| | 1 | #charset "us-ascii" |
| | 2 | #include <adv3.h> |
| | 3 | #include <en_us.h> |
| | 4 | |
| | 5 | /* |
| | 6 | * Custom Banner version 1.2 |
| | 7 | * by Eric Eve |
| | 8 | * |
| | 9 | * Version date: 13-Sep-06 |
| | 10 | * |
| | 11 | * This file implements a CustomBannerWindow class that vastly eases |
| | 12 | * the process of setting up banners and displaying material in them. |
| | 13 | * e.g. to set up a graphics banner to display pictures, starting with |
| | 14 | * pic1.jpg at startup, but not appearing at all on an interpreter that |
| | 15 | * can't display JPEGs you could define: |
| | 16 | * |
| | 17 | * pictureWindow: CustomBanner |
| | 18 | * canDisplay = (systemInfo(SysInfoJpeg)) |
| | 19 | * bannerArgs = [nil, BannerAfter, statuslineBanner, BannerTypeText, |
| | 20 | * BannerAlignTop, 10, BannerSizeAbsolute, BannerStyleBorder] |
| | 21 | * currentContents = '<img src="pic1.jpg">' |
| | 22 | * ; |
| | 23 | * |
| | 24 | * Then to change the picture dislayed at a later point, call: |
| | 25 | * |
| | 26 | * pictureWindow.updateContents('<img src="pic2.jpg">'); |
| | 27 | * |
| | 28 | * And everything else, including getting everything right on RESTART, UNDO |
| | 29 | * and RESTORE should be taken care of. |
| | 30 | */ |
| | 31 | |
| | 32 | /* ------------------------------------------------------------------------ */ |
| | 33 | /* |
| | 34 | * A CustomBannerWindow, like a BannerWindow, corrsponds to an on-screen |
| | 35 | * banner. The purpose of CustomBannerWindow is to eliminate most of the |
| | 36 | * busy-work that a game author would otherwise have to take care of in |
| | 37 | * displaying and manipulating banners. |
| | 38 | * |
| | 39 | * As with BannerWinnow, merely creating a CustomBannerWindow does not |
| | 40 | * display the banner. However, any CustomBannerWindows in existence at |
| | 41 | * the start of the game will be added to the screen display, unless the |
| | 42 | * condition specified in their shouldDisplay() method prevents initialization. |
| | 43 | * |
| | 44 | * The one property that must be defined on each instance of a CustomBannerWindow |
| | 45 | * is bannerArgs, which takes the form: |
| | 46 | * |
| | 47 | * bannerArgs = [parent, where, other, windowType, align, |
| | 48 | * size, sizeUnits, styleFlags] |
| | 49 | * |
| | 50 | * where each list element has the same meaning at the corresponding argument |
| | 51 | * to BannerWindow.showBanner() |
| | 52 | * |
| | 53 | * This merely ensures that the CustomBannerWindow is added to the screen's |
| | 54 | * banner window layout. To have the CustomBannerWindow display some content |
| | 55 | * when first added to the screen layout, override its current contents property: |
| | 56 | * |
| | 57 | * currentContents = 'My initial contents' |
| | 58 | * |
| | 59 | * To change what's displayed in a CustomBannerWindow from game code, call its |
| | 60 | * updateContents() method, e.g.: |
| | 61 | * |
| | 62 | * pictureWindow.updateContents('<img src="pics/troll.jpg">'); |
| | 63 | * |
| | 64 | * To redisplay the current contents, call the showCurrentContents() method. |
| | 65 | * By default a call to updateContents() or showCurrentContents() clears the |
| | 66 | * window before displaying the new content. To have the additional content |
| | 67 | * added to the existing content, change the clearBeforeUpdate property to nil. |
| | 68 | * |
| | 69 | * You can control whether the game uses this banner at all by overriding |
