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// "ui.h" Header for user interface module.
/* Copyright (C) 1994,1995,1996 Steve Hardt
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 1, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
Steve Hardt
hardts@mit.edu (valid until Nov. 1996)
hardts@netscape.com
hardts@alum.mit.edu
http://graphics.lcs.mit.edu/~hardts/xevil.html
*/
/* Overview:
Draws the world. Manages viewports. Holds x variables. Follows an intel
if one is registered. Sends commands to the intel if it is human. For weapon
commands, tapping key gives most recently pressed direction or IT_CENTER if
there is none. */
/* NOTE: A Ui is never destroyed. Allocates memory for transfering to
callbacks and event handlers. */
#ifndef UI_H //Make sure that file is not included more than once.
#define UI_H
#ifndef NO_PRAGMAS
#pragma interface
#endif
// Include Files
#include "utils.h"
#include "coord.h"
#include "world.h"
#include "locator.h"
#include "id.h"
#include "intel.h"
// Defines
#define UI_VIEWPORTS_MAX 10
#define UI_KEYS_MAX IT_WEAPON_R
#define UI_STRING_LENGTH 600 // For panels.
#define UI_STATUSES_NUM 8 // Not 9, because ammo is with weapon.
#define UI_MENUS_PRIMARY_NUM 15
#define UI_MENUS_SECONDARY_NUM 2
#define UI_SHORT_STRING_LENGTH 80
// Data Structures
enum UIinput {UI_KEYS_RIGHT,UI_KEYS_LEFT};
enum UIkeyset {UIsun3, UIdecmips, UIiris, UIncd, UItektronix, UIsun4, UIrsaix,
UIsun4_sparc,UImac,UIalpha};
class Ui;
typedef Ui *UiP;
// First index is an IT_COMMAND, sedond is one of two.
typedef KeySym UIkeymap[UI_KEYS_MAX][2];
typedef unsigned long UImask;
#define UInone 0L
#define UInewGame (1L<<0)
#define UIquit (1L<<1)
#define UIhumansNum (1L<<2)
#define UIenemiesNum (1L<<3)
#define UIenemiesRefill (1L<<4)
#define UIpause (1L<<6)
#define UIstyle (1L<<7)
#define UIquanta (1L<<8)
class UIsettings {
public:
enum Style {SCENARIOS,LEVELS,KILL,DUEL,EXTENDED,TRAINING};
int humansNum;
int enemiesNum;
Boolean enemiesRefill;
Boolean pause;
Style style;
Quanta quanta;
};
// Class Declarations
class TextPanel;
class TogglePanel;
class KeyPressPanel;
class Ui {
struct UIxdata {
Window controls[Xvars::DISPLAYS_MAX];
// The top level shell containing the KeyPressPanel.
Window learnControls[Xvars::DISPLAYS_MAX];
Window toplevels[UI_VIEWPORTS_MAX];
Window arenas[UI_VIEWPORTS_MAX];
Cursor arenaCursor[Xvars::DISPLAYS_MAX];
Pixmap icon[Xvars::DISPLAYS_MAX];
};
public:
Ui(int *argc,char **argv,WorldP w,LocatorP l,
char **displayNames,Boolean polCorrect);
/* EFFECTS: Create user interface with one viewport (number 0) with world w
and locator l. The memory pointed to by displayNames becomes the
property of the Ui. */
/* NOTE: Must set_keyset on all displays before first clock.
Must manually set_* all desired parameters before first reset. */
int get_viewports_num() {return viewportsNum;}
/* EFFECTS: Total number of viewports in the Ui. */
int get_viewports_num_on_dpy(int dpyNum) {return vIndexNum[dpyNum];}
int get_viewport_on_dpy(int dpyNum,int v) {return vIndex[dpyNum][v];}
/* EFFECTS: Get viewports and number of viewports on a single display.
