Example #1
0
void CMenuMgr::EnableMenuBar(bool bEnable/*=true*/, uint32 nMenuFlags/*=MB_ALL*/)
{
	// Determine the state of each control based on the flags passed...

	uint32 MBCtrlFlags[MB_NUM_CTRLS] =
	{
		MB_SYSTEM,
		MB_MISSION,
		MB_INVENTORY,
		MB_KEYS,
		MB_INTEL,
		MB_PLAYER
	};

	if (!IsCoopMultiplayerGameType())
	{
		nMenuFlags &= ~(MB_MISSION & MB_KEYS & MB_INTEL & MB_PLAYER);
	}

	for (int i=0; i < MB_NUM_CTRLS; i++)
	{
		CLTGUICtrl* pCtrl = m_MenuBar.GetControl(i);
		if (pCtrl)
		{
			if (MBCtrlFlags[i] & nMenuFlags)
			{
				pCtrl->Enable(bEnable);
			}
			else
			{
				pCtrl->Enable(!bEnable);
			}

			// Okay this is pretty much a hack since we use the disabled state to
			// really specify a selected control (see CMenuMgr::SwitchToMenu()), but in the
			// case of Enable = true we really want the menu bar to be disabled, we'll handle
			// this here by changing the color of the disabled state...

			if (pCtrl->IsDisabled())
			{
				pCtrl->SetColors(g_nSelectColor,argbBlack,argbGray);
			}
			else
			{
				// Control is enabled, so we'll set it's "disabled" color to white...

				pCtrl->SetColors(g_nSelectColor,argbBlack,argbWhite);

				// We need to disable the current menu control here using the new
				// color (i.e., it will appear white signifying it is actually
				// the current control)...
				
				if (i == m_nMenuIndex)
				{
					pCtrl->Enable(false);
				}
			}
		}
	}
}
Example #2
0
void CMenuMgr::SwitchToMenu(CBaseMenu *pNewMenu)
{
	if (!pNewMenu || !pNewMenu->IsEnabled())
		return;

	if (m_pSubMenu)
	{
		HideSubMenu(true);
	}
	// Tell the old menu that it is losing focus
	if (m_pCurrentMenu)
	{
        m_pCurrentMenu->OnFocus(LTFALSE);
	}

	m_pLastMenu = m_pCurrentMenu;
	m_pCurrentMenu=pNewMenu;

	// Tell the new menu that it is gaining focus
	if (pNewMenu)
	{
		LTIntPt tmp = pNewMenu->GetBasePos();
		tmp.y = 0;
		pNewMenu->SetBasePos(tmp);
        pNewMenu->OnFocus(LTTRUE);

		m_MenuBar.SetScale(g_pInterfaceResMgr->GetXRatio());
		for (uint8 i =0; i < m_MenuArray.size(); i++)
		{
			CLTGUICtrl* pCtrl = m_MenuBar.GetControl(i);
			pCtrl->Enable(i != m_nMenuIndex);
		}


	}
}