bool EditorEventReceiver::OnEvent(const SEvent& event) { if (event.EventType == irr::EET_KEY_INPUT_EVENT) { KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; if (KeyIsDown[KEY_ESCAPE]) { //Return to the main menu delete Universe::instance->gameName; Universe::instance->gameName = NULL; Universe::instance->state = NextLevel; } } else if (event.EventType == EET_GUI_EVENT) { s32 eventCallerId = event.GUIEvent.Caller->getID(); switch(event.GUIEvent.EventType) { case EGET_BUTTON_CLICKED: if (eventCallerId >= MapCellSelectWindowToggleButton && eventCallerId <= CharacterSelectWindowToggleButton) { if (!Universe::instance->guienv->getRootGUIElement()->getElementFromId(eventCallerId - 10)) { //Window is not created wchar_t wstr[512]; //Buffer MapObject** mapObjects; //General pointer to any MapObjects in GameResources. Is defined in the switch below int mapObjectsCount; //'mapObjects' count int brushIndex; //Current brush (0: MapCell, 1:NPC, 2:Item, 3:Static, 4:Character) brushIndex = eventCallerId - MapCellSelectWindowToggleButton; switch (eventCallerId) { case MapCellSelectWindowToggleButton: //Define specific title wcscpy(wstr, L"Map cell selection"); //Define that we would use MapCells as MapObjects mapObjects = (MapObject**)Universe::instance->game->resources->mapCells; mapObjectsCount = Universe::instance->game->resources->mapCellsCount; break; case NPCSelectWindowToggleButton: //Define specific title wcscpy(wstr, L"NPC selection"); //Define that we would use NPCs as MapObjects mapObjects = (MapObject**)Universe::instance->game->resources->npcs; mapObjectsCount = Universe::instance->game->resources->npcsCount; break; case ItemSelectWindowToggleButton: //Define specific title wcscpy(wstr, L"Item selection"); //Define that we would use Items as MapObjects mapObjects = (MapObject**)Universe::instance->game->resources->items; mapObjectsCount = Universe::instance->game->resources->itemsCount; break; case StaticSelectWindowToggleButton: //Define specific title wcscpy(wstr, L"Static selection"); //Define that we would use Statics as MapObjects mapObjects = (MapObject**)Universe::instance->game->resources->statics; mapObjectsCount = Universe::instance->game->resources->staticsCount; break; case CharacterSelectWindowToggleButton: //Define specific title wcscpy(wstr, L"Character selection"); //Define that we would use Characters as MapObjects mapObjects = (MapObject**)Universe::instance->game->resources->characters; mapObjectsCount = Universe::instance->game->resources->charactersCount; break; } char** tags; int tagsCount; IGUIWindow* wnd1; //Create window with the specific title 'wstr' wnd1 = Universe::instance->guienv->addWindow(rect< s32 >(224, 64, 760, 536), false, wstr, 0, eventCallerId - 10); //ListBox for MapObjects IGUIListBox* molb = Universe::instance->guienv->addListBox(rect< s32 >(128, 64, 128 + 224, 64 + 320), wnd1, eventCallerId + 5, true); for (int i = 0; i < mapObjectsCount; i++) { swprintf(wstr, L"[%d] ", mapObjects[i]->id); mbstowcs(wstr + wcslen(wstr), mapObjects[i]->name, 511); molb->addItem(wstr); if (Universe::instance->brush[brushIndex] == mapObjects[i]) molb->setSelected(i); //Select item in list that was used last time in this MapObject list } tagsCount = Universe::instance->game->resources->GetMapObjectsTags(mapObjects, mapObjectsCount, tags); if (tagsCount > 0) { //Tags exists. Therefore we're to put 'All' CheckBox Universe::instance->guienv->addCheckBox(true, rect< s32 >(32, 64, 32 + 92, 64 + 16), wnd1, -1, L"All"); //IGUIElement* container = Universe::instance->guienv->addModalScreen(wnd1); //IGUIElement* container = Universe::instance->guienv->addScrollBar(false, rect< s32 >(16, 64, 16 + 92, 64 + 256), wnd1, -1); for (int i = 0; i < tagsCount; i++) { mbstowcs(wstr, tags[i], 511); Universe::instance->guienv->addCheckBox(true, rect< s32 >(32, 80 + 16 * i, 32 + 92, 80 + 16 * (i + 1)), wnd1, -1, wstr); } delete[] tags; } Universe::instance->guienv->addButton(rect< s32 >(415, 420, 415 + 96, 420 + 32), wnd1, eventCallerId + 10, L"OK", L"Select current map object"); } //Focus just created MapObject selection window (or focus old window) Universe::instance->guienv->setFocus(Universe::instance->guienv->getRootGUIElement()->getElementFromId(eventCallerId - 10)); } else if (eventCallerId >= MapCellSelectWindowOKButton && eventCallerId <= CharacterSelectWindowOKButton) { IGUIListBox* lb = (IGUIListBox*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(eventCallerId - 20)->getElementFromId(eventCallerId - 5); if (lb->getSelected() >= 0) { int mapObjectId; swscanf(lb->getListItem(lb->getSelected()), L"[%d]", &mapObjectId); switch (eventCallerId) { case MapCellSelectWindowOKButton: