// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef NL_INTERFACE_MANAGER_H #define NL_INTERFACE_MANAGER_H #include "nel/misc/types_nl.h" #include "nel/misc/cdb_manager.h" #include "nel/3d/u_texture.h" #include "nel/3d/u_text_context.h" #include "nel/gui/interface_group.h" #include "nel/gui/interface_link.h" #include "nel/gui/group_list.h" #include "nel/gui/view_base.h" #include "nel/gui/view_pointer.h" #include "nel/gui/ctrl_base.h" #include "nel/gui/ctrl_scroll.h" #include "nel/gui/view_renderer.h" // InterfaceV3 #include "nel/gui/interface_parser.h" #include "nel/gui/ctrl_sheet_selection.h" #include "nel/gui/interface_options.h" #include "interface_config.h" #include "interface_pointer.h" #include "flying_text_manager.h" #include "nel/gui/input_event_listener.h" #include "nel/gui/db_manager.h" // CLIENT #include "../string_manager_client.h" #include "../ingame_database_manager.h" #include "nel/gui/lua_manager.h" //the network database node extern CCDBSynchronised IngameDbMngr; ///\todo nico remove that extern bool g_hidden; #define GROUP_BROWSER "ui:outgame:charsel:webstart:content:webstart_html" ///max botchat distance #define MAX_BOTCHAT_DISTANCE_SQUARE 25 #define MAX_NUM_MODES 4 #define RZ_CATEGORY_EDIT "edit" // #define AJM_DEBUG_TRACK_INTERFACE_GROUPS namespace NLGUI { class CInterfaceOptions; class CGroupContainer; class CGroupMenu; class CInterfaceAnim; } /** * class managing the interface * \author Matthieu 'TrapII' Besson * \author Nevrax France * \date 2002 */ class CInterfaceManager : public NLGUI::CInterfaceParser::ISetupOptionCallbackClass, public NLGUI::IInputEventListener { public: #ifdef AJM_DEBUG_TRACK_INTERFACE_GROUPS void DebugTrackGroupsCreated( CInterfaceGroup *pIG ); void DebugTrackGroupsDestroyed( CInterfaceGroup *pIG ); void DebugTrackGroupsDump(); int DebugTrackGroupsGetId( CInterfaceGroup *pIG ); typedef std::set setInterfaceGroupPtr; typedef std::map mapInterfaceGroupPtr2Int; setInterfaceGroupPtr _DebugTrackGroupSet; mapInterfaceGroupPtr2Int _DebugTrackGroupMap; int _DebugTrackGroupCreateCount; int _DebugTrackGroupDestroyCount; #endif enum TSystemInfoMode { InfoMsg, WarningMsg, ErrorMsg }; // Icon to use for validMessageBox() method enum TValidMessageIcon { NoIconMsg=0, QuestionIconMsg, WarningIconMsg, ErrorIconMsg }; public: /// Singleton method : Get the unique interface loader instance static CInterfaceManager* getInstance(); /// Destroy singleton static void destroy (); /// Destructor ~CInterfaceManager(); /** * High level */ void createLocalBranch (const std::string &fileName, NLMISC::IProgressCallback &progressCallBack); void reset(); // release all of the global db autocopy observers void releaseServerToLocalAutoCopyObservers(); void setInGame( bool i ); bool isInGame() const { return _InGame; } void initLUA(); /// initialize the whole login interface void initLogin(); /// unload login interface void uninitLogin(); /// initialize the whole out game interface void initOutGame(); /// unload out game interface void uninitOutGame(); /// initialize the whole in game interface void initInGame(); /// Part of initInGame() void loadIngameInterfaceTextures(); /// Part of initInGame() void loadUI(); /// Configure the Quit dialog box void configureQuitDialogBox(); /// Part of initInGame() void loadKeys(); /// Part of initInGame() void loadInterfaceConfig(); /// Save the game interface (keys and interface config). Called before continent and entity manager are destroyed. void uninitInGame0(); /// Uninit game interface. Called after continent and entity manager are destroyed. void uninitInGame1(); /// update a frame Event: update the input handler manager void updateFrameEvents(); // force to flush the debug window (also done when calling updateFrameEvents) void