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@ -259,6 +259,43 @@ int CInterfaceManager::DebugTrackGroupsGetId( CInterfaceGroup *pIG )
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#endif // AJM_DEBUG_TRACK_INTERFACE_GROUPS
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#endif // AJM_DEBUG_TRACK_INTERFACE_GROUPS
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class CDesktopUpdater : public CWidgetManager::INewScreenSizeHandler
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{
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public:
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void process( uint32 w, uint32 h )
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{
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CInterfaceManager::getInstance()->updateDesktops( w, h );
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}
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};
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class CDrawDraggedSheet : public CWidgetManager::IOnWidgetsDrawnHandler
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{
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public:
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void process()
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{
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if ( CWidgetManager::getInstance()->getPointer()->show())
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{
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CDBCtrlSheet *pCS = dynamic_cast<CDBCtrlSheet*>( CWidgetManager::getInstance()->getCapturePointerLeft() );
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if ((pCS != NULL) && (pCS->isDragged()))
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{
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sint x= CWidgetManager::getInstance()->getPointer()->getX() - pCS->getDeltaDragX();
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sint y= CWidgetManager::getInstance()->getPointer()->getY() - pCS->getDeltaDragY();
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pCS->drawSheet (x, y, false, false);
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// if the control support CopyDrag, and if copy key pressed, display a tiny "+"
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if(pCS->canDragCopy() && CInterfaceManager::getInstance()->testDragCopyKey())
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{
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CViewRenderer &rVR = *CViewRenderer::getInstance();
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sint w= rVR.getSystemTextureW(CViewRenderer::DragCopyTexture);
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sint h= rVR.getSystemTextureW(CViewRenderer::DragCopyTexture);
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rVR.draw11RotFlipBitmap (pCS->getRenderLayer()+1, x-w/2, y-h/2, 0, false,
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rVR.getSystemTextureId(CViewRenderer::DragCopyTexture));
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}
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}
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}
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}
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};
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class CStringManagerTextProvider : public CViewTextID::IViewTextProvider
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class CStringManagerTextProvider : public CViewTextID::IViewTextProvider
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{
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{
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@ -405,6 +442,8 @@ CInterfaceManager::CInterfaceManager( NL3D::UDriver *driver, NL3D::UTextContext
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addModule( "command", new CCommandParser() );
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addModule( "command", new CCommandParser() );
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addModule( "key", new CKeyParser() );
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addModule( "key", new CKeyParser() );
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addModule( "macro", new CMacroParser() );
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addModule( "macro", new CMacroParser() );
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CWidgetManager::getInstance()->registerNewScreenSizeHandler( new CDesktopUpdater() );
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CWidgetManager::getInstance()->registerOnWidgetsDrawnHandler( new CDrawDraggedSheet() );
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setCacheUIParsing( ClientCfg.CacheUIParsing );
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setCacheUIParsing( ClientCfg.CacheUIParsing );
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@ -445,6 +484,11 @@ CInterfaceManager::CInterfaceManager( NL3D::UDriver *driver, NL3D::UTextContext
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// Interface Manager init
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// Interface Manager init
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CViewRenderer::getInstance()->checkNewScreenSize();
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CViewRenderer::getInstance()->checkNewScreenSize();
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{
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uint32 w,h;
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CViewRenderer::getInstance()->getScreenSize( w, h );
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CWidgetManager::getInstance()->setScreenWH( w, h );
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}
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CViewRenderer::getInstance()->init();
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CViewRenderer::getInstance()->init();
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_CurrentMode = 0;
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_CurrentMode = 0;
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@ -632,7 +676,7 @@ void CInterfaceManager::initLogin()
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parseInterface (ClientCfg.XMLLoginInterfaceFiles, false);
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parseInterface (ClientCfg.XMLLoginInterfaceFiles, false);
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updateAllLocalisedElements();
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CWidgetManager::getInstance()->updateAllLocalisedElements();
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CWidgetManager::getInstance()->activateMasterGroup ("ui:login", true);
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CWidgetManager::getInstance()->activateMasterGroup ("ui:login", true);
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@ -722,7 +766,7 @@ void CInterfaceManager::initOutGame()
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parseInterface (ClientCfg.XMLOutGameInterfaceFiles, false);
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parseInterface (ClientCfg.XMLOutGameInterfaceFiles, false);
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updateAllLocalisedElements();
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CWidgetManager::getInstance()->updateAllLocalisedElements();