| | 70 | * the canDisplay property. The main purpose of this property is to easily allow |
| | 71 | * a game to run on different types of interpreter. For example, if your banner is |
| | 72 | * meant to display pictures in the JPEG format, there's no point having it included |
| | 73 | * in the screen layout of an interpreter that can't display JPEGs, and attempts to |
| | 74 | * update its contents with a new picture should do nothing. In which case we could |
| | 75 | * define: |
| | 76 | * |
| | 77 | * canDisplay = (systemInfo(SysInfoJpeg)) |
| | 78 | * |
| | 79 | * Calls to CustomBannerWindow methods like updateContents() and clearWindow() |
| | 80 | * should be safe on an interpreter for which shouldDisplay returns nil, since |
| | 81 | * by default these will do nothing beyond updating the banner's currentContents |
| | 82 | * property. This makes it easier to write game code that is suitable for all |
| | 83 | * classes of interpreter |
| | 84 | * |
| | 85 | * To have a CustomBannerWindow resize to contents each time its contents are |
| | 86 | * displayed, set its autoSize property to true. |
| | 87 | * |
| | 88 | * If you do not want a CustomBannerWindow you have defined not to be dispayed |
| | 89 | * at game startup, set its isActive property to nil. Call the activate() |
| | 90 | * method to add it to the screen layout and the deactivate() method to remove |
| | 91 | * it, or any other CustomBannerWindow, from the screen display. |
| | 92 | * |
| | 93 | * Obviously, it is then the game author's responsibility to ensure that no |
| | 94 | * other banner window that's meant to persist after pictureWindow is deactivated |
| | 95 | * depends on pictureWindow for its existence; i.e. that we're not deactivating |
| | 96 | * the parent of some other banner window(s) we want to keep or subsequently |
| | 97 | * activate, or the sibling of any banner window that's subsequently going to |
| | 98 | * defined in relation to us. |
| | 99 | */ |
| | 100 | |
| | 101 | class CustomBannerWindow: BannerWindow |
| | 102 | |
| | 103 | /* |
| | 104 | * The list of any banner windows that must be set up before me, |
| | 105 | * either one of them is my parent, or because I'm going |
| | 106 | * to be placed before or after them with BannerBefore or BannerAfter. |
| | 107 | * |
| | 108 | * If bannerArgs has been set up with the list of showBanner arguments, |
| | 109 | * then we can derive this information automatically |
| | 110 | */ |
| | 111 | initBeforeMe() |
| | 112 | { |
| | 113 | /* |
| | 114 | * If our bannerArgs property contains a list of the right length, i.e. 8 |
| | 115 | * elements, then the first and third elements of the list (our parent, and |
| | 116 | * the sibling we're to be placed before or after) must be initialized before |
| | 117 | * we are. If either of these is nil, no harm is done, since initBannerWindow() |
| | 118 | * will simply skip the nil value. |
| | 119 | * |
| | 120 | * Moreover, if our sibling is in the list, we don't need our parent as well, |
| | 121 | * since either our sibling or one of its siblings will initialize our parent. |
| | 122 | */ |
| | 123 | |
| | 124 | local lst = []; |
| | 125 | |
| | 126 | if (propType(&bannerArgs) == TypeList && bannerArgs.length() == 8) |
| | 127 | lst = bannerArgs[3] ? [bannerArgs[3]] : [bannerArgs[1]]; |
| | 128 | |
| | 129 | initBeforeMe = lst; |
| | 130 | |
| | 131 | return lst; |
| | 132 | } |
| | 133 | |
| | 134 | |
