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- /*
- * 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 <Rocket/Core/ElementDocument.h>
- #include <Rocket/Core/ElementUtilities.h>
- #include <Rocket/Core/Event.h>
- #include <Rocket/Controls/ElementFormControlInput.h>
- #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");
- }
- }
- }
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