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CWidgetManager::getInstance()->activateMasterGroup ("ui:outgame", true);
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CWidgetManager::getInstance()->activateMasterGroup ("ui:outgame", true);
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@ -926,7 +970,7 @@ void CInterfaceManager::initInGame()
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{
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{
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H_AUTO( RZUpdAll )
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H_AUTO( RZUpdAll )
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updateAllLocalisedElements(); // To init all things
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CWidgetManager::getInstance()->updateAllLocalisedElements(); // To init all things
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}
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}
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// Interface config
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// Interface config
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@ -1735,7 +1779,8 @@ bool CInterfaceManager::loadConfig (const string &filename)
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{
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{
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// NB: we are typically InGame here (even though the _InGame flag is not yet set)
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// NB: we are typically InGame here (even though the _InGame flag is not yet set)
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// Use the screen size of the config file. Don't update current UI, just _Modes
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// Use the screen size of the config file. Don't update current UI, just _Modes
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moveAllWindowsToNewScreenSize(ClientCfg.Width, ClientCfg.Height, false);
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CWidgetManager::getInstance()->moveAllWindowsToNewScreenSize(ClientCfg.Width, ClientCfg.Height, false);
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updateDesktops( ClientCfg.Width, ClientCfg.Height );
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}
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}
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// *** apply the current mode
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// *** apply the current mode
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@ -1916,191 +1961,18 @@ bool CInterfaceManager::saveConfig (const string &filename)
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void CInterfaceManager::drawViews(NL3D::UCamera camera)
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void CInterfaceManager::drawViews(NL3D::UCamera camera)
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{
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{
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{
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IngameDbMngr.flushObserverCalls();
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H_AUTO ( RZ_Interface_DrawViews_Setup )
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NLGUI::CDBManager::getInstance()->flushObserverCalls();
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CViewRenderer::getInstance()->activateWorldSpaceMatrix (false);
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IngameDbMngr.flushObserverCalls();
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NLGUI::CDBManager::getInstance()->flushObserverCalls();
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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( CWidgetManager::getInstance()->getCaptureKeyboard() != NULL)
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{
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CCtrlBase *cb = CWidgetManager::getInstance()->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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CWidgetManager::getInstance()->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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_ScreenW = w;
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_ScreenH = h;
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}
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}
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// Update global color from database
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CWidgetManager::getInstance()->setGlobalColor( 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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CRGBA c = CWidgetManager::getInstance()->getGlobalColorForContent();
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CRGBA gc = CWidgetManager::getInstance()->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) CWidgetManager::getInstance()->getContentAlpha() ) >> 8);
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CWidgetManager::getInstance()->setGlobalColorForContent( c );
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// Update global alphaS from database
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CWidgetManager::getInstance()->updateGlobalAlphas();
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// Update Player characteristics (for Item carac requirement Redifying)
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nlctassert(CHARACTERISTICS::NUM_CHARACTERISTICS==8);
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for (uint i=0; i<CHARACTERISTICS::NUM_CHARACTERISTICS; ++i)
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_CurrentPlayerCharac[i]= NLGUI::CDBManager::getInstance()->getDbValue32(toString("SERVER:CHARACTER_INFO:CHARACTERISTICS%d:VALUE", i));
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// _CurrentPlayerCharac[CHARACTERISTICS::constitution]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Constitution");
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// _CurrentPlayerCharac[CHARACTERISTICS::constitution]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Constitution");
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// _CurrentPlayerCharac[CHARACTERISTICS::metabolism]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Metabolism");
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// _CurrentPlayerCharac[CHARACTERISTICS::intelligence]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Intelligence");
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// _CurrentPlayerCharac[CHARACTERISTICS::wisdom]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Wisdom");
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// _CurrentPlayerCharac[CHARACTERISTICS::strength]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Strength");
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// _CurrentPlayerCharac[CHARACTERISTICS::well_balanced]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:WellBalanced");
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// _CurrentPlayerCharac[CHARACTERISTICS::dexterity]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Dexterity");
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// _CurrentPlayerCharac[CHARACTERISTICS::will]= getDbValue32("SERVER:CHARACTER_INFO:CHARACTERISTICS:Will");
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}
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{