flushDebugWindow(); /// update a frame View: check coordinates and draw view. The camera is used to draw in-scene interfaces. Can be NULL. void updateFrameViews(NL3D::UCamera camera); /** * Config file loaders */ /// Load texture grouping a set of small texture void loadTextures (const std::string &textFileName, const std::string &uvFileName, bool uploadDXTC= false); /// Load texts void loadTexts (const std::string &fileName); /// Load a set of xml files bool parseInterface (const std::vector &xmlFileNames, bool reload, bool isFilename = true); // Load/Save position, size, etc.. of windows bool loadConfig (const std::string &filename); bool saveConfig (const std::string &filename); // delete the user config (give the player ident fileName) bool deletePlayerConfig (const std::string &playerFileIdent); // Save the keys config file bool saveKeys (const std::string &filename); // delete the user Keysconfig (give the player ident fileName) bool deletePlayerKeys (const std::string &playerFileIdent); // Log system (all chat/tell void setLogState(bool state) { _LogState = state; } bool getLogState() const { return _LogState; } void log(const ucstring &str, const std::string &cat = ""); /// Text from here and from server class IStringProcess { public: virtual ~IStringProcess() { } virtual bool cbIDStringReceived(ucstring &inOut) = 0; // called when string or id is received (return true if valid the change) }; void addServerString (const std::string &sTarget, uint32 id, IStringProcess *cb = NULL); void addServerID (const std::string &sTarget, uint32 id, IStringProcess *cb = NULL); void processServerIDString(); /// Control specific /// Enable/Disable window movement //void enableMoveWindow (CInterfaceGroup *pWin); //void disableMoveWindow (); /// Enable/Disable the window resizing (0,TopLeft)(1,T)(2,TR)(3,R)(4,BR)(5,B)(6,BL)(7,L) //void enableResizeWindow (CInterfaceGroup *pWin, uint8 nType, sint32 nMinW, sint32 nMaxW, sint32 nMinH, sint32 nMaxH, // sint32 nStepW, sint32 nStepH); //void disableResizeWindow (); //void moveWindow (CInterfaceGroup *pWin, sint32 dx, sint32 dy); /// Enable/Disbale capture of a control (combo box for example) /// When capture is lost (by clicking outside of the control, the given property is toggled) //void enableCaptureElement(CInterfaceElement *pElem, CInterfaceProperty *captureFlag); //void disableCaptureElement(); /** Enable/Disable a single modal window (pointer cannot get out of the window). * NB : the keyboard capture is released on both calls. * NB : cascaded modal windows are disabled by the call */ /// Handle The Event. return true if the interfaceManager catch it and if must not send to the Game Action Manager bool handleEvent (const NLGUI::CEventDescriptor &eventDesc); // InGame ContextMenu void launchContextMenuInGame (const std::string &nameOfCM); /** * Draw views */ void drawViews (NL3D::UCamera camera); // display a debug info void displayDebugInfo(const ucstring &str, TSystemInfoMode mode = InfoMsg); // get the color associated with the given system info mode NLMISC::CRGBA getDebugInfoColor(TSystemInfoMode mode); // display a system info string void displaySystemInfo(const ucstring &str, const std::string &Category = "SYS"); NLMISC::CRGBA getSystemInfoColor(const std::string &Category = "SYS"); void setupOptions(); /** Open a MessageBox. this is a simple ModalWindow with a Ok button * ui:interface:message_box must be defined in xml, with a "text" ViewText son */ void messageBox(const ucstring &text, const std::string &masterGroup="ui:interface", TCaseMode caseMode = CaseFirstSentenceLetterUp); /** Open a MessageBox. this is a simple ModalWindow with a Ok and a HELP button. * The help button with open a browser on ryzom.com faq * ui:interface:message_box_with_help