smsvn -> ssc-hg glue: rearrange directory structure
This commit is contained in:
@@ -0,0 +1,485 @@
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#include "global.h"
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#if !defined(WITHOUT_NETWORKING)
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#include "ScreenNetSelectBase.h"
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#include "ScreenManager.h"
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#include "ThemeManager.h"
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#include "RageTimer.h"
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#include "ActorUtil.h"
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#include "Actor.h"
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#include "GameSoundManager.h"
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#include "MenuTimer.h"
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#include "NetworkSyncManager.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "InputEventPlus.h"
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#include "RageInput.h"
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#include "Font.h"
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#include "RageDisplay.h"
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#define CHATINPUT_WIDTH THEME->GetMetricF(m_sName,"ChatInputBoxWidth")
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#define CHATINPUT_HEIGHT THEME->GetMetricF(m_sName,"ChatInputBoxHeight")
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#define CHATOUTPUT_WIDTH THEME->GetMetricF(m_sName,"ChatOutputBoxWidth")
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#define CHATOUTPUT_HEIGHT THEME->GetMetricF(m_sName,"ChatOutputBoxHeight")
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#define SHOW_CHAT_LINES THEME->GetMetricI(m_sName,"ChatOutputLines")
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#define CHAT_TEXT_OUTPUT_WIDTH THEME->GetMetricF(m_sName,"ChatTextOutputWidth")
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#define CHAT_TEXT_INPUT_WIDTH THEME->GetMetricF(m_sName,"ChatTextInputWidth")
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#define USERSALT_Y THEME->GetMetricF(m_sName,"UsersAY")
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#define USERSDELT_X THEME->GetMetricF(m_sName,"UsersDX")
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#define USERS_Y THEME->GetMetricF(m_sName,"UsersY")
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#define USERS_X THEME->GetMetricF(m_sName,"UsersX")
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AutoScreenMessage( SM_AddToChat )
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AutoScreenMessage( SM_UsersUpdate )
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AutoScreenMessage( SM_SMOnlinePack )
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REGISTER_SCREEN_CLASS( ScreenNetSelectBase );
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void ScreenNetSelectBase::Init()
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{
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ScreenWithMenuElements::Init();
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//ChatBox
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m_sprChatInputBox.SetName( "ChatInputBox" );
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m_sprChatInputBox.Load( THEME->GetPathG( m_sName, "ChatInputBox" ) );
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m_sprChatInputBox.SetWidth( CHATINPUT_WIDTH );
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m_sprChatInputBox.SetHeight( CHATINPUT_HEIGHT );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_sprChatInputBox );
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this->AddChild( &m_sprChatInputBox );
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m_sprChatOutputBox.SetName( "ChatOutputBox" );
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m_sprChatOutputBox.Load( THEME->GetPathG( m_sName, "ChatOutputBox" ) );
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m_sprChatOutputBox.SetWidth( CHATOUTPUT_WIDTH );
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m_sprChatOutputBox.SetHeight( CHATOUTPUT_HEIGHT );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_sprChatOutputBox );
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this->AddChild( &m_sprChatOutputBox );
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m_textChatInput.LoadFromFont( THEME->GetPathF(m_sName,"chat") );
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m_textChatInput.SetHorizAlign( align_left );
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m_textChatInput.SetVertAlign( align_top );
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m_textChatInput.SetShadowLength( 0 );
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m_textChatInput.SetName( "ChatInput" );
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m_textChatInput.SetWrapWidthPixels( (int)(CHAT_TEXT_INPUT_WIDTH) );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textChatInput );
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this->AddChild( &m_textChatInput );
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m_textChatOutput.LoadFromFont( THEME->GetPathF(m_sName,"chat") );
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m_textChatOutput.SetWrapWidthPixels( (int)(CHAT_TEXT_OUTPUT_WIDTH) );
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m_textChatOutput.SetHorizAlign( align_left );
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m_textChatOutput.SetVertAlign( align_bottom );
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m_textChatOutput.SetShadowLength( 0 );
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m_textChatOutput.SetName( "ChatOutput" );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textChatOutput );
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this->AddChild( &m_textChatOutput );
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m_textChatOutput.SetText( NSMAN->m_sChatText );
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m_textChatOutput.SetMaxLines( SHOW_CHAT_LINES, 1 );
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//Display users list
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UpdateUsers();
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return;
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}
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void ScreenNetSelectBase::Input( const InputEventPlus &input )
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{
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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return;
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if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
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return;
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bool bHoldingCtrl =
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL)) ||
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(!NSMAN->useSMserver); //If we are disconnected, assume no chatting
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switch( input.DeviceI.button )
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{
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case KEY_ENTER:
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case KEY_KP_ENTER:
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if (!bHoldingCtrl)
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{
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if ( m_sTextInput != "" )