The viewports on a display, dpyNum, range from 0 to
get_viewports_num_on(dpyNum) - 1. */
Display *get_dpy(int dpyNum) {return xvars.dpy[dpyNum];}
int get_dpy_max() {return xvars.dpyMax;}
int get_dpy_num(int viewportNum) {return dpyIndex[viewportNum];}
/* EFFECTS: Display number from viewport Number. */
UImask get_settings(UIsettings &s);
/* MODIFIES: s */
/* EFFECTS: Get all of the settings that are stored in the Ui. Mostly the
menubar stuff. settingsChanges gives the fields in s that have changed
since the last call of get_settings. Other fields are not guaranteed to
be meaningful. Initially, nothing is changed. */
const char * const *get_keys_names()
{return (const char * const *)keysNames;}
Boolean settings_changed() {return settingsChanges != UInone;}
/* EFFECTS: Tells whether the the settings have changed since the last
call of get_settings(). Initially is False. */
Boolean keyset_set(int dpyNum) {return keysetSet[dpyNum];}
Boolean command_repeatable(ITcommand command);
/* EFFECTS: Return whether the command is a repeating command. I.e. if the
user holds down the key that caused this command will it be dispatched
repeatedly. The user has to keep tapping the keyboard to send non-
repeatable commands repeatedly. */
void set_humans_num(int);
void set_enemies_num(int);
void set_enemies_refill(Boolean);
void set_style(UIsettings::Style);
void set_quanta(Quanta);
void set_humans_playing(int);
void set_enemies_playing(int);
void set_level(const char *);
Boolean other_input() {return otherInput;}
/* EFFECTS: Tells whether there has been any keyboard or mouse press other
than a valid control since the last clock. */
void set_input(int vNum,UIinput input);
/* EFFECTS: Set the input device for viewport num. */
void set_keyset(int dpyNum,UIkeyset keyset);
void set_keyset(int dpyNum,UIkeyset basis,KeySym right[UI_KEYS_MAX][2],
KeySym left[UI_KEYS_MAX][2]);
/* REQUIRES: Must be called at least once before the first clock. */
/* IMPLEMENTATION NOTE: Sets keycodes[0 and 1] */
void set_pause(Boolean);
/* EFFECTS: Pause/unpause. */
void set_level_title(char *msg);
void unset_level_title();
/* EFFECTS: When set, the Ui will draw msg in every viewport,
until unset. The world and locator are not drawn again until
unset. */
/* NOTE: Takes care of Ui::set_redraw. */
int add_viewport();
/* EFFECTS: Add another viewport and return its number. */
void del_viewport();
/* EFFECTS: Delete the highest numbered viewport. */
void register_intel(int n, IntelP intel);
/* REQUIRES: intel is not already registered with a different viewport. */
/* EFFECTS: Registers the intel on viewport n. The viewport will now
follow the object represented by intel->get_id() and send commands to
it if it is human. */
void unregister_intel(int n);
/* REQUIRES: n is a valid viewport */
/* EFFECTS: Unregister the intel associated with viewport n, if any.
Otherwise do nothing. */
void reset();
/* EFFECTS: Clear out all registered intels. Does NOT remove viewports. */
void set_redraw();
/* EFFECTS: Next turn, the Ui must redraw everything. */
void process_event(int dpyNum,XEvent *event);
/* NOTE: Call callback last so that callback can make changes to self. */
void clock();
/* EFFECTS: Follows the object of the registered intel if any and redraws
the world and locator. */
/* Must use static functions for callbacks because of problems with
pointers to member functions in some compilers. */
static void menu_quit_CB(UiP,int,int);
static void menu_new_game_CB(UiP,int,int);
static void menu_humans_num_CB(UiP,const char *value);
static void menu_enemies_num_CB(UiP,const char *value);
static void menu_enemies_refill_CB(UiP,TogglePanel *,Boolean val);
static void menu_controls_CB(UiP,TogglePanel *,Boolean);
static void menu_learn_controls_CB(UiP,TogglePanel *,Boolean);
static void menu_scenarios_CB(UiP,TogglePanel *,Boolean);
static void menu_levels_CB(UiP,TogglePanel *,Boolean);
static void menu_kill_CB(UiP,TogglePanel *,Boolean);
static void menu_duel_CB(UiP,TogglePanel *,Boolean);
static void menu_extended_CB(UiP,TogglePanel *,Boolean);
static void menu_training_CB(UiP,TogglePanel *,Boolean);
static void menu_quanta_CB(UiP,const char *value);
static void status_weapon_CB(UiP,int,int);
static void status_item_CB(UiP,int,int);
static void learn_controls_CB(UiP,KeyPressPanel *,XEvent *);
private:
void set_message(const char *message);
/* EFECTS: Places message on all the viewports' message bars. */
void draw(int viewportNum, Boolean changedOnly = False);
/* REQUIRES: viewportNum is valid. */
/* EFFECTS: Draw everything in viewport number num. */
void init_x();
/* EFFECTS: Initialize the X Window variables in the Ui. */
/* NOTE: Also sets vIndex,vIndexMax,meunusNum,dpyIndex. */
void init_sizes();
Boolean viewport_to_loc(int n,const Loc &l);
/* REQUIRES: n is a valid viewport num. l is a location in the world. */
/* EFFECTS: Moves viewport n so that l is in it. Returns True iff the
viewport has moved. */
void dispatch(int v,ITcommand command);
/* EFFECTS: Let viewport v deal with the given command. I.e. Send it to a
intel or move the viewport around. */
int get_viewport_num(int dpyNum,Window window);
/* EFFECTS: If window is one of the arenas, returns the viewport num.
