// Filters the conditional groups // values/count - list of true options. the rest are assumed to be false void CSkinParser::FilterConditions( const wchar_t **values, int count ) { std::vector<const wchar_t*> lines; lines.swap(m_Lines); bool bEnable=true; for (size_t i=0;i<lines.size();i++) { const wchar_t *line=lines[i]; if (*line=='[') { bEnable=false; wchar_t condition[256]; const wchar_t *end=wcschr(line,']'); if (!end) continue; // not closed int len=(int)(end-line)-1; if (len>_countof(condition)-1) continue; // too long memcpy(condition,line+1,len*2); condition[len]=0; // evaluate condition if (EvalCondition(condition,values,count)==1) bEnable=true; continue; } if (bEnable) m_Lines.push_back(line); } }
dlg_state DoDialogByPointer( gui_window *parent, a_dialog_header *dlg ) /*********************************************************************/ { if( !EvalCondition( dlg->condition ) ) { return( dlg->ret_val ); } return( GenericDialog( parent, dlg ) ); }
bool CheckDialog( const char *name ) /**********************************/ { a_dialog_header *dlg; dlg = FindDialogByName( name ); if( dlg == NULL ) { return( false ); } return( EvalCondition( dlg->condition ) ); }
static void SetDefaultVals( gui_window *gui, a_dialog_header *curr_dialog ) /*************************************************************************/ /* Set the default variable values. Decide how to set these */ /* default values based on edit control type. */ { int i; gui_control_class a_control_class; vhandle var_handle; char *cond; bool drive_checked; drive_checked = FALSE; for( i = 0; curr_dialog->pVariables[i] != NO_VAR; ++i ) { var_handle = curr_dialog->pVariables[i]; cond = curr_dialog->pConditions[i]; if( !curr_dialog->defaults_set && cond != NULL && VarGetIntVal( var_handle ) == 0 ) { if( isdigit( *cond ) ) { SetVariableByHandle( var_handle, cond ); } else if( EvalCondition( cond ) ) { SetVariableByHandle( var_handle, "1" ); } } a_control_class = ControlClass( VarGetId( var_handle ), curr_dialog ); switch( a_control_class ) { case GUI_STATIC: SetDynamic( gui, var_handle, &drive_checked ); break; case GUI_RADIO_BUTTON: case GUI_CHECK_BOX: GUISetChecked( gui, VarGetId( var_handle ), VarGetIntVal( var_handle ) != 0 ); break; case GUI_EDIT_MLE: case GUI_EDIT: GUISetText( gui, VarGetId( var_handle ), VarGetStrVal( var_handle ) ); break; default: break; } } curr_dialog->defaults_set = TRUE; }
PluginMetadata& PluginMetadata::EvalAllConditions(Game& game, const unsigned int language) { for (auto it = loadAfter.begin(); it != loadAfter.end();) { if (!it->EvalCondition(game)) loadAfter.erase(it++); else ++it; } for (auto it = requirements.begin(); it != requirements.end();) { if (!it->EvalCondition(game)) requirements.erase(it++); else ++it; } for (auto it = incompatibilities.begin(); it != incompatibilities.end();) { if (!it->EvalCondition(game)) incompatibilities.erase(it++); else ++it; } for (auto it = messages.begin(); it != messages.end();) { if (!it->EvalCondition(game, language)) it = messages.erase(it); else ++it; } for (auto it = tags.begin(); it != tags.end();) { if (!it->EvalCondition(game)) tags.erase(it++); else ++it; } //First need to get plugin's CRC, if it is an exact plugin and it does not have its CRC set. if (!IsRegexPlugin()) { uint32_t crc = 0; unordered_map<std::string, uint32_t>::iterator it = game.crcCache.find(boost::locale::to_lower(name)); if (it != game.crcCache.end()) crc = it->second; else if (boost::filesystem::exists(game.DataPath() / name)) { crc = GetCrc32(game.DataPath() / name); } else if (boost::filesystem::exists(game.DataPath() / (name + ".ghost"))) { crc = GetCrc32(game.DataPath() / (name + ".ghost")); } else { // The plugin isn't installed, discard the dirty info. _dirtyInfo.clear(); } // Store the CRC in the cache in case it's not already in there. game.crcCache.insert(pair<string, uint32_t>(boost::locale::to_lower(name), crc)); // Now use the CRC to evaluate the dirty info. for (auto it = _dirtyInfo.begin(); it != _dirtyInfo.end();) { if (it->CRC() != crc) _dirtyInfo.erase(it++); else ++it; } } else { // Regex plugins shouldn't have dirty info, but just clear in case. _dirtyInfo.clear(); } return *this; }