must be defined in xml, with a "text" ViewText son */ void messageBoxWithHelp(const ucstring &text, const std::string &masterGroup="ui:interface", const std::string &ahOnOk = std::string(), const std::string ¶msOnOk= std::string(), TCaseMode caseMode = CaseFirstSentenceLetterUp); /** Open a MessageBox with validation question. this is a simple ModalWindow with a Ok / Cancel button * ui:interface:valid_message_box must be defined in xml, with a "text" ViewText son, and a "ok" button * \param ahOnOk => the action handler to call if ok is pressed. NB: you don't have to call leave_modal in this ah (auto done). * \param paramsOnOk => params passed to ahOnOk. * \param ahOnCancel => the action handler to call if cancel is pressed. NB: you don't have to call leave_modal in this ah (auto done). * \param paramsOnCancel => params passed to ahOnCancel. */ void validMessageBox(TValidMessageIcon icon, const ucstring &text, const std::string &ahOnOk, const std::string ¶msOnOk= std::string(), const std::string &ahOnCancel= std::string(), const std::string ¶msOnCancel= std::string(), const std::string &masterGroup="ui:interface"); /** Get the current running validMessageBox OnOk action. empty if no validMessageBox currently opened * One can use it to know if it match its system and so if it needs to be closed (with disableModalWindow()) */ bool getCurrentValidMessageBoxOnOk(std::string &ahOnOk, const std::string &masterGroup="ui:interface"); // Modes void setMode(uint8 newMode); uint8 getMode() const { return _CurrentMode; } void resetMode(uint8 newMode); // Update image of a single group container in a virtual desktop. // This is faster than switching to a new desktop using 'setMode' to update the changes // \param mode Index of the virtual desktop void updateGroupContainerImage(CGroupContainer &gc, uint8 mode); // Remove a group container from a virtual desktop image // \param mode Index of the virtual desktop void removeGroupContainerImage(const std::string &groupName, uint8 mode); // debug : dump all the interface windows in the console void dumpUI(bool indent); // debug : display box of all elements in the interface (plus hotspot) void displayUIViewBBoxs(const std::string &uiFilter); void displayUICtrlBBoxs(const std::string &uiFilter); void displayUIGroupBBoxs(const std::string &uiFilter); // visit all elements of the interface manager void visit(CInterfaceElementVisitor *visitor); // Display the only one web window at end of ryzom void displayWebWindow(const std::string &name, const std::string &url); // Initialize emote from TextEmotListSheet (create command and insert the GCM entry) void initEmotes(); void uninitEmotes(); void updateEmotes(); // For Drag And drop, return true if the "CopyDrag" key is pressed (actually the ctrl key!) bool testDragCopyKey(); // Reset the view text index void resetTextIndex(); // test if the config has been loaded in initInGame() bool isConfigLoaded() const {return _ConfigLoaded;} /// Manager for flying text. use it to add CFlyingTextManager FlyingTextManager; /// \name LUA // @{ /// For debug: dump in the sysinfo and nlwarning state of lua. detail range from 0 to 2 (clamped). void dumpLuaState(uint detail); // @} // Get the list of InGame XML Interface files, with any AddOn ones static std::vector getInGameXMLInterfaceFiles(); /// \name Action Counter sync // @{ void incLocalSyncActionCounter(); uint8 getLocalSyncActionCounter() const {return _LocalSyncActionCounter;} uint8 getLocalSyncActionCounterMask() const {return _LocalSyncActionCounterMask;} bool localActionCounterSynchronizedWith(NLMISC::CCDBNodeLeaf *leaf) { if (!leaf) return false; uint srvVal= leaf->getValue32(); uint locVal= _LocalSyncActionCounter ; srvVal&= _LocalSyncActionCounterMask; locVal&= _LocalSyncActionCounterMask; return