef std::map<CInterfaceGroup *, int> mapInterfaceGroupPtr2Int;
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setInterfaceGroupPtr _DebugTrackGroupSet;
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mapInterfaceGroupPtr2Int _DebugTrackGroupMap;
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int _DebugTrackGroupCreateCount;
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int _DebugTrackGroupDestroyCount;
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#endif
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enum TSystemInfoMode
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{
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InfoMsg,
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WarningMsg,
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ErrorMsg
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};
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// Icon to use for validMessageBox() method
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enum TValidMessageIcon
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{
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NoIconMsg=0,
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QuestionIconMsg,
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WarningIconMsg,
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ErrorIconMsg
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};
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public:
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/// Singleton method : Get the unique interface loader instance
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static CInterfaceManager* getInstance();
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/// Destroy singleton
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static void destroy ();
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/// Destructor
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~CInterfaceManager();
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/**
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* High level
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*/
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void createLocalBranch (const std::string &fileName, NLMISC::IProgressCallback &progressCallBack);
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void reset();
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// release all of the global db autocopy observers
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void releaseServerToLocalAutoCopyObservers();
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void setInGame( bool i );
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bool isInGame() const { return _InGame; }
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void initLUA();
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/// initialize the whole login interface
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void initLogin();
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/// unload login interface
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void uninitLogin();
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/// initialize the whole out game interface
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void initOutGame();
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/// unload out game interface
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void uninitOutGame();
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/// initialize the whole in game interface
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void initInGame();
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/// Part of initInGame()
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void loadIngameInterfaceTextures();
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/// Part of initInGame()
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void loadUI();
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/// Configure the Quit dialog box
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void configureQuitDialogBox();
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/// Part of initInGame()
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void loadKeys();
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/// Part of initInGame()
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void loadInterfaceConfig();
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/// Save the game interface (keys and interface config). Called before continent and entity manager are destroyed.
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void uninitInGame0();
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/// Uninit game interface. Called after continent and entity manager are destroyed.
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void uninitInGame1();
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/// update a frame Event: update the input handler manager
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void updateFrameEvents();
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// force to flush the debug window (also done when calling updateFrameEvents)
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void flushDebugWindow();
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/// update a frame View: check coordinates and draw view. The camera is used to draw in-scene interfaces. Can be NULL.
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void updateFrameViews(NL3D::UCamera camera);
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/**
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* Config file loaders
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*/
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/// Load texture grouping a set of small texture
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void loadTextures (const std::string &textFileName, const std::string &uvFileName, bool uploadDXTC= false);
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/// Load texts
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void loadTexts (const std::string &fileName);
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/// Load a set of xml files
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bool parseInterface (const std::vector<std::string> &xmlFileNames, bool reload, bool isFilename = true);
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// Load/Save position, size, etc.. of windows
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bool loadConfig (const std::string &filename);
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bool saveConfig (const std::string &filename);
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// delete the user config (give the player ident fileName)
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bool deletePlayerConfig (const std::string &playerFileIdent);
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// Save the keys config file
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bool saveKeys (const std::string &filename);
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// delete the user Keysconfig (give the player ident fileName)
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bool deletePlayerKeys (const std::string &playerFileIdent);
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// Log system (all chat/tell
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void setLogState(bool state) { _LogState = state; }
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bool getLogState() const { return _LogState; }
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void log(const ucstring &str);
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/// Text from here and from server
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class IStringProcess
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{
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public:
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virtual ~IStringProcess() { }
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virtual bool cbIDStringReceived(ucstring &inOut) = 0; // called when string or id is received (return true if valid the change)
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};
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void addServerString (const std::string &sTarget, uint32 id, IStringProcess *cb = NULL);
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void addServerID (const std::string &sTarget, uint32 id, IStringProcess *cb = NULL);
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void processServerIDString();
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/// Control specific
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/// Enable/Disable window movement
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//void enableMoveWindow (CInterfaceGroup *pWin);
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//void disableMoveWindow ();
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/// Enable/Disable the window resizing (0,TopLeft)(1,T)(2,TR)(3,R)(4,BR)(5,B)(6,BL)(7,L)
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//void enableResizeWindow (CInterfaceGroup *pWin, uint8 nType, sint32 nMinW, sint32 nMaxW, sint32 nMinH, sint32 nMaxH,
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// sint32 nStepW, sint32 nStepH);
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//void disableResizeWindow ();
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//void moveWindow (CInterfaceGroup *pWin, sint32 dx, sint32 dy);
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/// Enable/Disbale capture of a control (combo box for example)
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/// When capture is lost (by clicking outside of the control, the given property is toggled)
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//void enableCaptureElement(CInterfaceElement *pElem, CInterfaceProperty *captureFlag);
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//void disableCaptureElement();
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/** Enable/Disable a single modal window (pointer cannot get out of the window).
