// 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);
	}
}
示例#2
0
dlg_state DoDialogByPointer( gui_window *parent, a_dialog_header *dlg )
/*********************************************************************/
{
    if( !EvalCondition( dlg->condition ) ) {
        return( dlg->ret_val );
    }
    return( GenericDialog( parent, dlg ) );
}
示例#3
0
bool CheckDialog( const char *name )
/**********************************/
{
    a_dialog_header     *dlg;

    dlg = FindDialogByName( name );
    if( dlg == NULL ) {
        return( false );
    }
    return( EvalCondition( dlg->condition ) );
}
示例#4
0
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;
}
示例#5
0
    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;
    }
示例#6
0
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 );
    }
}