Universe::instance->brush[0] = Universe::instance->game->resources->GetMapCell(mapObjectId); break; case NPCSelectWindowOKButton: Universe::instance->brush[1] = Universe::instance->game->resources->GetNPC(mapObjectId); break; case ItemSelectWindowOKButton: Universe::instance->brush[2] = Universe::instance->game->resources->GetItem(mapObjectId); break; case StaticSelectWindowOKButton: Universe::instance->brush[3] = Universe::instance->game->resources->GetStatic(mapObjectId); break; case CharacterSelectWindowOKButton: Universe::instance->brush[4] = Universe::instance->game->resources->GetCharacter(mapObjectId); break; } //Close parent window (MapObject selection window) lb->getParent()->remove(); } } else { switch (eventCallerId) { case LocationsEditButton: { IGUIWindow* wnd; wnd = (IGUIWindow*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow); if (wnd) { wnd->remove(); Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->setEnabled(true); } else { wnd = Universe::instance->guienv->addWindow(rect< s32 >(Universe::instance->toolbarWidth, 0, Universe::instance->toolbarWidth + 242, 184), false, L"Locations edit", 0, LocationsEditWindow); wnd->getCloseButton()->setEnabled(false); wnd->getCloseButton()->setVisible(false); Universe::instance->guienv->addEditBox(Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->getText(), rect< s32 >(32, 32, 208, 56), true, wnd, LocationNameEditBox); Universe::instance->guienv->addEditBox(L"64", rect< s32 >(32, 80, 112, 104), true, wnd, LocationWidthEditBox); Universe::instance->guienv->addEditBox(L"64", rect< s32 >(128, 80, 208, 104), true, wnd, LocationHeightEditBox); Universe::instance->guienv->addButton(rect< s32 >(32, 128, 32 + 48, 160), wnd, LocationsEditDeleteButton, L"Delete", L"Delete current location"); Universe::instance->guienv->addButton(rect< s32 >(96, 128, 96 + 48, 160), wnd, LocationsEditSaveButton, L"Save", L"Apply settings to the current location")->setEnabled(false); Universe::instance->guienv->addButton(rect< s32 >(160, 128, 160 + 48, 160), wnd, LocationsEditAddButton, L"Save as", L"Apply settings to the new location"); Universe::instance->guienv->setFocus(wnd); Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->setEnabled(false); } break; } case LocationsEditSaveButton: { char str[256]; int width, height; wcstombs(str, Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationNameEditBox)->getText(), 256); //swscanf(Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationWidthEditBox)->getText(), L"%d", &width); //swscanf(Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationHeightEditBox)->getText(), L"%d", &height); delete Universe::instance->currentLocation->name; Universe::instance->currentLocation->name = new char[strlen(str) + 1]; strcpy(Universe::instance->currentLocation->name, str); Universe::instance->currentLocation->Update(); //Update ComboBox // ((IGUIComboBox*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox))->updateItem(L"sd"); //Close locations edit Window and enable locations ComboBox Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->remove(); Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->setEnabled(true); break; } case LocationsEditAddButton: { char str[256]; int width, height; wcstombs(str, Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationNameEditBox)->getText(), 255); swscanf(Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationWidthEditBox)->getText(), L"%d", &width); swscanf(Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationHeightEditBox)->getText(), L"%d", &height); //Add location to DB and spawn it Universe::instance->game->data->LocationSpawn(Universe::instance->game->data->AddLocation(str, width, height), Editor); //Add location to the locations list ((IGUIComboBox*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox))->addItem(Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->getElementFromId(LocationNameEditBox)->getText()); //Close locations edit Window and enable locations ComboBox Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->remove(); Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->setEnabled(true); break; } case LocationsEditDeleteButton: { IGUIComboBox* lcb = (IGUIComboBox*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox); if (lcb->getItemCount() > 1) { //It's not the last location //Delete location from DB and unspawn it Universe::instance->game->data->LocationDelete(lcb->getSelected()); //Delete location from the locations list lcb->removeItem(lcb->getSelected()); //Select another location lcb->setSelected(0); //Close locations edit Window and enable locations ComboBox Universe::instance->guienv->getRootGUIElement()->getElementFromId(LocationsEditWindow)->remove(); Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox)->setEnabled(true); } break; } } } break; case