| | 135 | /* |
| | 136 | * A condition to test whether this banner window should actually display. |
| | 137 | * Normally this would test for the interpreter class if this would |
| | 138 | * affect whether we wanted this banner to be created. For example, if |
| | 139 | * we were going to use this banner window to display a JPEG picture, we |
| | 140 | * might not this window to display at all if the interpreter we're running |
| | 141 | * on can't display JPEGS, so we might write: |
| | 142 | * |
| | 143 | * canDisplay = (systemInfo(SysInfoJpeg)) |
| | 144 | * |
| | 145 | * If your complete system of CustomBanners depends on the same condition |
| | 146 | * (e.g. you don't want any CustomBanners if the interpreter we're running |
| | 147 | * on can't display JPEGs, then it's probably easiest to modify CustomBanner |
| | 148 | * and override scanDisplay on the modified class. |
| | 149 | * |
| | 150 | * By default, we simply check that the interpreter we're running on |
| | 151 | * can display banners. |
| | 152 | */ |
| | 153 | canDisplay = (systemInfo(SysInfoBanners)) |
| | 154 | |
| | 155 | shouldDisplay = (canDisplay && isActive) |
| | 156 | |
| | 157 | /* |
| | 158 | * The standard use of initBannerWindow is first to ensure that any |
| | 159 | * banner windows whose existence we presuppose have themselves been |
| | 160 | * initialized, and then to set up our own window on screen. |
| | 161 | * This function should be used for initializing banner window *layout*, |
| | 162 | * not content. |
| | 163 | */ |
| | 164 | |
| | 165 | |
| | 166 | initBannerWindow() |
| | 167 | { |
| | 168 | /* |
| | 169 | * If we shouldn't display on this class of interpreter, don't |
| | 170 | * initialize us. |
| | 171 | */ |
| | 172 | if(!shouldDisplay) |
| | 173 | return nil; |
| | 174 | |
| | 175 | /* |
| | 176 | * If we've already been initialized, there's nothing left to do. |
| | 177 | */ |
| | 178 | |
| | 179 | if(inited_) |
| | 180 | return true; |
| | 181 | |
| | 182 | /* |
| | 183 | * Initialize all the bannner windows on whose existence our own |
| | 184 | * depends. If one of them can't be initialized, neither can we, |
| | 185 | * in which case return nil to show that our initialization failed. |
| | 186 | * If, however, the parent or sibling banner window we want initialized |
| | 187 | * before us is not a CustomBannerWindow, then its initBannerWindow() |
| | 188 | * won't have a return value, in which case we ignore the fact that |
| | 189 | * it returns nil |
| | 190 | */ |
| | 191 | |
| | 192 | foreach(local ban in initBeforeMe) |
| | 193 | if(ban && !ban.initBannerWindow() && ban.ofKind(CustomBannerWindow)) |
| | 194 | return nil; |
| | 195 | |
| | 196 | /* |
| | 197 | * Create my banner window on screen; if this fails return nil |
| | 198 | * to indicate that the window could not be created |
| | 199 | */ |
| | 200 | |
| | 201 | return (inited_ = initBannerLayout()); |
| | 202 | |
| | 203 | } |
| | 204 | |
| | 205 | /* |
| | 206 | * Initialize my onscreen layout, normally through a call to showBanner(), |
| | 207 | * whose return value this method should return, e.g.: |
| | 208 | * |
| | 209 | * initBannerLayout() |
| | 210 | * { |
| | 211 | * return showBanner(nil, BannerAfter, statuslineBanner, |
| | 212 | * BannerTypeText, BannerAlignTop, 1, BannerSizeAbsolute, |
| | 213 | * BannerStyleBorder); |
| | 214 | * } |
| | 215 | * |
| | 216 | * By default we simply call initBannerLayout() using our bannerArgs. |