srvVal == locVal; } void resetShardSpecificData(); // @} // Item Carac Test, get the value bool isItemCaracRequirementMet(CHARACTERISTICS::TCharacteristics type, sint32 value) { // carac requirement? if( type < CHARACTERISTICS::NUM_CHARACTERISTICS) return value <= _CurrentPlayerCharac[type]; // no carac requirement => ok else return true; } // get Player Carac sint32 getCurrentPlayerCarac(CHARACTERISTICS::TCharacteristics type) { if( type < CHARACTERISTICS::NUM_CHARACTERISTICS) return _CurrentPlayerCharac[type]; else return 0; } void notifyMailAvailable(); void notifyForumUpdated(); /** Returns a human readable timestamp with the given format. */ static char* getTimestampHuman(const char* format = "[%H:%M:%S] "); /** Parses any tokens in the ucstring like $t$ or $g()$ */ static bool parseTokens(ucstring& ucstr); // ------------------------------------------------------------------------------------------------ private: // Observer for copying db branch changes class CServerToLocalAutoCopy { public: CServerToLocalAutoCopy(); ~CServerToLocalAutoCopy() { release(); } // init the AutoCopy void init(const std::string &dbPath); // unhook from everything we are tangled up in void release(); // When something in the SERVER DB changes void onServerChange(NLMISC::ICDBNode *serverNode); // When something in the LOCAL DB changes void onLocalChange(NLMISC::ICDBNode *localNode); private: class CLocalDBObserver : public NLMISC::ICDBNode::IPropertyObserver { public: CServerToLocalAutoCopy &_Owner; CLocalDBObserver(CServerToLocalAutoCopy &owner) : _Owner(owner) {} virtual void update(NLMISC::ICDBNode *node) {_Owner.onLocalChange(node);} }; class CServerDBObserver : public NLMISC::ICDBNode::IPropertyObserver { public: CServerToLocalAutoCopy &_Owner; CServerDBObserver(CServerToLocalAutoCopy &owner) : _Owner(owner) {} virtual void update(NLMISC::ICDBNode *node) {_Owner.onServerChange(node);} }; // A node here is a pair Server<->Local struct CNode { NLMISC::CCDBNodeLeaf *ServerNode; NLMISC::CCDBNodeLeaf *LocalNode; bool InsertedInUpdateList; CNode() { ServerNode= NULL; LocalNode= NULL; InsertedInUpdateList= false; } }; // Struct for comparing nodes, by either Local or Server pointer struct CNodeLocalComp { CNode *Node; bool operator<=(const CNodeLocalComp &o) const {return Node->LocalNode <= o.Node->LocalNode;} bool operator<(const CNodeLocalComp &o) const {return Node->LocalNode < o.Node->LocalNode;} }; struct CNodeServerComp { CNode *Node; bool operator<=(const CNodeServerComp &o) const {return Node->ServerNode <= o.Node->ServerNode;} bool operator<(const CNodeServerComp &o) const {return Node->ServerNode < o.Node->ServerNode;} }; private: // Counter Node NLMISC::CCDBNodeLeaf *_ServerCounter; // updaters CLocalDBObserver _LocalObserver; CServerDBObserver _ServerObserver; // avoid reentrance bool _LocalUpdating; // Array of Nodes that have to be synchronized std::vector _Nodes; // Sorting of Nodes, by Server Node std::vector _ServerNodeMap; // Sorting of Nodes, by Local Node std::vector _LocalNodeMap; // List of nodes to update until next synchonized client-server counter std::vector _UpdateList; void buildRecursLocalLeaves(NLMISC::CCDBNodeBranch *branch, std::vector &leaves); }; // Database management stuff class CDBLandmarkObs : public NLMISC::ICDBNode::IPropertyObserver { public: virtual void update(NLMISC::ICDBNode *node); }; // EMOTES // ---------------------------------------------------------------------------------- class CEmoteCmd : public NLMISC::ICommand { public: CEmoteCmd(const char *cmdName, const char *cmdHelp, const char *cmdArgs) : NLMISC::ICommand("emotes", cmdName, cmdHelp, cmdArgs) { } bool execute(const std::string &rawCommandString, const std::vector &args, NLMISC::CLog &log, bool quiet, bool human=true); uint32 Behaviour; // State id from list.emot uint32 EmoteNb; }; // ------------------------------------------------------------------------------------------------ public: // cache and expose some commonly used db nodes NLMISC::CCDBNodeBranch *_DBB_UI_DUMMY; NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_QUANTITY; NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_QUALITY; NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_SHEET; NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_NAMEID; NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_ENCHANT; NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_SLOT_TYPE; NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_PHRASE; NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_WORNED; NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_PREREQUISIT_VALID; NLMISC::CCDBNodeLeaf *_DB_UI_DUMMY_FACTION_TYPE; void updateDesktops( uint32 newScreenW, uint32 newScreenH ); private: NLMISC::CCDBNodeLeaf *_CheckMailNode; NLMISC::CCDBNodeLeaf *_CheckForumNode; sint64 _UpdateWeatherTime; // @} /** This is the GLOBAL Action counter used to synchronize some systems (including INVENTORY) with the server. */ uint8 _LocalSyncActionCounter; /// This is the Mask (4bits) uint8 _LocalSyncActionCounterMask; /// Constructor CInterfaceManager(); ///the singleton's instance static CInterfaceManager* _Instance; NLMISC::CCDBNodeLeaf *_DescTextTarget; /// Current waiting id and string from server struct SIDStringWaiter { STRING_MANAGER::IStringWaiterRemover SWR; bool IdOrString; // true == id, false == string uint32 Id; std::string Target; IStringProcess *Cb; }; std::vector _IDStringWaiters; uint32 _ScreenW, _ScreenH; // Change res detection sint32 _LastInGameScreenW, _LastInGameScreenH; // Resolution used for last InGame interface // Modes CInterfaceConfig::CDesktopImage _Modes[MAX_NUM_MODES]; uint8 _CurrentMode; // true when interface manager is running 'ingame' content bool _InGame; // Does the interface config file as been loaded ? bool _ConfigLoaded; bool _LogState; // Does the keys config file for as been loaded ? bool _KeysLoaded; // clear all edit box in the ui void clearAllEditBox(); // restore all backuped positions for containers void restoreAllContainersBackupPosition(); // Some Node leaf NLMISC::CCDBNodeLeaf *_NeutralColor; NLMISC::CCDBNodeLeaf *_WarningColor; NLMISC::CCDBNodeLeaf *_ErrorColor; CDBLandmarkObs _LandmarkObs; /// \name LUA // @{ // str= printable version of value at stack index void getLuaValueInfo(std::string &str, sint index); // display a string in SysInfo and nlinfo void dumpLuaString(const std::string &str); // dump printable version of pair key-index in top of stack. if value is a table, recurs (up to recursTableLevel times) void dumpLuaKeyValueInfo(uint recursTableLevel, uint tabLevel); // @} bool _EmotesInitialized; std::vector _EmoteCmds; // Item Carac requirement sint32 _CurrentPlayerCharac[CHARACTERISTICS::NUM_CHARACTERISTICS]; NLMISC::CRefPtr _CurrentPlayerCharacLeaf[CHARACTERISTICS::NUM_CHARACTERISTICS]; // observers for copying database branch changes CServerToLocalAutoCopy ServerToLocalAutoCopyInventory; CServerToLocalAutoCopy ServerToLocalAutoCopyExchange; CServerToLocalAutoCopy ServerToLocalAutoCopyContextMenu; CServerToLocalAutoCopy ServerToLocalAutoCopySkillPoints; CServerToLocalAutoCopy ServerToLocalAutoCopyDMGift; // Pop a new message box. If the message box was found, returns a pointer on it void messageBoxInternal(const std::string &msgBoxGroup, const ucstring &text, const std::string &masterGroup, TCaseMode caseMode); CInterfaceLink::CInterfaceLinkUpdater *interfaceLinkUpdater; }; #endif // NL_INTERFACE_MANAGER_H /* End of interface_manager.h */