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* NB : the keyboard capture is released on both calls.
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* NB : cascaded modal windows are disabled by the call
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*/
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/// Handle The Event. return true if the interfaceManager catch it and if must not send to the Game Action Manager
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bool handleEvent (const NLGUI::CEventDescriptor &eventDesc);
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// InGame ContextMenu
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void launchContextMenuInGame (const std::string &nameOfCM);
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/**
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* Draw views
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*/
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void drawViews (NL3D::UCamera camera);
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// display a debug info
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void displayDebugInfo(const ucstring &str, TSystemInfoMode mode = InfoMsg);
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// get the color associated with the given system info mode
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NLMISC::CRGBA getDebugInfoColor(TSystemInfoMode mode);
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// display a system info string
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void displaySystemInfo(const ucstring &str, const std::string &Category = "SYS");
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NLMISC::CRGBA getSystemInfoColor(const std::string &Category = "SYS");
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void setupOptions();
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/** Open a MessageBox. this is a simple ModalWindow with a Ok button
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* ui:interface:message_box must be defined in xml, with a "text" ViewText son
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*/
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void messageBox(const ucstring &text, const std::string &masterGroup="ui:interface", TCaseMode caseMode = CaseFirstSentenceLetterUp);
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/** Open a MessageBox. this is a simple ModalWindow with a Ok and a HELP button.
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* The help button with open a browser on ryzom.com faq
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* ui:interface:message_box_with_help must be defined in xml, with a "text" ViewText son
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*/
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void messageBoxWithHelp(const ucstring &text, const std::string &masterGroup="ui:interface",
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const std::string &ahOnOk = std::string(), const std::string ¶msOnOk= std::string(),
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TCaseMode caseMode = CaseFirstSentenceLetterUp);
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/** Open a MessageBox with validation question. this is a simple ModalWindow with a Ok / Cancel button
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* ui:interface:valid_message_box must be defined in xml, with a "text" ViewText son, and a "ok" button
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* \param ahOnOk => the action handler to call if ok is pressed. NB: you don't have to call leave_modal in this ah (auto done).
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* \param paramsOnOk => params passed to ahOnOk.
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* \param ahOnCancel => the action handler to call if cancel is pressed. NB: you don't have to call leave_modal in this ah (auto done).
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* \param paramsOnCancel => params passed to ahOnCancel.
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*/
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void validMessageBox(TValidMessageIcon icon, const ucstring &text, const std::string &ahOnOk, const std::string ¶msOnOk= std::string(),
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const std::string &ahOnCancel= std::string(), const std::string ¶msOnCancel= std::string(), const std::string &masterGroup="ui:interface");
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/** Get the current running validMessageBox OnOk action. empty if no validMessageBox currently opened
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* One can use it to know if it match its system and so if it needs to be closed (with disableModalWindow())
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*/
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bool getCurrentValidMessageBoxOnOk(std::string &ahOnOk, const std::string &masterGroup="ui:interface");
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// Modes
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void setMode(uint8 newMode);
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uint8 getMode() const { return _CurrentMode; }
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void resetMode(uint8 newMode);
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// Update image of a single group container in a virtual desktop.
