Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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Generals/Code/Tools/GUIEdit/Include/EditWindow.h
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Generals/Code/Tools/GUIEdit/Include/EditWindow.h
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/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: EditWindow.h /////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Westwood Studios Pacific.
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//
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// Confidential Information
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// Copyright (C) 2001 - All Rights Reserved
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//
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//-----------------------------------------------------------------------------
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//
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// Project: RTS3
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//
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// File name: EditWindow.h
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//
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// Created: Colin Day, July 2001
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//
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// Desc: Main edit window for the GUI editing tool
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __EDITWINDOW_H_
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#define __EDITWINDOW_H_
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// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
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#include <stdlib.h>
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#include <windows.h>
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// USER INCLUDES //////////////////////////////////////////////////////////////
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#include "GUIEditColor.h"
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#include "Lib/BaseType.h"
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#include "GameClient/Image.h"
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#include "GameClient/GameWindow.h"
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#include "WW3D2/AssetMgr.h"
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#include "WW3D2/Render2D.h"
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// EditWindow -----------------------------------------------------------------
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/** The edit window singleton definition, this is where we create and
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* interact with GUI controls for this tool */
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//-----------------------------------------------------------------------------
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class EditWindow
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{
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public:
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EditWindow( void );
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~EditWindow( void );
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/// initialize the edit window singleton
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void init( UnsignedInt clientWidth, UnsignedInt clientHeight );
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void shutdown( void ); ///< free all data
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void draw( void ); ///< draw the edit window
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void updatePulse( void ); ///< pulse message from timer
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HWND getWindowHandle( void ); ///< get window handle
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void setSize( ICoord2D *size ); ///< set width and height for edit window
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void getSize( ICoord2D *size ); ///< get width and height for edit window
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RGBColorReal getBackgroundColor( void ); ///< return the background color
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void setBackgroundColor( RGBColorReal color ); ///< set background color
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void setDragMoveOrigin( ICoord2D *pos ); ///< for drag moving
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void setDragMoveDest( ICoord2D *pos ); ///< for drag moving
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ICoord2D getDragMoveOrigin( void ); ///< for keybord moving
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ICoord2D getDragMoveDest( void ); ///< for keyboard moving
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void notifyWindowDeleted( GameWindow *window ); ///< window has been deleted
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/// mouse event has occurred, button up/down, move etc.
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void mouseEvent( UnsignedInt windowsMessage, WPARAM wParam, LPARAM lParam );
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void getPopupMenuClickPos( ICoord2D *pos ); ///< get popup menu click loc
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void openPopupMenu( Int x, Int y ); ///< open floating popup right click menu
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// **************************************************************************
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/// draw a line on the display in screen coordinates
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void drawLine( Int startX, Int startY, Int endX, Int endY,
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Real lineWidth, UnsignedInt lineColor );
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/// draw a rect border on the display in pixel coordinates with the specified color
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void drawOpenRect( Int startX, Int startY, Int width, Int height,
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Real lineWidth, UnsignedInt lineColor );
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/// draw a filled rect on the display in pixel coords with the specified color
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void drawFillRect( Int startX, Int startY, Int width, Int height,
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UnsignedInt color );
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/// draw an image fit within the screen coordinates
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void drawImage( const Image *image, Int startX, Int startY,
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Int endX, Int endY, Color color = 0xFFFFFFFF );
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/// image clipping support
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void setClipRegion( IRegion2D *region ) {m_clipRegion = *region; m_isClippedEnabled = TRUE;}
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Bool isClippingEnabled( void ) { return m_isClippedEnabled; }
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void enableClipping( Bool onoff ) { m_isClippedEnabled = onoff; }
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protected:
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void registerEditWindowClass( void ); ///< register class with OS
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/// callback from windows, NOTE that it's static and has no this pointer
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static LRESULT CALLBACK editProc( HWND hWnd, UINT message,
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WPARAM wParam, LPARAM lParam );
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void drawGrid( void ); ///< draw the grid
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void drawSeeThruOutlines( GameWindow *windowList, Color c );
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void drawHiddenOutlines( GameWindow *windowList, Color c );
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void drawUIFeedback( void ); ///< draw UI visual feedback
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/// if mouse is close to selected window allow resize
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void handleResizeAvailable( Int mouseX, Int mouseY );
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//
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// these methods check to see if the mouse is close enough to the
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// given geometry region (usually for resizing controls)
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//
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Bool inCornerTolerance( ICoord2D *dest, ICoord2D *source, Int tolerance );
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Bool inLineTolerance( ICoord2D *dest, ICoord2D *lineStart, ICoord2D *lineEnd,
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Int tolerance );
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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static Bool m_classRegistered; ///< TRUE when we've register with OS
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static char *m_className; ///< name for windows class
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ICoord2D m_size; ///< width and height of edit window
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UnsignedByte m_bitDepth; ///< bit depth for edit window
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HWND m_editWindowHWnd; ///< edit window handle
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Int m_pulse; ///< for visual feedback that looks cool!
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RGBColorReal m_backgroundColor; ///< the background color
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Bool m_w3dInitialized; ///< TRUE once W3D is up
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WW3DAssetManager *m_assetManager; ///< asset manager for WW3D
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Render2DClass *m_2DRender; ///< our 2D renderer
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ICoord2D m_popupMenuClickPos; ///< position where popup menu was created at
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GameWindow *m_pickedWindow; ///< picked window from mouse click editing
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ICoord2D m_dragMoveOrigin; ///< mouse click position to start drag move
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ICoord2D m_dragMoveDest; ///< destination for drag move
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Bool m_dragSelecting; ///< TRUE when drawing a selection box
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IRegion2D m_selectRegion; ///< region for selection box
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Bool m_resizingWindow; ///< TRUE when drag resizing a window
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GameWindow *m_windowToResize; ///< the window to resize
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ICoord2D m_resizeOrigin; ///< mouse clicked down here to drag resize
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ICoord2D m_resizeDest; ///< mouse pos when dragging around to resize
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IRegion2D m_clipRegion; ///< the clipping region for images
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Bool m_isClippedEnabled; ///<used by 2D drawing operations to define clip re
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}; // end EditWindow
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///////////////////////////////////////////////////////////////////////////////
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// INLINING ///////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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inline HWND EditWindow::getWindowHandle( void ) { return m_editWindowHWnd; }
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inline void EditWindow::getSize( ICoord2D *size ) { *size = m_size; }
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inline void EditWindow::getPopupMenuClickPos( ICoord2D *pos ) { *pos = m_popupMenuClickPos; }
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inline void EditWindow::setDragMoveDest( ICoord2D *pos ) { if( pos ) m_dragMoveDest = *pos; }
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inline void EditWindow::setDragMoveOrigin( ICoord2D *pos ) { if( pos ) m_dragMoveOrigin = *pos; }
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inline ICoord2D EditWindow::getDragMoveDest( void ) { return m_dragMoveDest; }
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inline ICoord2D EditWindow::getDragMoveOrigin( void ) { return m_dragMoveOrigin; }
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///////////////////////////////////////////////////////////////////////////////
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// EXTERNALS //////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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extern EditWindow *TheEditWindow; ///< edit window singleton extern
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#endif // __EDITWINDOW_H_
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