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GLWChannelView.h from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2004
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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.
//
//    Scorched3D 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 Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#if !defined(__INCLUDE_GLWChannelViewh_INCLUDE__)
#define __INCLUDE_GLWChannelViewh_INCLUDE__

#include <GLW/GLWidget.h>
#include <GLW/GLWIconButton.h>
#include <GLW/GLWChannelViewTextRenderer.h>
#include <client/ClientChannelManagerI.h>
#include <common/KeyboardKey.h>
#include <common/Vector.h>
#include <list>

class GLWChannelViewI
{
public:
	virtual ~GLWChannelViewI();

	virtual void channelsChanged(unsigned int id) = 0;
};

class GLWChannelView : 
	public GLWidget,
	public ClientChannelManagerI,
	public GLWButtonI
{
public:
	class BaseChannelEntry
	{
	public:
		std::string channel;
		unsigned int type;
	};
	class CurrentChannelEntry : public BaseChannelEntry
	{
	public:
		Vector color;
		unsigned int id;
	};

	GLWChannelView();
	virtual ~GLWChannelView();

	bool getParentSized() { return parentSized_; }
	bool initFromXMLInternal(XMLNode *node);

	unsigned int getLastWhisperSrc() { return lastWhisperSrc_; }

	std::list<CurrentChannelEntry> &getCurrentChannels() { return currentChannels_; }
	std::list<BaseChannelEntry> &getAvailableChannels() { return availableChannels_; }
	CurrentChannelEntry *getChannel(const char *channelName);

	void joinChannel(const char *channelName);
	void leaveChannel(const char *channelName);

	void setHandler(GLWChannelViewI *handler) { handler_ = handler; };

	// GLWidget
	virtual void draw();
	virtual void simulate(float frameTime);
	virtual bool initFromXML(XMLNode *node);
	virtual void mouseDown(int button, float x, float y, bool &skipRest);
	virtual void mouseUp(int button, float x, float y, bool &skipRest);
	virtual void mouseDrag(int button, float mx, float my, float x, float y, bool &skipRest);
	virtual void keyDown(char *buffer, unsigned int keyState, 
		KeyboardHistory::HistoryElement *history, int hisCount, 
		bool &skipRest);
	virtual void setX(float x);
	virtual void setY(float y);

	// ClientChannelManagerI
	virtual void channelText(ChannelText &text);
	virtual void registeredForChannels(
		std::list<ChannelDefinition> &registeredChannels,
		std::list<ChannelDefinition> &availableChannels);

	// ButtonI
	virtual void buttonDown(unsigned int id);

	REGISTER_CLASS_HEADER(GLWChannelView);

protected:
	class GLWChannelViewEntry
	{
	public:
		Vector color;
		GLWChannelViewTextRenderer text;
		float timeRemaining;
	};

	GLWChannelViewI *handler_;
	GLWIconButton upButton_;
	GLWIconButton downButton_;
	GLWIconButton resetButton_;
	GLTexture upTexture_;
	GLTexture downTexture_;
	GLTexture resetTexture_;

	unsigned int lastChannelId_;
	unsigned int lastWhisperSrc_;
	bool init_;
	bool alignTop_, parentSized_;
	bool splitLargeLines_, allowScroll_;
	bool showChannelName_, showChannelNumber_;
	int lineDepth_;
	int scrollPosition_;
	float displayTime_;
	float fontSize_, outlineFontSize_;
	int visibleLines_, totalLines_;
	int currentVisible_;
	std::list<GLWChannelViewEntry> textLines_;
	KeyboardKey *scrollUpKey_;
	KeyboardKey *scrollDownKey_;
	KeyboardKey *scrollResetKey_;
	std::map<std::string, Vector> channelColors_;
	std::list<std::string> startupChannels_;
	std::list<CurrentChannelEntry> currentChannels_;
	std::list<BaseChannelEntry> availableChannels_;
	std::string textSound_;

	void addInfo(Vector &color, GLWChannelViewTextRenderer &text);
	void formCurrentChannelList(std::list<std::string> &result);
	int splitLine(const char *message);
};

#endif // __INCLUDE_GLWChannelViewh_INCLUDE__




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  GLWBitmap.cpp
  GLWBitmap.h
  GLWButton.cpp
  GLWButton.h
  GLWChannelText.cpp
  GLWChannelText.h
  GLWChannelView.cpp
  GLWChannelView.h
  GLWChannelViewTextRenderer.cpp
  GLWChannelViewTextRenderer.h
  GLWCheckBox.cpp
  GLWCheckBox.h
  GLWCheckBoxText.cpp
  GLWCheckBoxText.h
  GLWColors.cpp
  GLWColors.h
  GLWDragger.cpp
  GLWDragger.h
  GLWDropDown.cpp
  GLWDropDown.h
  GLWDropDownColor.cpp
  GLWDropDownColor.h
  GLWDropDownText.cpp
  GLWDropDownText.h
  GLWFileView.cpp
  GLWFileView.h
  GLWFlag.cpp
  GLWFlag.h
  GLWFont.cpp
  GLWFont.h
  GLWIcon.cpp
  GLWIcon.h
  GLWIconButton.cpp
  GLWIconButton.h
  GLWIconList.cpp
  GLWIconList.h
  GLWIconTable.cpp
  GLWIconTable.h
  GLWImageList.cpp
  GLWImageList.h
  GLWLabel.cpp
  GLWLabel.h
  GLWListView.cpp
  GLWListView.h
  GLWOptionEntry.cpp
  GLWOptionEntry.h
  GLWPanel.cpp
  GLWPanel.h
  GLWPlanView.cpp
  GLWPlanView.h
  GLWProgress.cpp
  GLWProgress.h
  GLWPushButton.cpp
  GLWPushButton.h
  GLWScorchedInfo.cpp
  GLWScorchedInfo.h
  GLWScrollButton.cpp
  GLWScrollButton.h
  GLWScrollPanel.cpp
  GLWScrollPanel.h
  GLWScrollW.cpp
  GLWScrollW.h
  GLWScrollWBackwards.cpp
  GLWScrollWBackwards.h
  GLWSelector.cpp
  GLWSelector.h
  GLWSelectorPart.cpp
  GLWSelectorPart.h
  GLWSlider.cpp
  GLWSlider.h
  GLWSpacer.cpp
  GLWSpacer.h
  GLWSpinBox.cpp
  GLWSpinBox.h
  GLWTab.cpp
  GLWTab.h
  GLWTabContainer.cpp
  GLWTabContainer.h
  GLWTalkBox.cpp
  GLWTalkBox.h
  GLWTankFire.cpp
  GLWTankFire.h
  GLWTankModel.cpp
  GLWTankModel.h
  GLWTankSlider.cpp
  GLWTankSlider.h
  GLWTankTip.cpp
  GLWTankTip.h
  GLWTankViewer.cpp
  GLWTankViewer.h
  GLWTextBox.cpp
  GLWTextBox.h
  GLWTextButton.cpp
  GLWTextButton.h
  GLWTime.cpp
  GLWTime.h
  GLWToolTip.cpp
  GLWToolTip.h
  GLWTracker.cpp
  GLWTracker.h