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// This is faster than switching to a new desktop using 'setMode' to update the changes
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// \param mode Index of the virtual desktop
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void updateGroupContainerImage(CGroupContainer &gc, uint8 mode);
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// Remove a group container from a virtual desktop image
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// \param mode Index of the virtual desktop
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void removeGroupContainerImage(const std::string &groupName, uint8 mode);
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// debug : dump all the interface windows in the console
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void dumpUI(bool indent);
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// debug : display box of all elements in the interface (plus hotspot)
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void displayUIViewBBoxs(const std::string &uiFilter);
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void displayUICtrlBBoxs(const std::string &uiFilter);
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void displayUIGroupBBoxs(const std::string &uiFilter);
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// visit all elements of the interface manager
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void visit(CInterfaceElementVisitor *visitor);
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// Display the only one web window at end of ryzom
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void displayWebWindow(const std::string &name, const std::string &url);
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// Initialize emote from TextEmotListSheet (create command and insert the GCM entry)
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void initEmotes();
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void uninitEmotes();
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void updateEmotes();
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// For Drag And drop, return true if the "CopyDrag" key is pressed (actually the ctrl key!)
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bool testDragCopyKey();
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// Reset the view text index
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void resetTextIndex();
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// test if the config has been loaded in initInGame()
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bool isConfigLoaded() const {return _ConfigLoaded;}
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/** connect or reconnect to the yubo chat (if was kicked for instance).
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* The YuboChat is a special telnet chat for Game Masters, same channel as the Yubo Klient
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*/
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void connectYuboChat();
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/// send a string to the yubo chat
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void sendStringToYuboChat(const ucstring &str);
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/// Manager for flying text. use it to add
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CFlyingTextManager FlyingTextManager;
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/// \name LUA
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// @{
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/// For debug: dump in the sysinfo and nlwarning state of lua. detail range from 0 to 2 (clamped).
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void dumpLuaState(uint detail);
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// @}
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// Get the list of InGame XML Interface files, with any AddOn ones
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static std::vector<std::string> getInGameXMLInterfaceFiles();
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/// \name Action Counter sync
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// @{
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void incLocalSyncActionCounter();
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uint8 getLocalSyncActionCounter() const {return _LocalSyncActionCounter;}
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uint8 getLocalSyncActionCounterMask() const {return _LocalSyncActionCounterMask;}
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bool localActionCounterSynchronizedWith(NLMISC::CCDBNodeLeaf *leaf)
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{
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if (!leaf) return false;
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uint srvVal= leaf->getValue32();
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uint locVal= _LocalSyncActionCounter ;
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srvVal&= _LocalSyncActionCounterMask;
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locVal&= _LocalSyncActionCounterMask;
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return srvVal == locVal;
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}
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void resetShardSpecificData();
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// @}
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// Item Carac Test, get the value
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bool isItemCaracRequirementMet(CHARACTERISTICS::TCharacteristics type, sint32 value)
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{
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// carac requirement?
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if( type < CHARACTERISTICS::NUM_CHARACTERISTICS)
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return value <= _CurrentPlayerCharac[type];
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// no carac requirement => ok
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else
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return true;
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}
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// get Player Carac
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sint32 getCurrentPlayerCarac(CHARACTERISTICS::TCharacteristics type)
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{
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if( type < CHARACTERISTICS::NUM_CHARACTERISTICS)
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return _CurrentPlayerCharac[type];
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else
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return 0;
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}
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void notifyMailAvailable();
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void notifyForumUpdated();
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/** Returns a human readable timestamp with the given format.
