//-----------------------------------------------------------------------------------
//
// Torque Network Library - ZAP example multiplayer vector graphics space game
// Copyright (C) 2004 GarageGames.com, Inc.
// For more information see http://www.opentnl.org
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// For use in products that are not compatible with the terms of the GNU
// General Public License, alternative licensing options are available
// from GarageGames.com.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//------------------------------------------------------------------------------------
#include "UINameEntry.h"
#include "UIMenus.h"
#include "UIGame.h"
#include "game.h"
#include "gameConnection.h"
#include "glutInclude.h"
namespace Zap
{
void TextEntryUserInterface::onActivate()
{
if(resetOnActivate)
{
buffer[0] = 0;
cursorPos = 0;
}
}
void TextEntryUserInterface::render()
{
glColor3f(1,1,1);
U32 y = (canvasHeight / 2) - 20;
drawCenteredString(y, 20, title);
y += 45;
char astbuffer[MaxTextLen+1];
const char *renderBuffer=buffer;
if(secret)
{
S32 i;
for(i = 0; i < MaxTextLen;i++)
{
if(!buffer[i])
break;
astbuffer[i] = '*';
}
astbuffer[i] = 0;
renderBuffer = astbuffer;
}
drawCenteredString(y, 30, renderBuffer);
U32 width = getStringWidth(30, renderBuffer);
U32 x = (canvasWidth - width) / 2;
if(blink)
drawString(x + getStringWidth(30, renderBuffer, cursorPos), y, 30, "_");
}
void TextEntryUserInterface::idle(U32 t)
{
if(mBlinkTimer.update(t))
{
mBlinkTimer.reset(BlinkTime);
blink = !blink;
}
}
void TextEntryUserInterface::onKeyDown(U32 key)
{
if(key == '\r')
onAccept(buffer);
else if(key == 8 || key == 127)
{
// backspace key
if(cursorPos > 0)
{
cursorPos--;
for(U32 i = cursorPos; buffer[i]; i++)
buffer[i] = buffer[i+1];
}
}
else if(key == 27)
{
onEscape();
}
else
{
for(U32 i = MaxTextLen - 1; i > cursorPos; i--)
buffer[i] = buffer[i-1];
if(cursorPos < MaxTextLen-1)
{
buffer[cursorPos] = key;
cursorPos++;
}
}
}
void TextEntryUserInterface::onKeyUp(U32 key)
{
}
void TextEntryUserInterface::setText(const char *text)
{
if(strlen(text) > MaxTextLen)
{
strncpy(buffer, text, MaxTextLen);
buffer[MaxTextLen] = 0;
}
else
strcpy(buffer, text);
}
NameEntryUserInterface gNameEntryUserInterface;
void NameEntryUserInterface::onEscape()
{
}
void NameEntryUserInterface::onAccept(const char *text)
{
gMainMenuUserInterface.activate();
}
PasswordEntryUserInterface gPasswordEntryUserInterface;
void PasswordEntryUserInterface::onEscape()
{
gMainMenuUserInterface.activate();
}
void PasswordEntryUserInterface::onAccept(const char *text)
{
joinGame(connectAddress, false, false);
}
AdminPasswordEntryUserInterface gAdminPasswordEntryUserInterface;
void AdminPasswordEntryUserInterface::render()
{
gGameUserInterface.render();
glColor4f(0, 0, 0, 0.5);
glEnable(GL_BLEND);
glBegin(GL_POLYGON);
glVertex2f(0, 0);
glVertex2f(canvasWidth, 0);
glVertex2f(canvasWidth, canvasHeight);
glVertex2f(0, canvasHeight);
glEnd();
glDisable(GL_BLEND);
Parent::render();
}
void AdminPasswordEntryUserInterface::onEscape()
{
gGameUserInterface.activate();
}
void AdminPasswordEntryUserInterface::onAccept(const char *text)
{
gGameUserInterface.activate();
GameConnection *gc = gClientGame->getConnectionToServer();
if(gc)
gc->c2sAdminPassword(text);
}
};
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