| | 217 | */ |
| | 218 | |
| | 219 | initBannerLayout() |
| | 220 | { |
| | 221 | return showBanner(bannerArgs...); |
| | 222 | } |
| | 223 | |
| | 224 | |
| | 225 | |
| | 226 | /* |
| | 227 | * The list of args used to define our screen layout, as they would be passed |
| | 228 | * to showBanner. This is used both by initBannerLayout and initBeforeMe. |
| | 229 | * |
| | 230 | * The args should be listed in the form |
| | 231 | * |
| | 232 | * bannerArgs = [parent, where, other, windowType, align, size, sizeUnits, styleFlags] |
| | 233 | * |
| | 234 | * e.g. |
| | 235 | * bannerArgs = [nil, BannerAfter, statuslineBanner, |
| | 236 | * BannerTypeText, BannerAlignTop, 1, BannerSizeAbsolute, |
| | 237 | * BannerStyleBorder] |
| | 238 | * |
| | 239 | */ |
| | 240 | |
| | 241 | bannerArgs = nil |
| | 242 | |
| | 243 | /* |
| | 244 | * The current contents to be displayed in this window, which could be |
| | 245 | * a string of text, or the HTML string to display a picture. |
| | 246 | * |
| | 247 | * currentContents can be overridden to hold the initial contents |
| | 248 | * we want this banner to display, but it should not otherwise be |
| | 249 | * directly written to in game code. To display new contents in the |
| | 250 | * banner, use updateContents() instead. |
| | 251 | */ |
| | 252 | currentContents = '' |
| | 253 | |
| | 254 | /* |
| | 255 | * Is this banner currently active? Set to nil if you don't want to this |
| | 256 | * CustomBannerWindow to be active at startup; thereafter use the deactivate() |
| | 257 | * and activate() methods |
| | 258 | */ |
| | 259 | |
| | 260 | isActive = true |
| | 261 | |
| | 262 | /* |
| | 263 | * deactivate a currently active banner; this removes it from the screen |
| | 264 | * and prevents writing anything further to it. Be careful to respect the |
| | 265 | * dependency order of banner windows when activating and deactivating |
| | 266 | * |
| | 267 | * The argument is optional. If it is the constant true then the currentContents |
| | 268 | * will be set to an empty string (''). If it is a string, then the currentContents |
| | 269 | * will be set to that string (ready to be displayed when the banner is reactivated). |
| | 270 | */ |
| | 271 | |
| | 272 | deactivate([args]) |
| | 273 | { |
| | 274 | removeBanner(); |
| | 275 | isActive = nil; |
| | 276 | |
| | 277 | if(args.length > 0) |
| | 278 | { |
| | 279 | local arg = args[1]; |
| | 280 | switch(dataType(arg)) |
| | 281 | { |
| | 282 | case TypeTrue: |
| | 283 | currentContents = ''; |
| | 284 | break; |
| | 285 | case TypeSString: |
| | 286 | currentContents = arg; |
| | 287 | break; |
| | 288 | } |
| | 289 | } |
| | 290 | |
| | 291 | } |
| | 292 | |
| | 293 | /* |
| | 294 | * Activate a currently inactive banner; this restores it to the screen. |
| | 295 | * The argument is optional; if present and true then activate(true) |
| | 296 | * displays the current contents of the banner window after activating it. |
| | 297 | * If the first argument is a string then the string is displayed in the banner. |
| | 298 | */ |
| | 299 | activate([args]) |
| | 300 | { |
| | 301 | if(isActive) |
| | 302 | return; |
| | 303 | |
| | 304 | isActive = true; |
| | 305 | initBannerWindow(); |
| | 306 | |
| | 307 | if(args.length() > 0 && args[1] != nil) |
| | 308 | { |
| | 309 | if(dataType(args[1]) == TypeSString) |
| | 310 | updateContents(args...); |
| | 311 | else |
| | 312 | showCurrentContents(); |