EGET_COMBO_BOX_CHANGED: switch (eventCallerId) { case LocationsComboBox: Universe::instance->render->smgr->clear(); Universe::instance->SetLocation(Universe::instance->game->data->locations[((IGUIComboBox*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(LocationsComboBox))->getSelected()]); //The code below (3 lines) does not prevent exception during loading another locations due to camera test mode ISceneNode* camPos = Universe::instance->render->smgr->addEmptySceneNode(); camPos->setPosition(vector3df(50,50,10)); ICameraSceneNode *camera = Universe::instance->render->smgr->addCameraSceneNode(0, vector3df(50,50,10), vector3df(50,0,40)); Universe::instance->DrawScene(); break; } break; case EGET_TAB_CHANGED: switch (eventCallerId) { case MapObjectsTabControl: Universe::instance->brushIndex = ((IGUITabControl*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(ToolBarWindow)->getElementFromId(MapObjectsTabControl))->getActiveTab(); break; } break; case EGET_CHECKBOX_CHANGED: /* IGUIListBox* molb = Universe::instance->guienv->addListBox(rect< s32 >(128, 64, 128 + 224, 64 + 320), wnd1, eventCallerId + 5, true); for (int i = 0; i < mapObjectsCount; i++) { swprintf(wstr, L"[%d] ", mapObjects[i]->id); mbstowcs(wstr + wcslen(wstr), mapObjects[i]->name, 511); molb->addItem(wstr); if (Universe::instance->brush[brushIndex] == mapObjects[i]) molb->setSelected(i); //Select item in list that was used last time in this MapObject list } */ //Filter //Universe::instance->game->resources->FilterByTag<MapCell>(Universe::instance->game->resources->mapCells, Universe::instance->game->resources->mapCellsCount, , ); break; } } return false; }
void EventHandler::navigateDown(const int playerID, Input::InputType type, const bool pressedDown) { //std::cout << "Naviagte down!\n"; IGUIElement *el = NULL, *closest = NULL; if (type == Input::IT_STICKBUTTON && !pressedDown) return; Widget* w = GUIEngine::getFocusForPlayer(playerID); if (w != NULL) { el = w->getIrrlichtElement(); } //std::cout << "!!! Player " << playerID << " navigating down of " << w->m_element->getID() << std::endl; // list widgets are a bit special, because up/down keys are also used // to navigate between various list items, not only to navigate between // components if (w != NULL && w->m_type == WTYPE_LIST) { ListWidget* list = (ListWidget*)w; const bool stay_within_list = list->getSelectionID() < list->getItemCount()-1; if (stay_within_list) { list->setSelectionID(list->getSelectionID()+1); return; } else { list->setSelectionID(-1); } } if (w != NULL && w->m_tab_down_root != -1) { Widget* down = GUIEngine::getWidget( w->m_tab_down_root ); assert(down != NULL); el = down->getIrrlichtElement(); if (el == NULL) { std::cerr << "WARNING : m_tab_down_root is set to an ID for which I can't find the widget\n"; return; } } // don't allow navigating to any widget when a dialog is shown; only navigate to widgets in the dialog if (ModalDialog::isADialogActive() && !ModalDialog::getCurrent()->isMyIrrChild(el)) { el = NULL; } bool found = false; if (el != NULL && el->getTabGroup() != NULL) { // if the current widget is e.g. 5, search for widget 6, 7, 8, 9, ..., 15 (up to 10 IDs may be missing) for (int n=1; n<10 && !found; n++) { closest = GUIEngine::getGUIEnv()->getRootGUIElement()->getElementFromId(el->getTabOrder() + n, true); if (closest != NULL && Widget::isFocusableId(closest->getID())) { Widget* closestWidget = GUIEngine::getWidget( closest->getID() ); if (playerID != PLAYER_ID_GAME_MASTER && !closestWidget->m_supports_multiplayer) return; // if a dialog is shown, restrict to items in the dialog if (ModalDialog::isADialogActive() && !ModalDialog::getCurrent()->isMyChild(closestWidget)) { continue; } if (NAVIGATION_DEBUG) { std::cout << "Navigating down to " << closestWidget->getID() << "\n"; } assert( closestWidget != NULL ); closestWidget->setFocusForPlayer(playerID); // another list exception : when entering a list, select the first item if (closestWidget->m_type == WTYPE_LIST) { IGUIListBox* list = (IGUIListBox*)(closestWidget->m_element); assert(list != NULL); list->setSelected(0); } found = true; } } // end for } if (!found) { if (NAVIGATION_DEBUG) std::cout << "Navigating down : wrap around\n"; // select the first widget Widget* firstWidget = NULL; if (ModalDialog::isADialogActive()) { //std::cout << "w = ModalDialog::getCurrent()->getFirstWidget();\n"; firstWidget = ModalDialog::getCurrent()->getFirstWidget(); } else { Screen* screen = GUIEngine::getCurrentScreen(); if (screen == NULL) return; firstWidget = screen->getFirstWidget(); } if (firstWidget != NULL) firstWidget->setFocusForPlayer(playerID); } }