ListGUI.cpp (4584B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 23 24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 26 =========================================================================== 27 */ 28 29 #pragma hdrstop 30 #include "../idlib/precompiled.h" 31 32 #include "ListGUILocal.h" 33 34 /* 35 ==================== 36 idListGUILocal::StateChanged 37 ==================== 38 */ 39 void idListGUILocal::StateChanged() { 40 int i; 41 42 if ( !m_stateUpdates ) { 43 return; 44 } 45 46 for( i = 0; i < Num(); i++ ) { 47 m_pGUI->SetStateString( va( "%s_item_%i", m_name.c_str(), i ), (*this)[i].c_str() ); 48 } 49 for( i = Num() ; i < m_water ; i++ ) { 50 m_pGUI->SetStateString( va( "%s_item_%i", m_name.c_str(), i ), "" ); 51 } 52 m_water = Num(); 53 m_pGUI->StateChanged( Sys_Milliseconds() ); 54 } 55 56 /* 57 ==================== 58 idListGUILocal::GetNumSelections 59 ==================== 60 */ 61 int idListGUILocal::GetNumSelections() { 62 return m_pGUI->State().GetInt( va( "%s_numsel", m_name.c_str() ) ); 63 } 64 65 /* 66 ==================== 67 idListGUILocal::GetSelection 68 ==================== 69 */ 70 int idListGUILocal::GetSelection( char *s, int size, int _sel ) const { 71 if ( s ) { 72 s[ 0 ] = '\0'; 73 } 74 int sel = m_pGUI->State().GetInt( va( "%s_sel_%i", m_name.c_str(), _sel ), "-1" ); 75 if ( sel == -1 || sel >= m_ids.Num() ) { 76 return -1; 77 } 78 if ( s ) { 79 idStr::snPrintf( s, size, m_pGUI->State().GetString( va( "%s_item_%i", m_name.c_str(), sel ), "" ) ); 80 } 81 // don't let overflow 82 if ( sel >= m_ids.Num() ) { 83 sel = 0; 84 } 85 m_pGUI->SetStateInt( va( "%s_selid_0", m_name.c_str() ), m_ids[ sel ] ); 86 return m_ids[ sel ]; 87 } 88 89 /* 90 ==================== 91 idListGUILocal::SetSelection 92 ==================== 93 */ 94 void idListGUILocal::SetSelection( int sel ) { 95 m_pGUI->SetStateInt( va( "%s_sel_0", m_name.c_str() ), sel ); 96 StateChanged(); 97 } 98 99 /* 100 ==================== 101 idListGUILocal::Add 102 ==================== 103 */ 104 void idListGUILocal::Add( int id, const idStr &s ) { 105 int i = m_ids.FindIndex( id ); 106 if ( i == -1 ) { 107 Append( s ); 108 m_ids.Append( id ); 109 } else { 110 (*this)[ i ] = s; 111 } 112 StateChanged(); 113 } 114 115 /* 116 ==================== 117 idListGUILocal::Push 118 ==================== 119 */ 120 void idListGUILocal::Push( const idStr& s ) { 121 Append( s ); 122 m_ids.Append( m_ids.Num() ); 123 StateChanged(); 124 } 125 126 /* 127 ==================== 128 idListGUILocal::Del 129 ==================== 130 */ 131 bool idListGUILocal::Del(int id) { 132 int i = m_ids.FindIndex(id); 133 if ( i == -1 ) { 134 return false; 135 } 136 m_ids.RemoveIndex( i ); 137 this->RemoveIndex( i ); 138 StateChanged(); 139 return true; 140 } 141 142 /* 143 ==================== 144 idListGUILocal::Clear 145 ==================== 146 */ 147 void idListGUILocal::Clear() { 148 m_ids.Clear(); 149 idList<idStr, TAG_OLD_UI>::Clear(); 150 if ( m_pGUI ) { 151 // will clear all the GUI variables and will set m_water back to 0 152 StateChanged(); 153 } 154 } 155 156 /* 157 ==================== 158 idListGUILocal::IsConfigured 159 ==================== 160 */ 161 bool idListGUILocal::IsConfigured() const { 162 return m_pGUI != NULL; 163 } 164 165 /* 166 ==================== 167 idListGUILocal::SetStateChanges 168 ==================== 169 */ 170 void idListGUILocal::SetStateChanges( bool enable ) { 171 m_stateUpdates = enable; 172 StateChanged(); 173 } 174 175 /* 176 ==================== 177 idListGUILocal::Shutdown 178 ==================== 179 */ 180 void idListGUILocal::Shutdown() { 181 m_pGUI = NULL; 182 m_name.Clear(); 183 Clear(); 184 }