Otherwise, returns -1. */
void create_controls();
void create_learn_controls();
void create_toplevel(int viewportNum);
/* EFFECTS: Create a top-level window, set the input mask, set standard WM
properties, and map it. Creates menus, arena, statuses, intelsPlaying,
and messageBar. If viewportNum == 0 then it creates the menus. */
void create_menus(int viewportNum);
void create_arena(int viewportNum);
void create_statuses(int viewportNum);
void create_intels_playing(int viewportNum);
void create_message_bar(int viewportNum);
void create_levels(int viewportNum);
void update_statuses(int viewportNum);
void controls_redraw(int dpyNum);
// Events taking place on viewports.
void viewport_expose(int viewportNum);
void viewport_key_press(int dpyNum,XEvent *event);
void viewport_key_release(int dpyNum,XEvent *event);
void viewport_button_press(int viewportNum,XEvent *event);
Boolean viewport_button_press_helper(Dir &dir,int viewportNum,
XEvent *event);
Dir key_press_to_dir(int dpyNum,XEvent *event);
void controls_expose(int dpyNum,XEvent *) {controls_redraw(dpyNum);}
// Variables.
static char *keysNames[UI_KEYS_MAX];
char **argv; // Warning: Exposing the rep.
int argc;
Xvars xvars;
UIxdata xdata;
char **displayNames; /* Array of [UI_VIEWPORTS_MAX].
Warning: Exposing the rep. */
int viewportsNum; // Total number of viewports on all displays.
int dpyIndex[UI_VIEWPORTS_MAX]; // Map from viewports to displays.
// Map from displays to viewports, a one to many map.
int vIndex[Xvars::DISPLAYS_MAX][UI_VIEWPORTS_MAX];
int vIndexNum[Xvars::DISPLAYS_MAX]; //Current number of viewports on a display.
int vIndexMax[Xvars::DISPLAYS_MAX]; //Possible number of viewports on a display.
WorldP world;
LocatorP locator;
Box viewportBoxes[UI_VIEWPORTS_MAX];
Boolean intelsSet[UI_VIEWPORTS_MAX];
IntelP intels[UI_VIEWPORTS_MAX];
// Meaningful iff keysetSet.
unsigned int keycodes[Xvars::DISPLAYS_MAX][2][UI_KEYS_MAX][2];
Boolean keysetSet[Xvars::DISPLAYS_MAX];
UIinput inputs[UI_VIEWPORTS_MAX]; // Meaningful iff inputsSet[].
Boolean inputsSet[UI_VIEWPORTS_MAX];
Dim roomDim;
UIsettings settings;
UImask settingsChanges;
Boolean otherInput;
Boolean cursorDefined[UI_VIEWPORTS_MAX];
Boolean weaponKeyDown[UI_VIEWPORTS_MAX];
ITcommand commandRepeat[UI_VIEWPORTS_MAX]; // For key repeat.
ITcommand weaponCommandDefault[UI_VIEWPORTS_MAX];
Boolean neverReset; /* So can't scroll with title screen. */
Size menusSize[Xvars::DISPLAYS_MAX];
Size roomSize[Xvars::DISPLAYS_MAX];
Size arenaSize[Xvars::DISPLAYS_MAX];
Size statusesSize[Xvars::DISPLAYS_MAX];
Size intelsPlayingSize[Xvars::DISPLAYS_MAX];
Size messageBarSize[Xvars::DISPLAYS_MAX];
Size viewportSize[Xvars::DISPLAYS_MAX];
// Must redraw all Panels after Pause/Unpause.
TextPanel *menus[UI_VIEWPORTS_MAX][UI_MENUS_PRIMARY_NUM];
/* Takes advantage of fact that menuControls and menuLearnControls are
the first two elements of the enumeration. */
int menusNum[UI_VIEWPORTS_MAX];
TextPanel *statuses[UI_VIEWPORTS_MAX][UI_STATUSES_NUM];
TextPanel *humansPlaying[UI_VIEWPORTS_MAX];
TextPanel *enemiesPlaying[UI_VIEWPORTS_MAX];
TextPanel *messageBars[UI_VIEWPORTS_MAX];
TextPanel *levels[UI_VIEWPORTS_MAX];
Timer messageTimer;
Boolean redrawAll[UI_VIEWPORTS_MAX];
Boolean pause;
Boolean levelTitle; // The Ui is displaying the title of a level.
char levelTitleString[UI_SHORT_STRING_LENGTH];
Boolean polCorrect;
// The actual control learning panel.