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NSMAN->SendChat( m_sTextInput );
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m_sTextInput="";
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UpdateTextInput();
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return;
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}
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break;
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case KEY_BACK:
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if(!m_sTextInput.empty())
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m_sTextInput = m_sTextInput.erase( m_sTextInput.size()-1 );
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UpdateTextInput();
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break;
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default:
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wchar_t c;
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c = INPUTMAN->DeviceInputToChar(input.DeviceI, true);
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if( (c >= ' ') && (!bHoldingCtrl) )
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{
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m_sTextInput += WStringToRString(wstring()+c);
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UpdateTextInput();
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}
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//Tricky: If both players are playing, allow the 2 button through to the keymapper
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if( c == '2' && GAMESTATE->IsPlayerEnabled( PLAYER_2 ) && GAMESTATE->IsPlayerEnabled( PLAYER_1 ) )
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break;
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if( c >= ' ' )
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return;
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break;
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}
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Screen::Input( input ); // default input handler
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}
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void ScreenNetSelectBase::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_GoToNextScreen )
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SOUND->StopMusic();
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else if( SM == SM_AddToChat )
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{
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m_textChatOutput.SetText( NSMAN->m_sChatText );
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m_textChatOutput.SetMaxLines( SHOW_CHAT_LINES, 1 );
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}
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else if( SM == SM_UsersUpdate )
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{
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UpdateUsers();
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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void ScreenNetSelectBase::TweenOffScreen()
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{
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OFF_COMMAND( m_sprChatInputBox );
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OFF_COMMAND( m_sprChatOutputBox );
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OFF_COMMAND( m_textChatInput );
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OFF_COMMAND( m_textChatOutput );
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for( unsigned i=0; i<m_textUsers.size(); i++ )
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OFF_COMMAND( m_textUsers[i] );
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}
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void ScreenNetSelectBase::UpdateTextInput()
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{
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m_textChatInput.SetText( m_sTextInput );
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}
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void ScreenNetSelectBase::UpdateUsers()
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{
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float tX = USERS_X - USERSDELT_X;
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float tY = USERS_Y;
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for( unsigned i=0; i< m_textUsers.size(); i++)
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this->RemoveChild( &m_textUsers[i] );
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m_textUsers.clear();
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m_textUsers.resize( NSMAN->m_ActivePlayer.size() );
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for( unsigned i=0; i < NSMAN->m_ActivePlayer.size(); i++)
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{
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m_textUsers[i].LoadFromFont( THEME->GetPathF(m_sName,"chat") );
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m_textUsers[i].SetHorizAlign( align_center );
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m_textUsers[i].SetVertAlign( align_top );
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m_textUsers[i].SetShadowLength( 0 );
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m_textUsers[i].SetName( "Users" );
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tX += USERSDELT_X;
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if ( (i % 2) == 1)
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tY = USERSALT_Y + USERS_Y;
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else
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tY = USERS_Y;
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m_textUsers[i].SetXY( tX, tY );
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ActorUtil::LoadAllCommands( m_textUsers[i], m_sName );
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ActorUtil::OnCommand( m_textUsers[i] );
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m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_ActivePlayer[i]] );
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m_textUsers[i].RunCommands( THEME->GetMetricA( m_sName,
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ssprintf("Users%dCommand", NSMAN->m_PlayerStatus[NSMAN->m_ActivePlayer[i]] ) ) );
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this->AddChild( &m_textUsers[i] );
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}
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}
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void ColorBitmapText::SetText( const RString& _sText, const RString& _sAlternateText, int iWrapWidthPixels )
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{
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ASSERT( m_pFont );
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RString sNewText = StringWillUseAlternate(_sText,_sAlternateText) ? _sAlternateText : _sText;
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if( iWrapWidthPixels == -1 ) // wrap not specified
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iWrapWidthPixels = m_iWrapWidthPixels;
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if( m_sText == sNewText && iWrapWidthPixels==m_iWrapWidthPixels )
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return;
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m_sText = sNewText;
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m_iWrapWidthPixels = iWrapWidthPixels;
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// Set up the first color.