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*/
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static char* getTimestampHuman(const char* format = "[%H:%M:%S] ");
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/** Parses any tokens in the ucstring like $t$ or $g()$
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*/
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static bool parseTokens(ucstring& ucstr);
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// ------------------------------------------------------------------------------------------------
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private:
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// Observer for copying db branch changes
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class CServerToLocalAutoCopy
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{
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public:
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CServerToLocalAutoCopy();
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~CServerToLocalAutoCopy() { release(); }
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// init the AutoCopy
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void init(const std::string &dbPath);
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// unhook from everything we are tangled up in
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void release();
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// When something in the SERVER DB changes
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void onServerChange(NLMISC::ICDBNode *serverNode);
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// When something in the LOCAL DB changes
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void onLocalChange(NLMISC::ICDBNode *localNode);
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private:
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class CLocalDBObserver : public NLMISC::ICDBNode::IPropertyObserver
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{
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public:
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CServerToLocalAutoCopy &_Owner;
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CLocalDBObserver(CServerToLocalAutoCopy &owner) : _Owner(owner) {}
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virtual void update(NLMISC::ICDBNode *node) {_Owner.onLocalChange(node);}
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};
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class CServerDBObserver : public NLMISC::ICDBNode::IPropertyObserver
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{
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public:
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CServerToLocalAutoCopy &_Owner;
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CServerDBObserver(CServerToLocalAutoCopy &owner) : _Owner(owner) {}
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virtual void update(NLMISC::ICDBNode *node) {_Owner.onServerChange(node);}
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};
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// A node here is a pair Server<->Local
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struct CNode
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{
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NLMISC::CCDBNodeLeaf *ServerNode;
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NLMISC::CCDBNodeLeaf *LocalNode;
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bool InsertedInUpdateList;
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CNode()
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{
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ServerNode= NULL;
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LocalNode= NULL;
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InsertedInUpdateList= false;
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}
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};
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// Struct for comparing nodes, by either Local or Server pointer
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struct CNodeLocalComp
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{
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CNode *Node;
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bool operator<=(const CNodeLocalComp &o) const {return Node->LocalNode <= o.Node->LocalNode;}
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bool operator<(const CNodeLocalComp &o) const {return Node->LocalNode < o.Node->LocalNode;}
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};
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struct CNodeServerComp
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{
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CNode *Node;
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bool operator<=(const CNodeServerComp &o) const {return Node->ServerNode <= o.Node->ServerNode;}
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bool operator<(const CNodeServerComp &o) const {return Node->ServerNode < o.Node->ServerNode;}
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};
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private:
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// Counter Node
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NLMISC::CCDBNodeLeaf *_ServerCounter;
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// updaters
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CLocalDBObserver _LocalObserver;
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CServerDBObserver _ServerObserver;
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// avoid reentrance
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bool _LocalUpdating;
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// Array of Nodes that have to be synchronized
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std::vector<CNode> _Nodes;
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// Sorting of Nodes, by Server Node
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std::vector<CNodeServerComp> _ServerNodeMap;
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// Sorting of Nodes, by Local Node
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std::vector<CNodeLocalComp> _LocalNodeMap;
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// List of nodes to update until next synchonized client-server counter
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std::vector<CNode*> _UpdateList;
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void buildRecursLocalLeaves(NLMISC::CCDBNodeBranch *branch, std::vector<NLMISC::CCDBNodeLeaf*> &leaves);
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};
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// Database management stuff
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class CDBLandmarkObs : public NLMISC::ICDBNode::IPropertyObserver
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{
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public:
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virtual void update(NLMISC::ICDBNode *node);
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};
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// EMOTES
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// ----------------------------------------------------------------------------------
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class CEmoteCmd : public NLMISC::ICommand
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{
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public:
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CEmoteCmd(const char *cmdName, const char *cmdHelp, const char *cmdArgs)
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: NLMISC::ICommand("emotes", cmdName, cmdHelp, cmdArgs)
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{
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}
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bool execute(const std::string &rawCommandString, const std::vector<std::string> &args, NLMISC::CLog &log, bool quiet, bool human=true);
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uint32 Behaviour; // State id from list.emot
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uint32 EmoteNb;
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};
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// ------------------------------------------------------------------------------------------------
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public:
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// cache and expose some commonly used db nodes
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NLMISC::CCDBNodeBranch *_DBB_UI_DUMMY;
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NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_QUANTITY;
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NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_QUALITY;
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NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_SHEET;
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NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_NAMEID;
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NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_ENCHANT;
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NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_SLOT_TYPE;
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NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_PHRASE;
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NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_WORNED;
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NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_PREREQUISIT_VALID;
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NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_FACTION_TYPE;
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void updateDesktops( uint32 newScreenW, uint32 newScreenH );
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private:
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NLMISC::CCDBNodeLeaf *_CheckMailNode;
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NLMISC::CCDBNodeLeaf *_CheckForumNode;
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sint64 _UpdateWeatherTime;
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// @}
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/// \name Check Yubo Chat (special telnet chat for Game Masters, same channel as the Yubo Klient)
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// @{
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CYuboChat _YuboChat;
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void checkYuboChat();
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// @}
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/** This is the GLOBAL Action counter used to synchronize some systems (including INVENTORY) with the server.