| | 313 | } |
| | 314 | } |
| | 315 | |
| | 316 | removeBanner() |
| | 317 | { |
| | 318 | /* |
| | 319 | * If I'm removed I can't be inited_ any more, and I'll need to be regarded |
| | 320 | * as not inited_ in the event of being redisplayed in the future. |
| | 321 | */ |
| | 322 | |
| | 323 | inited_ = nil; |
| | 324 | |
| | 325 | inherited; |
| | 326 | } |
| | 327 | |
| | 328 | |
| | 329 | /* |
| | 330 | * Set this flag to true to clear the contents of the window before displaying |
| | 331 | * the new contents, e.g. to display a new picture that replaces the old one. |
| | 332 | */ |
| | 333 | clearBeforeUpdate = true |
| | 334 | |
| | 335 | /* |
| | 336 | * Set this to true to have this banner size to contents each time its |
| | 337 | * contents are displayed. Note that not all interpreters support the size to |
| | 338 | * contents so you should still set an appropriate initial size, and, where |
| | 339 | * appropriate, call setSize() with the isAdvisory flag set. |
| | 340 | */ |
| | 341 | |
| | 342 | autoSize = nil |
| | 343 | |
| | 344 | |
| | 345 | /* |
| | 346 | * Update the contents of this banner window. This is the method to |
| | 347 | * call to change what a banner displays. |
| | 348 | * |
| | 349 | * The second argument is optional. If present it overrides the |
| | 350 | * setting of clearBeforeUpdate: updateContents(cont, true) will |
| | 351 | * clear the banner before the update, whereas updateContents(cont, nil) |
| | 352 | * will not, whatever the value of clearBeforeUpdate. |
| | 353 | */ |
| | 354 | |
| | 355 | updateContents(cont, [args]) |
| | 356 | { |
| | 357 | /* |
| | 358 | * Update our current contents. Note that this takes place even if |
| | 359 | * shouldDisplay is nil, so that if, for example, we are updated on |
| | 360 | * a text-only interpreter on which this banner is not displayed, |
| | 361 | * and the game is saved there and subsequently restored on a full HTML |
| | 362 | * interpreter in which we are displayed, the HTML interpreter will know |
| | 363 | * what contents it needs to display in us. |
| | 364 | */ |
| | 365 | currentContents = cont; |
| | 366 | |
| | 367 | showCurrentContents(args...); |
| | 368 | } |
| | 369 | |
| | 370 | /* Show the current contents of this banner window */ |
| | 371 | |
| | 372 | showCurrentContents([args]) |
| | 373 | { |
| | 374 | local clr; |
| | 375 | if(args.length > 0) |
| | 376 | clr = (args[1] != nil); |
| | 377 | else |
| | 378 | clr = clearBeforeUpdate; |
| | 379 | |
| | 380 | if(clr) |
| | 381 | clearWindow(); |
| | 382 | |
| | 383 | writeToBanner(currentContents); |
| | 384 | |
| | 385 | if(autoSize) |
| | 386 | sizeToContents(); |
| | 387 | } |
| | 388 | |
| | 389 | |
| | 390 | /* This is called on each CustomBannerWindow after a Restore. */ |
| | 391 | |
| | 392 | restoreBannerDisplay() |
| | 393 | { |
| | 394 | /* |
| | 395 | * It's possible a game was saved in a text-mode terp and |
| | 396 | * restored in an HTML one. In which case we need to initialize |
| | 397 | * this banner before attempting to display anything |
| | 398 | */ |
| | 399 | |
| | 400 | if(shouldDisplay && handle_ == nil) |
| | 401 | { |
| | 402 | if(!initBannerWindow()) |
| | 403 | return; |
| | 404 | } |
| | 405 | |
| | 406 | |
| | 407 | /* redisplay my contents after a restore */ |
| | 408 | showCurrentContents(); |
| | 409 | } |
| | 410 | |
| | 411 | /* |
| | 412 | * Alternatively we might have been saved in a terp that does |