KeyPressPanel *learnControls[Xvars::DISPLAYS_MAX];
struct LControls {
int input,key,which;
};
LControls lControls[Xvars::DISPLAYS_MAX];
};
class Panel {
public:
Panel(UiP ui,int dpyNum,int viewportNum,const Xvars &,
Window,const Pos &,const Size &,
unsigned int eventMask = ExposureMask);
/* EFFECTS: Creatue a new panel at position pos of size size. The positio
and size includes the border. Color is initially black. Use a
viewportNum of -1 if there is no associated viewportNum. */
/* NOTE: Must explicity set dpyNum as a Panel may be created with
viewportNum = -1. */
UiP get_ui() {return ui;}
Pixel get_foreground() {return foreground;}
Pixel get_background() {return background;}
Size get_size() {return size;}
Window get_window() {return window;}
const Xvars &get_xvars() {return xvars;}
int get_viewport_num() {assert(viewportNum >= 0); return viewportNum;}
int get_dpy_num() {return dpyNum;}
void set_foreground(Pixel c,Boolean re_draw = True);
void set_background(Pixel c,Boolean re_draw = True);
/* EFFECTS: Changes the color for the panel. Redraws iff re_draw. */
virtual Boolean process_event(int dpyNum,XEvent *event);
/* EFFECTS: Panel deals with the event if it applies. Returns True iff it
used the event. */
/* NOTE: Only calls up the tree if event is not processed at current
level. */
virtual void redraw() = 0;
virtual void clear() = 0;
private:
const Xvars &xvars;
int dpyNum; // redundant. Same as ui->get_dpy_num(viewportNum).
Window window;
int viewportNum;
Size size; // Inside the border.
Pixel foreground,background;
UiP ui;
};
class TextPanel: public Panel {
public:
TextPanel(UiP ui,int dpyNum,int viewportNum,const Xvars &xvars,
Window parent,const Pos &pos,const Size &size,
const char *msg = NULL,unsigned int eventMask = ExposureMask);
void set_message(const char *msg);
/* NOTE: Makes its own copy. Redraws. */
static Size get_unit(XFontStruct *,int cols,int rows = 1);
virtual void redraw();
virtual void clear();
void set_sensitive(Boolean val);
Boolean get_sensitive() {return sensitive;}
private:
char message[UI_STRING_LENGTH];
Boolean sensitive;
};
class WritePanel : public TextPanel {
/* OVERVIEW: Accepts text input. Displays "<prompt><input>_" as its
message. */
public:
WritePanel(UiP ui,int dpyNum,int viewportNum,const Xvars &xvars,
Window parent,
const Pos &pos,const Size &size,
void (*callback)(UiP,const char *),
const char *prompt = NULL,
unsigned int eventMask =
ExposureMask | ButtonPressMask | KeyPressMask);
/* NOTE: prompt appears before the user's input text. */
const char *get_value() {return value;}
void set_value(const char *value);
virtual Boolean process_event(int dpyNum,XEvent *event);
private:
void update_message();
Boolean active;
char prompt[UI_STRING_LENGTH];
char value[UI_STRING_LENGTH];
void (*callback)(UiP,const char *);
};
class KeyPressPanel: public TextPanel {
public:
KeyPressPanel(UiP ui,int dpyNum,int viewportNum,const Xvars &xvars,
Window parent,
const Pos &pos,const Size &size,
void (*callback)(UiP,KeyPressPanel *,XEvent *),
const char *msg = NULL,
unsigned int eventMask = ExposureMask | KeyPressMask);
virtual Boolean process_event(int dpyNum,XEvent *event);
private:
void (*callback)(UiP,KeyPressPanel *,XEvent *);
};
class ButtonPanel: public TextPanel {
public:
ButtonPanel(UiP ui,int dpyNum,int viewportNum,const Xvars &xvars,
Window parent,
const Pos &pos,const Size &size,
void (*callback)(UiP,int,int),
const char *msg = NULL,
unsigned int eventMask = ExposureMask | ButtonPressMask);
virtual Boolean process_event(int dpyNum,XEvent *event);
private:
void (*callback)(UiP,int vNum,int button);
};
class TogglePanel: public TextPanel {
public:
TogglePanel(UiP ui,int dpyNum,int viewportNum,const Xvars &xvars,
Window parent,
const Pos &pos,const Size &size,
void (*callback)(UiP,TogglePanel *,Boolean),
const char *msg,
unsigned int eventMask = ExposureMask | ButtonPressMask);
Boolean get_value() {return set;}
void set_value(Boolean);
virtual Boolean process_event(int dpyNum,XEvent *event);
private:
Boolean set;
void (*callback)(UiP,TogglePanel *,Boolean);
};
#endif
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