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*/
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uint8 _LocalSyncActionCounter;
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/// This is the Mask (4bits)
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uint8 _LocalSyncActionCounterMask;
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/// Constructor
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CInterfaceManager();
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///the singleton's instance
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static CInterfaceManager* _Instance;
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NLMISC::CCDBNodeLeaf *_DescTextTarget;
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/// Current waiting id and string from server
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struct SIDStringWaiter
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{
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STRING_MANAGER::IStringWaiterRemover SWR;
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bool IdOrString; // true == id, false == string
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uint32 Id;
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std::string Target;
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IStringProcess *Cb;
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};
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std::vector<SIDStringWaiter*> _IDStringWaiters;
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uint32 _ScreenW, _ScreenH; // Change res detection
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sint32 _LastInGameScreenW, _LastInGameScreenH; // Resolution used for last InGame interface
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// Modes
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CInterfaceConfig::CDesktopImage _Modes[MAX_NUM_MODES];
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uint8 _CurrentMode;
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// true when interface manager is running 'ingame' content
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bool _InGame;
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// Does the interface config file as been loaded ?
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bool _ConfigLoaded;
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bool _LogState;
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// Does the keys config file for as been loaded ?
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bool _KeysLoaded;
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// clear all edit box in the ui
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void clearAllEditBox();
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// restore all backuped positions for containers
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void restoreAllContainersBackupPosition();
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// Some Node leaf
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NLMISC::CCDBNodeLeaf *_NeutralColor;
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NLMISC::CCDBNodeLeaf *_WarningColor;
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NLMISC::CCDBNodeLeaf *_ErrorColor;
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CDBLandmarkObs _LandmarkObs;
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/// \name LUA
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// @{
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// str= printable version of value at stack index
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void getLuaValueInfo(std::string &str, sint index);
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// display a string in SysInfo and nlinfo
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void dumpLuaString(const std::string &str);
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// dump printable version of pair key-index in top of stack. if value is a table, recurs (up to recursTableLevel times)
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void dumpLuaKeyValueInfo(uint recursTableLevel, uint tabLevel);
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// @}
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bool _EmotesInitialized;
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std::vector<CEmoteCmd*> _EmoteCmds;
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// Item Carac requirement
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sint32 _CurrentPlayerCharac[CHARACTERISTICS::NUM_CHARACTERISTICS];
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NLMISC::CRefPtr<NLMISC::CCDBNodeLeaf> _CurrentPlayerCharacLeaf[CHARACTERISTICS::NUM_CHARACTERISTICS];
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// observers for copying database branch changes
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CServerToLocalAutoCopy ServerToLocalAutoCopyInventory;
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CServerToLocalAutoCopy ServerToLocalAutoCopyExchange;
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CServerToLocalAutoCopy ServerToLocalAutoCopyContextMenu;
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CServerToLocalAutoCopy ServerToLocalAutoCopySkillPoints;
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CServerToLocalAutoCopy ServerToLocalAutoCopyDMGift;
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// Pop a new message box. If the message box was found, returns a pointer on it
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void messageBoxInternal(const std::string &msgBoxGroup, const ucstring &text, const std::string &masterGroup, TCaseMode caseMode);
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CInterfaceLink::CInterfaceLinkUpdater *interfaceLinkUpdater;
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};
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#endif // NL_INTERFACE_MANAGER_H
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/* End of interface_manager.h */
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