| | 413 | * use this banner and restored in one that doesn't, in which |
| | 414 | * case we should remove ourselves. This is called on each BannerWindow |
| | 415 | * after a restore, but before bannerTracker.restoreDisplayState(). |
| | 416 | */ |
| | 417 | |
| | 418 | restoreRemove() |
| | 419 | { |
| | 420 | if(!shouldDisplay) |
| | 421 | removeBanner(); |
| | 422 | } |
| | 423 | |
| | 424 | |
| | 425 | /* show my initial contents on startup */ |
| | 426 | |
| | 427 | initBannerDisplay() { showCurrentContents(); } |
| | 428 | |
| | 429 | /* |
| | 430 | * We provide overrides for all the various banner manipulation methods |
| | 431 | * that game code might call, in order to make it safe to call them even |
| | 432 | * our shouldDisplay method returns nil and we don't - or shouldn't - exist. |
| | 433 | * For each of these xxxYyy methods we provide an altXxxyyy method that is |
| | 434 | * called when shouldDisplay is nil (e.g. because we're using a window to |
| | 435 | * display graphics on an interpreter that doesn't have graphics capablities). |
| | 436 | * By default these altXxxYyy methods do nothing, which in many cases will |
| | 437 | * be fine, but if you do want something else to happen you can override |
| | 438 | * the appropriate altXxxYyy method accordingly (e.g. to show a message in |
| | 439 | * the main game window instead of this banner). This should make it easier |
| | 440 | * to structure the rest of your game code without needing to worry about |
| | 441 | * what happens on interpreters which don't display your banners. |
| | 442 | */ |
| | 443 | |
| | 444 | clearWindow() |
| | 445 | { |
| | 446 | if(shouldDisplay) |
| | 447 | inherited(); |
| | 448 | else |
| | 449 | altClearWindow(); |
| | 450 | } |
| | 451 | |
| | 452 | altClearWindow() { } |
| | 453 | |
| | 454 | /* write to me, but only if I should display */ |
| | 455 | |
| | 456 | writeToBanner(txt) |
| | 457 | { |
| | 458 | if(shouldDisplay) |
| | 459 | inherited(txt); |
| | 460 | else |
| | 461 | altWriteToBanner(txt); |
| | 462 | } |
| | 463 | |
| | 464 | /* |
| | 465 | * altWriteToBanner(txt) is called when our game code tries to display |
| | 466 | * something in this banner, but our shouldDisplay method has ruled out |
| | 467 | * displaying this banner. In this case we might want to write something |
| | 468 | * to the main display instead. By default we do nothing here, but |
| | 469 | * individual instances and/or subclasses can override this method as |
| | 470 | * required. |
| | 471 | */ |
| | 472 | |
| | 473 | altWriteToBanner(txt) { } |
| | 474 | |
| | 475 | |
| | 476 | /* |
| | 477 | * We don't provide alternative methods for the setSize and sizeToContents |
| | 478 | * methods, since there would almost certainly be nothing for them to do. |
| | 479 | * We simply do nothing if shouldDisplay is nil. |
| | 480 | */ |
| | 481 | |
| | 482 | setSize(size, sizeUnits, isAdvisory) |
| | 483 | { |
| | 484 | if(shouldDisplay) |
| | 485 | inherited(size, sizeUnits, isAdvisory); |
| | 486 | } |
| | 487 | |
| | 488 | sizeToContents() |
| | 489 | { |
| | 490 | /* size our system-level window to our contents */ |
| | 491 | if(shouldDisplay) |
| | 492 | bannerSizeToContents(handle_); |
| | 493 | } |
| | 494 | |
| | 495 | captureOutput(func) |
| | 496 | { |
| | 497 | if(shouldDisplay) |
| | 498 | inherited(func); |
| | 499 | else |
| | 500 | altCaptureOutput(func); |
| | 501 | } |
| | 502 | |
