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LuaMenuController.cpp
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149 lines (114 loc) · 3.57 KB
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/* 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;
}