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m_vColors.clear();
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ColorChange change;
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change.c = RageColor ( 1, 1, 1, 1 );
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change.l = 0;
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m_vColors.push_back( change );
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m_wTextLines.clear();
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RString sCurrentLine = "";
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int iLineWidth = 0;
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RString sCurrentWord = "";
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int iWordWidth = 0;
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int iGlyphsSoFar = 0;
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for( unsigned i = 0; i < m_sText.length(); i++ )
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{
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int iCharsLeft = m_sText.length() - i - 1;
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// First: Check for the special (color) case.
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if( m_sText.length() > 8 && i < m_sText.length() - 9 )
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{
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RString FirstThree = m_sText.substr( i, 3 );
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if( FirstThree.CompareNoCase("|c0") == 0 && iCharsLeft > 8 )
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{
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ColorChange change;
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unsigned int r, g, b;
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sscanf( m_sText.substr( i, 9 ).c_str(), "|%*c0%2x%2x%2x", &r, &g, &b );
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change.c = RageColor( r/255.f, g/255.f, b/255.f, 1.f );
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change.l = iGlyphsSoFar;
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if( iGlyphsSoFar == 0 )
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m_vColors[0] = change;
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else
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m_vColors.push_back( change );
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i+=8;
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continue;
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}
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}
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char curChar = m_sText[i];
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int iCharLen = m_pFont->GetLineWidthInSourcePixels( wstring(1, curChar) );
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switch( curChar )
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{
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case ' ':
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if( /* iLineWidth == 0 &&*/ iWordWidth == 0 )
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break;
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sCurrentLine += sCurrentWord + " ";
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iLineWidth += iWordWidth + iCharLen;
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sCurrentWord = "";
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iWordWidth = 0;
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iGlyphsSoFar++;
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break;
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case '\n':
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if( iLineWidth + iWordWidth > iWrapWidthPixels )
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{
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SimpleAddLine( sCurrentLine, iLineWidth );
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if( iWordWidth > 0 )
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iLineWidth = iWordWidth + //Add the width of a space
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m_pFont->GetLineWidthInSourcePixels( L" " );
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sCurrentLine = sCurrentWord + " ";
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iWordWidth = 0;
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sCurrentWord = "";
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iGlyphsSoFar++;
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}
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else
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{
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SimpleAddLine( sCurrentLine + sCurrentWord, iLineWidth + iWordWidth );
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sCurrentLine = ""; iLineWidth = 0;
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sCurrentWord = ""; iWordWidth = 0;
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}
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break;
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default:
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if( iWordWidth + iCharLen > iWrapWidthPixels && iLineWidth == 0 )
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{
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SimpleAddLine( sCurrentWord, iWordWidth );
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sCurrentWord = curChar; iWordWidth = iCharLen;
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}
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else if( iWordWidth + iLineWidth + iCharLen > iWrapWidthPixels )
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{
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SimpleAddLine( sCurrentLine, iLineWidth );
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sCurrentLine = "";
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iLineWidth = 0;
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sCurrentWord += curChar;
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iWordWidth += iCharLen;
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}
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else
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{
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sCurrentWord += curChar;
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iWordWidth += iCharLen;
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}
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iGlyphsSoFar++;
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break;
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}
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}
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if( iWordWidth > 0 )
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{
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sCurrentLine += sCurrentWord;
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iLineWidth += iWordWidth;
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}
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if( iLineWidth > 0 )
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SimpleAddLine( sCurrentLine, iLineWidth );
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BuildChars();
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UpdateBaseZoom();
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}
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void ColorBitmapText::SimpleAddLine( const RString &sAddition, const int iWidthPixels)
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{
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m_wTextLines.push_back( RStringToWstring( sAddition ) );
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m_iLineWidths.push_back( iWidthPixels );
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}
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void ColorBitmapText::DrawPrimitives( )
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{
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
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/* Draw if we're not fully transparent or the zbuffer is enabled */