| | 503 | /* Simply execute the callback without changing the output stream */ |
| | 504 | |
| | 505 | altCaptureOutput(func) { (func)(); } |
| | 506 | |
| | 507 | setOutputStream() |
| | 508 | { |
| | 509 | if(shouldDisplay) |
| | 510 | /* set my stream as the default */ |
| | 511 | return outputManager.setOutputStream(outputStream_); |
| | 512 | else |
| | 513 | return altSetOutputStream(); |
| | 514 | } |
| | 515 | |
| | 516 | /* |
| | 517 | * Our caller, or rather our caller's caller, will expect us to return |
| | 518 | * the current output stream, which means we must be sure to do this |
| | 519 | * whatever else we do. |
| | 520 | */ |
| | 521 | |
| | 522 | altSetOutputStream() { return outputManager.curOutputStream; } |
| | 523 | |
| | 524 | flushBanner() |
| | 525 | { |
| | 526 | if(shouldDisplay) |
| | 527 | inherited(); |
| | 528 | else |
| | 529 | altFlushBanner(); |
| | 530 | } |
| | 531 | |
| | 532 | altFlushBanner() { } |
| | 533 | |
| | 534 | setTextColor(fg, bg) |
| | 535 | { |
| | 536 | if(shouldDisplay) |
| | 537 | inherited(fg, bg); |
| | 538 | else |
| | 539 | altSetTextColor(fg, bg); |
| | 540 | } |
| | 541 | |
| | 542 | altSetTextColor(fg, bg) { } |
| | 543 | |
| | 544 | setScreenColor(color) |
| | 545 | { |
| | 546 | if(shouldDisplay) |
| | 547 | inherited(color); |
| | 548 | else |
| | 549 | altSetScreenColor(color); |
| | 550 | } |
| | 551 | |
| | 552 | altSetScreenColor(color) { } |
| | 553 | |
| | 554 | cursorTo(row, col) |
| | 555 | { |
| | 556 | if(shouldDisplay) |
| | 557 | inherited(row, col); |
| | 558 | else |
| | 559 | altCursorTo(row, col); |
| | 560 | } |
| | 561 | |
| | 562 | /* |
| | 563 | * If this banner isn't displaying we can't do anything directly comparable |
| | 564 | * to setting the cursot to a particular column and row in it, but we might |
| | 565 | * want to do something else instead, like inserting so many blank lines in |
| | 566 | * the main window. |
| | 567 | */ |
| | 568 | altCursorTo(row, col) { } |
| | 569 | ; |
| | 570 | |
| | 571 | |
| | 572 | |
| | 573 | /* |
| | 574 | * Initialize or reinitialize what all CustomBanners display at startup or |
| | 575 | * after an UNDO |
| | 576 | */ |
| | 577 | |
| | 578 | customBannerInit: InitObject, PostUndoObject |
| | 579 | execBeforeMe = [bannerInit] |
| | 580 | |
| | 581 | execute() |
| | 582 | { |
| | 583 | /* first ensure that all banner windows that need to exist do exist */ |
| | 584 | |
| | 585 | // forEachInstance(CustomBannerWindow, new function(win) { |
| | 586 | // if(win.shouldDisplay && win.handle_ == nil) |
| | 587 | // win.initBannerWindow(); |
| | 588 | // } ); |
| | 589 | |
| | 590 | /* then show the current contents of every active banner */ |
| | 591 | |
| | 592 | forEachInstance(CustomBannerWindow, {win: win.showCurrentContents() } ); |
| | 593 | } |
| | 594 | ; |
| | 595 | |
| | 596 | /* |
| | 597 | * Reinitialize what all the CustomBanners display on restoring. This requires |
| | 598 | * a different procedure since we can't be sure that we're being restored on |
| | 599 | * the same class of interpreter as we were saved on. |
| | 600 | */ |
| | 601 | |
| | 602 | customBannerRestore: PostRestoreObject |
| | 603 | execBeforeMe = [bannerTracker] |
| | 604 | |
| | 605 | execute() |
| | 606 | { |
| | 607 | |
| | 608 | /* |
| | 609 | * If we save in one terp, restore in the second terp, save in the second |
| | 610 | * terp, then restore in the first terp, when different rules apply about |