static void UpdateControlVisibility( gui_window *gui, a_dialog_header *curr_dialog, bool init ) /*********************************************************************************************/ // Hide controls which have the optional visibility condition evaluate to false, and show // the ones that have it evaluate to true. (Controls with no vis. condition are always shown.) // When a control is hidden, the controls BELOW it move up by the hidden control's height. // A currently hidden controls that needs to be made visible causes all controls BELOW it // to move down by the "appearing" control's height so that it can be shown again. // The dialog window height also gets affected, while the top edge remains fixed on the screen. // // NOTE: be careful with RADIO_BUTTONS... making radio buttons appear and disappear because of // other radio buttons in the same dialog being checked may not work (nor does it make sense anyways) { gui_ord last_height; gui_rect rect; gui_rect control_rect; gui_rect parent_rect; gui_window *parent; int i, j, sign; unsigned id_i; unsigned id_j; unsigned checked_radio_id = 0; unsigned new_check_candidate; unsigned focus; unsigned new_focus; bool enabled; bool control_on_new_line[MAX_VARS]; bool visible_checked_radiobutton; vhandle var_handle; // vhandle *pVariable; if( gui == NULL ) return; if( init ) { // How much the height of the dialog has changed from its original value curr_dialog->height_change = 0; // The GUIGetRect below gets the dialog's position so that when it is resized, // it can be put back in its original position // NOTE that GUIGetRect does not want to give the EXACT location of the dialog, // so if you set the position to the coordinates that you got with GUIGetRect, // the dialog will MOVE slightly (not pleasing to the eye). // The current hack is to get the original coordinates, and go back to them every time // the dialog is resized with GUIResizeWindow. // This way, the dialog will be off by the same amount from the original // every time, and not appear to move. GUIGetRect( gui, &curr_dialog->original_rect ); // Make child windows appear in the correct place, since GUIGetRect() gives back // a rect that is tranlsated off by the parent's x and y. parent = GUIGetParentWindow( gui ); if( parent != MainWnd && parent != NULL ) { GUIGetRect( parent, &parent_rect ); curr_dialog->original_rect.x -= parent_rect.x; curr_dialog->original_rect.y -= parent_rect.y; } // Return if there are radio buttons // because UpdateControlVisibility is going to be called again anyways after init. // Without returning, the visibility conditions having to do with radio buttons // would not work sometimes. // We do not want to return if there are no radio buttons // because UpdateControlVisibility will not be called before showing // the dialog in that case. for( i = 0; i < curr_dialog->num_controls; i++ ) { if( curr_dialog->controls[i].control_class == GUI_RADIO_BUTTON ) { return; } } } memcpy( &rect, &curr_dialog->original_rect, sizeof( gui_rect ) ); last_height = rect.height + curr_dialog->height_change; control_on_new_line[0] = TRUE; GUIGetFocus( gui, &focus ); // Figure out which controls are on a separate line from the last control for( i = 1; i < curr_dialog->num_controls; i++ ) { if( curr_dialog->controls[i].rect.y > curr_dialog->controls[i - 1].rect.y ) { control_on_new_line[i] = TRUE; } else { control_on_new_line[i] = FALSE; } } // Initialize Variables corresponding to radio buttons and check boxes // This needs to be done for the part further below that checks to see if any // buttons are checked to work. // Also, figure out which radio button is currently checked. for( i = 0; i < curr_dialog->num_controls; i++ ) { if( curr_dialog->controls[i].control_class == GUI_RADIO_BUTTON || curr_dialog->controls[i].control_class == GUI_CHECK_BOX ) { // pVariable = curr_dialog->pVariables; var_handle = curr_dialog->controls[i].id; if( curr_dialog->controls[i].control_class == GUI_RADIO_BUTTON && GUIIsChecked( gui, VarGetId( var_handle ) ) ) { checked_radio_id = var_handle; } for( j = 0; curr_dialog->pVariables[j] != NO_VAR; j++ ) { if( curr_dialog->pVariables[j] == var_handle && GUIIsChecked( gui, VarGetId( var_handle ) ) ) { SetVariableByHandle( var_handle, "1" ); } } } } // Allow EvalCondition to evaluate conditions with no 'shortcuts' // (See GetOptionVarValue() in setupinf.c) // Kind of like an on and off (below) switch // for special behaviour of GetOptionVarValue() // SetVariableByName( "_Visibility_Condition_", "1" ); VisibilityCondition = 1; for( i = 0; i < curr_dialog->num_controls; i++ ) { // Figure out which controls to hide and which to show. // Move all the controls below any control in transition // either up or down. if( curr_dialog->pVisibilityConds[i] != NULL ) { id_i = curr_dialog->controls[i].id; enabled = GUIIsControlEnabled( gui, id_i ); if( EvalCondition( curr_dialog->pVisibilityConds[i] ) ) { if( !enabled ) { GUIEnableControl( gui, id_i, TRUE ); sign = 1; } else { continue; } } else if( enabled ) { GUIEnableControl( gui, id_i, FALSE ); GUIHideControl( gui, curr_dialog->controls[i].id ); sign = -1; } else { continue; } if( control_on_new_line[i] ) { for( j = i + 1; j < curr_dialog->num_controls && !control_on_new_line[j]; j++ ); for( ; j < curr_dialog->num_controls; j++ ) { id_j = curr_dialog->controls[j].id; enabled = GUIIsControlEnabled( gui, id_j ); GUIGetControlRect( gui, curr_dialog->controls[j].id, &control_rect ); control_rect.y += curr_dialog->controls[i].rect.height * sign; if( enabled ) { GUIHideControl( gui, id_j ); // control will be made visible again below // after being moved. } GUIResizeControl( gui, id_j, &control_rect ); } curr_dialog->height_change += curr_dialog->controls[i].rect.height * sign; } } } // SetVariableByName( "_Visibility_Condition_", "0" ); VisibilityCondition = 0; visible_checked_radiobutton = FALSE; new_check_candidate = 0; for( i = 0; i < curr_dialog->num_controls; i++ ) { id_i = curr_dialog->controls[i].id; // figure out if there are no enabled radio buttons that are checked // use this info further down... if( curr_dialog->controls[i].control_class == GUI_RADIO_BUTTON && !visible_checked_radiobutton && GUIIsControlEnabled( gui, id_i ) ) { if( GUIIsChecked( gui, id_i ) == GUI_CHECKED ) { visible_checked_radiobutton = TRUE; } else if( new_check_candidate == 0 ) { new_check_candidate = id_i; } } // show enabled controls that were hidden for moving only if( GUIIsControlEnabled( gui, id_i ) && !GUIIsControlVisible( gui, id_i ) ) { GUIShowControl( gui, id_i ); } } // Keep the original focus in case it has changed. GUIGetFocus( gui, &new_focus ); if( new_focus != focus && GUIIsControlEnabled( gui, focus ) ) { GUISetFocus( gui, focus ); } if( GUIIsControlEnabled( gui, checked_radio_id ) ) { GUISetChecked( gui, checked_radio_id, 1 ); } else if( !visible_checked_radiobutton && new_check_candidate != 0 ) { // 'Check' a visible radio button if the currently checked button // is invisible. GUISetChecked( gui, new_check_candidate, 1 ); } rect.height += curr_dialog->height_change; if( rect.height != last_height ) { GUIResizeWindow( gui, &rect ); } }