/* * This source file is part of libRocket, the HTML/CSS Interface Middleware * * For the latest information, see http://www.librocket.com * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #include "EventHandlerOptions.h" #include #include #include #include #include "EventManager.h" #include "GameDetails.h" EventHandlerOptions::EventHandlerOptions() { } EventHandlerOptions::~EventHandlerOptions() { } void EventHandlerOptions::ProcessEvent(Rocket::Core::Event& event, const Rocket::Core::String& value) { // Sent from the 'onload' of the options screen; we set the options on the interface to match those previously set // this game session. if (value == "restore") { // Fetch the document from the target of the 'onload' event. From here we can fetch the options elements by ID // to manipulate them directly. Rocket::Core::ElementDocument* options_body = event.GetTargetElement()->GetOwnerDocument(); if (options_body == NULL) return; // Get the current graphics setting, and translate that into the ID of the radio button we need to set. Rocket::Core::String graphics_option_id; switch (GameDetails::GetGraphicsQuality()) { case GameDetails::GOOD: graphics_option_id = "good"; break; case GameDetails::OK: graphics_option_id = "ok"; break; case GameDetails::BAD: graphics_option_id = "bad"; break; default: break; } // Fetch the radio button from the document by ID, cast it to a radio button interface and set it as checked. // This will automatically pop the other radio buttons in the set. Note that we could have not cast and called // the 'Click()' function instead, but this method will avoid event overhead. Rocket::Controls::ElementFormControlInput* graphics_option = dynamic_cast< Rocket::Controls::ElementFormControlInput* >(options_body->GetElementById(graphics_option_id)); if (graphics_option != NULL) graphics_option->SetAttribute("checked", ""); // Fetch the reverb option by ID and set its checked status from the game options. Rocket::Controls::ElementFormControlInput* reverb_option = dynamic_cast< Rocket::Controls::ElementFormControlInput* >(options_body->GetElementById("reverb")); if (reverb_option != NULL) { if (GameDetails::GetReverb()) reverb_option->SetAttribute("checked", ""); else reverb_option->RemoveAttribute("checked"); } // Similarly, fetch the 3D spatialisation option by ID and set its checked status. Rocket::Controls::ElementFormControlInput* spatialisation_option = dynamic_cast< Rocket::Controls::ElementFormControlInput* >(options_body->GetElementById("3d")); if (spatialisation_option != NULL) { if (GameDetails::Get3DSpatialisation()) spatialisation_option->SetAttribute("checked", ""); else spatialisation_option->RemoveAttribute("checked"); } } // Sent from the 'onsubmit' action of the options menu; we read the values sent from the form and make the // necessary changes on the game details structure. else if (value == "store") { // First check which button was clicked to submit the form; if it was 'cancel', then we don't want to // propagate the changes. if (event.GetParameter< Rocket::Core::String >("submit", "cancel") == "accept") { // Fetch the results of the form submission. These are stored as parameters directly on the event itself. // Like HTML form events, the name of the parameter is the 'name' attribute of the control, and the value // is whatever was put into the 'value' attribute. Checkbox values are only sent through if the box was // clicked. Radio buttons send through one value for the active button. Rocket::Core::String graphics = event.GetParameter< Rocket::Core::String >("graphics", "ok"); bool reverb = event.GetParameter< Rocket::Core::String >("reverb", "") == "true"; bool spatialisation = event.GetParameter< Rocket::Core::String >("3d", "") == "true"; if (graphics == "good") GameDetails::SetGraphicsQuality(GameDetails::GOOD); else if (graphics == "ok") GameDetails::SetGraphicsQuality(GameDetails::OK); else if (graphics == "bad") GameDetails::SetGraphicsQuality(GameDetails::BAD); GameDetails::SetReverb(reverb); GameDetails::Set3DSpatialisation(spatialisation); } } // This event is sent from the 'onchange' of the bad graphics radio button. It shows or hides the bad graphics // warning message. else if (value == "bad_graphics") { Rocket::Core::ElementDocument* options_body = event.GetTargetElement()->GetOwnerDocument(); if (options_body == NULL) return; Rocket::Core::Element* bad_warning = options_body->GetElementById("bad_warning"); if (bad_warning) { // The 'value' parameter of an onchange event is set to the value the control would send if it was // submitted; so, the empty string if it is clear or to the 'value' attribute of the control if it is set. if (event.GetParameter< Rocket::Core::String >("value", "").Empty()) bad_warning->SetProperty("display", "none"); else bad_warning->SetProperty("display", "block"); } } }