| | 611 | * displaying banners in the two terps, then windows removed in the second |
| | 612 | * terp could still be marked as inited_ in the restore file that comes |
| | 613 | * back to the first terp. To get round this, on restoration we ensure |
| | 614 | * that each CustomBanner's inited_ property in fact corresponds to whether |
| | 615 | * it has an active handle_, otherwise the attempt to reinitialize missing |
| | 616 | * banners might fail. |
| | 617 | */ |
| | 618 | forEachInstance(CustomBannerWindow, {win: win.inited_ = (win.handle_ != nil) } ); |
| | 619 | |
| | 620 | forEachInstance(CustomBannerWindow, {win: win.restoreBannerDisplay() } ); |
| | 621 | } |
| | 622 | |
| | 623 | ; |
| | 624 | |
| | 625 | customBannerRestoreRemove: PostRestoreObject |
| | 626 | execAfterMe = [bannerTracker] |
| | 627 | |
| | 628 | execute() |
| | 629 | { |
| | 630 | forEachInstance(CustomBannerWindow, {win: win.restoreRemove() } ); |
| | 631 | } |
| | 632 | ; |
| | 633 | |
| | 634 | /* |
| | 635 | * If we display a menu then we need to remove any active banners from the |
| | 636 | * screen before the menu displays and restore them to the screen on exiting |
| | 637 | * from the menu |
| | 638 | */ |
| | 639 | modify MenuItem |
| | 640 | display() |
| | 641 | { |
| | 642 | /* |
| | 643 | * First we store a list of all the banners that are currently |
| | 644 | * displaying |
| | 645 | */ |
| | 646 | local vec = new Vector(10); |
| | 647 | |
| | 648 | forEachInstance(CustomBannerWindow, new function(ban) { |
| | 649 | if(ban.shouldDisplay) |
| | 650 | vec.append(ban); } ); |
| | 651 | |
| | 652 | /* deactive all active banners */ |
| | 653 | |
| | 654 | foreach(local ban in vec) |
| | 655 | ban.deactivate(); |
| | 656 | |
| | 657 | try |
| | 658 | { |
| | 659 | /* carry out the inherited menu display */ |
| | 660 | inherited(); |
| | 661 | } |
| | 662 | |
| | 663 | /* |
| | 664 | * Restore all the banners in our list of banners that were previously |
| | 665 | * displayed. To ensure that they are activated in the right order |
| | 666 | * we make what may be several passes through the list. On each pass |
| | 667 | * we activate only those banners that don't depend on any inactive |
| | 668 | * banners for their activation. Each time we activate a banner, we |
| | 669 | * remove it from the list. On the next pass through the list any |
| | 670 | * banners that depended on banners we have just activated may now themselves |
| | 671 | * be activated, so we can carry on until every banner has been activated |
| | 672 | * and removed from the list. |
| | 673 | */ |
| | 674 | finally |
| | 675 | { |
| | 676 | while(vec.length()) |
| | 677 | { |
| | 678 | local bannerRemoved = nil; |
| | 679 | |
| | 680 | foreach(local ban in vec) |
| | 681 | { |
| | 682 | |
| | 683 | |
| | 684 | if(ban.bannerArgs[1] != nil && ban.bannerArgs[1].handle_ == nil) |
| | 685 | continue; |
| | 686 | |
| | 687 | if(ban.bannerArgs[3] != nil && ban.bannerArgs[3].handle_ == nil) |
| | 688 | continue; |
| | 689 | |
| | 690 | ban.activate(true); |
| | 691 | vec.removeElement(ban); |
| | 692 | bannerRemoved = true; |
| | 693 | } |
| | 694 | |
| | 695 | /* |
| | 696 | * If we didn't remove any banners on this pass through, we're |
| | 697 | * potentially in an infinite loop, so we'd better break out |
| | 698 | * of it. |
| | 699 | */ |
| | 700 | if(!bannerRemoved) |
| | 701 | break; |
| | 702 | } |
| | 703 | |
| | 704 | } |
| | 705 | } |
| | 706 | ; |
| | 707 | |