FazBrowse GitHub Viewer
|
Trending
|
URL:
|
Home
Tools:
[Download Repo ZIP]
[View Raw Code]
[Original HTTPS Page]
spring/rts/Menu/LuaMenuController.cpp at develop · spring/spring · GitHub
Uh oh!
There was an error while loading.
Please reload this page
.
spring
/
spring
Public
Notifications
You must be signed in to change notification settings
Fork
865
Star
4k
Code
Pull requests
1
Actions
Projects
Security and quality
0
Insights
Additional navigation options
Code
Pull requests
Actions
Projects
Security and quality
Insights
Expand file tree
Breadcrumbs
spring
/
rts
/
Menu
/
LuaMenuController.cpp
Copy path
More file actions
More file actions
Latest commit
History
History
History
149 lines (114 loc) · 3.57 KB
Breadcrumbs
spring
/
rts
/
Menu
/
LuaMenuController.cpp
Copy path
File metadata and controls
149 lines (114 loc) · 3.57 KB
Raw
Copy raw file
Download raw file
Open symbols panel
Edit and raw actions
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
/*
This file is part of the Spring engine (GPL v2 or later), see LICENSE.html
*/
#
include
"
LuaMenuController.h
"
#
include
"
Game/GlobalUnsynced.h
"
#
include
"
Game/UI/InfoConsole.h
"
#
include
"
Game/UI/MouseHandler.h
"
#
include
"
Lua/LuaInputReceiver.h
"
#
include
"
Lua/LuaMenu.h
"
#
include
"
System/Config/ConfigHandler.h
"
#
include
"
System/EventHandler.h
"
#
include
"
System/FileSystem/VFSHandler.h
"
#
include
"
System/SafeUtil.h
"
#
include
"
System/Log/ILog.h
"
CONFIG
(std::string, DefaultLuaMenu).defaultValue(
"
"
).description(
"
Sets the default menu to be used when spring is started.
"
);
CLuaMenuController* luaMenuController =
nullptr
;
CLuaMenuController::CLuaMenuController
(
const
std::string& menuName)
: menuArchive(menuName)
, lastDrawFrameTime(spring_gettime())
{
if
(!
Valid
())
menuArchive = configHandler->
GetString
(
"
DefaultLuaMenu
"
);
//
create LuaMenu if necessary
if
(!
Valid
())
return
;
Reset
();
CLuaMenu::LoadFreeHandler
();
}
CLuaMenuController::~CLuaMenuController
()
{
CLuaMenu::FreeHandler
();
}
bool
CLuaMenuController::Reset
()
{
if
(!
Valid
()) {
//
if no LuaMenu, cursor will not be updated (again) until game exists so force a reset
//
calling ReloadCursors here is not possible since no archives are loaded at this point
mouse->
ResetCursor
();
return
false
;
}
LOG
(
"
[LuaMenuController::%s] using menu archive
\"
%s
\"
"
, __func__, menuArchive.
c_str
());
//
lock should not be needed here, but does no harm either
vfsHandler->
GrabLock
();
vfsHandler->
SetName
(
"
LuaMenuVFS
"
);
vfsHandler->
AddArchiveWithDeps
(menuArchive,
false
);
vfsHandler->
SetName
(
"
SpringVFS
"
);
vfsHandler->
FreeLock
();
mouse->
ReloadCursors
();
return
true
;
}
bool
CLuaMenuController::Activate
(
const
std::string& msg)
{
LOG
(
"
[LuaMenuController::%s(msg=
\"
%s
\"
)] luaMenu=%p
"
, __func__, msg.
c_str
(), luaMenu);
//
LuaMenu might have failed to load, making the controller deadweight
if
(luaMenu ==
nullptr
)
return
false
;
assert
(
Valid
());
activeController = luaMenuController;
mouse->
ShowMouse
();
luaMenu->
ActivateMenu
(msg);
return
true
;
}
bool
CLuaMenuController::ActivateInstance
(
const
std::string& msg)
{
return
(luaMenuController->
Valid
() && luaMenuController->
Activate
(msg));
}
void
CLuaMenuController::ResizeEvent
()
{
eventHandler.
ViewResize
();
}
bool
CLuaMenuController::Draw
()
{
//
we should not become the active controller unless this holds (see ::Activate)
assert
(luaMenu !=
nullptr
);
eventHandler.
CollectGarbage
(
false
);
infoConsole->
PushNewLinesToEventHandler
();
mouse->
Update
();
mouse->
UpdateCursors
();
eventHandler.
Update
();
//
calls IsAbove
mouse->
GetCurrentTooltip
();
//
render if global rendering active + luamenu allows it, and at least once per 30s
const
bool
allowDraw = (globalRendering->
active
&& luaMenu->
AllowDraw
());
const
bool
forceDraw = ((
spring_gettime
() - lastDrawFrameTime).
toSecsi
() >
30
);
if
(allowDraw || forceDraw) {
ClearScreen
();
eventHandler.
DrawGenesis
();
eventHandler.
DrawScreen
();
mouse->
DrawCursor
();
eventHandler.
DrawScreenPost
();
lastDrawFrameTime =
spring_gettime
();
return
true
;
}
spring_msecs
(
10
).
sleep
(
true
);
//
no draw needed, sleep a bit
return
false
;
}
int
CLuaMenuController::KeyReleased
(
int
k)
{
luaInputReceiver->
KeyReleased
(k);
return
0
;
}
int
CLuaMenuController::KeyPressed
(
int
k,
bool
isRepeat)
{
luaInputReceiver->
KeyPressed
(k, isRepeat);
return
0
;
}
int
CLuaMenuController::TextInput
(
const
std::string& utf8Text)
{
eventHandler.
TextInput
(utf8Text);
return
0
;
}
int
CLuaMenuController::TextEditing
(
const
std::string& utf8Text,
unsigned
int
start,
unsigned
int
length)
{
eventHandler.
TextEditing
(utf8Text, start, length);
return
0
;
}
Back
|
FazBrowse Home
|
New Git URL