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H_AUTO ( RZ_Interface_DrawWindows )
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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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std::vector< CWidgetManager::SMasterGroup > &_MasterGroups = CWidgetManager::getInstance()->getAllMasterGroup();
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IngameDbMngr.flushObserverCalls();
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NLGUI::CDBManager::getInstance()->flushObserverCalls();
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//
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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(CMatrix::Identity);
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driver->setModelMatrix(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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list<CInterfaceGroup*> &rList = rMG.PrioritizedWindows[nPriority];
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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
|
|
|
|
|
|
|
|
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
|
|
|
|
// Update Player characteristics (for Item carac requirement Redifying)
|
|
|
|
CViewRenderer::getInstance()->flush();
|
|
|
|
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));
|
|
|
|
|
|
|
|
|
|
|
|
// todo hulud remove Return in 2d world
|
|
|
|
CWidgetManager::getInstance()->drawViews( camera );
|
|
|
|
driver->setMatrixMode2D11();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// flush obs
|
|
|
|
// flush obs
|
|
|
|
IngameDbMngr.flushObserverCalls();
|
|
|
|
IngameDbMngr.flushObserverCalls();
|
|
|
|
NLGUI::CDBManager::getInstance()->flushObserverCalls();
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@ -2596,152 +2468,20 @@ bool CInterfaceManager::handleMouseMoveEvent( const NLGUI::CEventDescriptor &eve
|
|
|
|
return true;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void CInterfaceManager::updateDesktops( uint32 newScreenW, uint32 newScreenH )
|
|
|
|
void CInterfaceManager::getNewWindowCoordToNewScreenSize(sint32 &x, sint32 &y, sint32 w, sint32 h, sint32 newScreenW, sint32 newScreenH) const
|
|
|
|
|
|
|
|
{
|
|
|
|
{
|
|
|
|
// NB: x is relative to Left of the window (and Left of screen)
|
|
|
|
// *** Do it for All Backuped Desktops
|
|
|
|
// NB: y is relative to Top of the window (but Bottom of screen)
|
|
|
|
for(uint md=0;md<MAX_NUM_MODES;md++)
|
|
|
|
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
CInterfaceConfig::CDesktopImage &mode= _Modes[md];
|
|
|
|
The goal here is to move the window so it fit the new resolution
|
|
|
|
// For all containers of this mode
|
|
|
|
But we don't want to change its size (because somes windows just can't)
|
|
|
|
for(uint gc=0;gc<mode.GCImages.size();gc++)
|
|
|
|
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)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
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)
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// *** Do it for All Backuped Desktops
|
|
|
|
|
|
|
|
for(uint md=0;md<MAX_NUM_MODES;md++)
|
|
|
|
|
|
|
|
{
|
|
|
|
{
|
|
|
|
CInterfaceConfig::CDesktopImage &mode= _Modes[md];
|
|
|
|
CInterfaceConfig::SCont &gcCont= mode.GCImages[gc];
|
|
|
|
// For all containers of this mode
|
|
|
|
// Compute the new coordinate, directly in the X/Y fields of the structure
|
|
|
|
for(uint gc=0;gc<mode.GCImages.size();gc++)
|
|
|
|
CWidgetManager::getInstance()->getNewWindowCoordToNewScreenSize(gcCont.X, gcCont.Y, gcCont.W, gcCont.H ,newScreenW, newScreenH);
|
|
|
|
{
|
|
|
|
|
|
|
|
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)
|
|
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{
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_LastInGameScreenW= newScreenW;
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_LastInGameScreenH= newScreenH;
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}
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}
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}
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class InvalidateTextVisitor : public CInterfaceElementVisitor
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class InvalidateTextVisitor : public CInterfaceElementVisitor
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@ -2771,75 +2511,6 @@ private:
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bool reset;
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bool reset;
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};
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};
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// ------------------------------------------------------------------------------------------------
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void CInterfaceManager::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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std::vector< CWidgetManager::SMasterGroup > &_MasterGroups = CWidgetManager::getInstance()->getAllMasterGroup();
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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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CWidgetManager::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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if( _InGame && _ConfigLoaded )
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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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CWidgetManager::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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list<CInterfaceGroup*> &rList = rMG.PrioritizedWindows[nPriority];
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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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CWidgetManager::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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CWidgetManager::getInstance()->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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CWidgetManager::SMasterGroup &rMG = _MasterGroups[nMasterGroup];
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rMG.Group->launch ();
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}
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}
|
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// ------------------------------------------------------------------------------------------------
|
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// ------------------------------------------------------------------------------------------------
|
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|
|
void CInterfaceManager::addServerString (const std::string &sTarget, uint32 id, IStringProcess *cb)
|
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|
|
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
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
// Invalidate the texts
|
|
|
|
// Invalidate the texts
|
|
|
|
im->updateAllLocalisedElements();
|
|
|
|
CWidgetManager::getInstance()->updateAllLocalisedElements();
|
|
|
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|
|
// reset captures
|
|
|
|
// reset captures
|
|
|
|
CWidgetManager::getInstance()->setCapturePointerLeft(NULL);
|
|
|
|
CWidgetManager::getInstance()->setCapturePointerLeft(NULL);
|
|
|
|