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if( m_pTempState->diffuse[0].a != 0 )
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{
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//
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// render the shadow
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//
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if( m_fShadowLengthX != 0 || m_fShadowLengthY != 0 )
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{
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DISPLAY->PushMatrix();
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DISPLAY->TranslateWorld( m_fShadowLengthX, m_fShadowLengthY, 0 ); // shift by 5 units
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RageColor c = m_ShadowColor;
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c.a *= m_pTempState->diffuse[0].a;
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for( unsigned i=0; i<m_aVertices.size(); i++ )
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m_aVertices[i].c = c;
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DrawChars( true );
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DISPLAY->PopMatrix();
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}
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//
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// render the diffuse pass
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//
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int loc = 0, cur = 0;
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RageColor c = m_pTempState->diffuse[0];
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for( unsigned i=0; i<m_aVertices.size(); i+=4 )
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{
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loc++;
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if( cur < (int)m_vColors.size() )
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{
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if ( loc > m_vColors[cur].l )
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{
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c = m_vColors[cur].c;
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cur++;
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}
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}
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for( unsigned j=0; j<4; j++ )
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m_aVertices[i+j].c = c;
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}
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DrawChars( false );
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}
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/* render the glow pass */
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if( m_pTempState->glow.a > 0.0001f )
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{
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DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow );
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for( unsigned i=0; i<m_aVertices.size(); i++ )
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m_aVertices[i].c = m_pTempState->glow;
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DrawChars( false );
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}
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}
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void ColorBitmapText::SetMaxLines( int iNumLines, int iDirection )
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{
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iNumLines = max( 0, iNumLines );
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iNumLines = min( (int)m_wTextLines.size(), iNumLines );
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if( iDirection == 0 )
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{
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// Crop all bottom lines
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m_wTextLines.resize( iNumLines );
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m_iLineWidths.resize( iNumLines );
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}
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else
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{
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// Because colors are relative to the beginning, we have to crop them back
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unsigned shift = 0;
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for( unsigned i = 0; i < m_wTextLines.size() - iNumLines; i++ )
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shift += m_wTextLines[i].length();
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// When we're cutting out text, we need to maintain the last
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// color, so our text at the top doesn't become colorless.
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RageColor LastColor;
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for( unsigned i = 0; i < m_vColors.size(); i++ )
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{
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m_vColors[i].l -= shift;
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if( m_vColors[i].l < 0 )
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{
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LastColor = m_vColors[i].c;
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m_vColors.erase( m_vColors.begin() + i );
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i--;
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}
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}
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// If we already have a color set for the first char
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// do not override it.
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if( m_vColors.size() > 0 && m_vColors[0].l > 0 )
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{
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ColorChange tmp;
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tmp.c = LastColor;
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tmp.l = 0;
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m_vColors.insert( m_vColors.begin(), tmp );
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}
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m_wTextLines.erase( m_wTextLines.begin(), m_wTextLines.end() - iNumLines );
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m_iLineWidths.erase( m_iLineWidths.begin(), m_iLineWidths.end() - iNumLines );
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}
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BuildChars();
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}
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void UtilSetQuadInit( Actor& actor, const RString &sClassName )
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{
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ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( actor, sClassName );
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actor.RunCommands( THEME->GetMetricA( sClassName, actor.GetName() + "Command" ) );
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actor.SetWidth( THEME->GetMetricF( sClassName, actor.GetName() + "Width" ) );
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actor.SetHeight( THEME->GetMetricF( sClassName, actor.GetName() + "Height" ) );
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}
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#endif
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/*
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* (c) 2004 Charles Lohr
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* All rights reserved.
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* Elements from ScreenTextEntry
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*
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||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
||||
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
||||
* PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
Reference in New Issue
Block a user