Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
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REDALERT/GADGET.H
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REDALERT/GADGET.H
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/GADGET.H 1 3/03/97 10:24a Joe_bostic $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : GADGET.H *
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* *
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* Programmer : Maria del Mar McCready Legg *
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* *
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* Start Date : January 3, 1995 *
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* *
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* Last Update : January 3, 1995 [MML] *
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* *
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* *
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* LinkClass [This is the linked list manager class. It keeps a record *
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* ³ of the next and previous gadget in the list. It is possible *
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* ³ delete a gadget out of the middle of the list with this *
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* ³ class.] *
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* ³ *
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* GadgetClass [The is the basic gadget class. It handles processing of *
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* ³ input events and dispatching the appropriate functions. *
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* ³ All gadgets must be derived from this class.] *
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* ÃÄÄÄÄ¿ *
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* ³ ³ *
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* ³ ListClass [This list class functions like a list box does in Windows. It *
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* ³ keeps track of a list of text strings. This list can be *
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* ³ scrolled and an item selected. If the list becomes larger than *
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* ³ can be completely displayed, it will automatically create a *
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* ³ slider (at the right edge) to manage the scrolling.] *
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* ³ *
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* ControlClass [This class adds the concept of giving an ID number to the *
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* ³ gadget. This ID can then be returned from the Input() *
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* ³ function as if it were a pseudo-keystroke. Additionally, *
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* ³ the ability to inform another button that this button has *
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* ³ been actioned is allowed. This ability allows one button *
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* ³ to watch what happens to another button. Example: a list *
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* ³ box gadget can tell when an attached slider has been *
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* ³ touched.] *
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* ÚÄÄÄÄÄÄÄÅÄÄÄÄ¿ *
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* ³ ³ ³ *
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* ³ ³ GaugeClass [This class looks similar to Windows slider, but has *
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* ³ ³ ³ a different controlling logic. There is no thumb and *
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* ³ ³ ³ it serves as a simple variable control setting. This *
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* ³ ³ ³ is analogous to a volume slider.] *
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* ³ ³ ³ *
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* ³ ³ SliderClass [The slider class is similar to the typical Windows slider. It *
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* ³ ³ has a current setting, a thumb, and a controllable scale. This *
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* ³ ³ is the object created to handle a scrolling list box.] *
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* ³ ³ *
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* ³ EditClass *
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* ³ *
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* ³ *
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* ToggleClass [The toggle class is used for buttons that have an image and behave just *
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* ³ like the buttons in Windows do. That is, they have a separate visual for *
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* ³ when they are pressed and raised. They are officially triggered (return *
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* ³ their ID number) when the mouse button is released while over the button. *
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* ³ This class doesn't perform any rendering itself. It merely provides the *
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* ³ logic so that the derived classes will function correctly.] *
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* ÚÄÁÄÄÄÄ¿ *
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* ³ ³ *
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* ³ TextButtonClass [The text button functions like a normal Windows style button, but *
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* ³ the imagery is based on text that is displayed on the button. A *
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* ³ typical example would be the "OK" or "Cancel" buttons.] *
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* ³ *
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* ShapeButtonClass [The shape buttons is similar to the TextButton but instead of text *
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* being used to give the button its imagery, an actual shape is used *
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* instead. This allows graphic buttons. These are similar to the up/down *
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* arrows seen in a Windows slider.] *
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* *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef GADGET_H
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#define GADGET_H
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#include "link.h"
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class ControlClass;
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class GadgetClass : public LinkClass
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{
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public:
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friend class DLLExportClass; // ST - 5/13/2019
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typedef enum FlagEnum {
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LEFTPRESS = 0x0001, // Left mouse button press.
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LEFTHELD = 0x0002, // Left mouse button is being held down.
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LEFTRELEASE = 0x0004, // Left mouse button released.
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LEFTUP = 0x0008, // Left mouse button is being held up.
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RIGHTPRESS = 0x0010, // Right mouse button press.
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RIGHTHELD = 0x0020, // Right mouse button is being held down.
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RIGHTRELEASE = 0x0040, // Right mouse button released.
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RIGHTUP = 0x0080, // Right mouse button is being held up.
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KEYBOARD = 0x0100 // Keyboard input processing (maybe).
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} FlagEnum;
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GadgetClass(int x, int y, int w, int h, unsigned flags, int sticky=false);
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GadgetClass(NoInitClass const & x) : LinkClass(x) {};
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GadgetClass(void) {};
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GadgetClass(GadgetClass const & gadget);
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virtual ~GadgetClass(void);
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/*
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** Gadget list management functions.
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*/
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virtual KeyNumType Input(void);
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virtual void Draw_All(bool forced=true);
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virtual void Delete_List(void);
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virtual ControlClass * Extract_Gadget(unsigned id);
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virtual void Flag_List_To_Redraw(void) {LastList = 0;};
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virtual GadgetClass * Remove(void);
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virtual GadgetClass * Get_Next(void) const;
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virtual GadgetClass * Get_Prev(void) const;
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/*
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** Manages individual gadget states and actions.
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*/
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virtual void Disable(void);
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virtual void Enable(void);
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virtual unsigned Get_ID(void) const {return 0;};
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virtual void Flag_To_Redraw(void);
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virtual void Peer_To_Peer(unsigned , KeyNumType & , ControlClass & ) {};
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virtual void Set_Focus(void);
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virtual void Clear_Focus(void);
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virtual bool Has_Focus(void);
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virtual int Is_List_To_Redraw(void);
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virtual bool Is_To_Redraw(void) {return (IsToRepaint);}
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virtual void Set_Position(int x, int y);
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/*
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** General render function.
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*/
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virtual int Draw_Me(int forced=false);
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/*
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** Sets the current color scheme
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*/
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static void Set_Color_Scheme(RemapControlType *scheme)
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{ ColorScheme = scheme; }
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static RemapControlType * Get_Color_Scheme(void)
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{ return (ColorScheme); }
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/*
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** This is the coordinates and dimensions of the gadget region. These are in
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** absolute screen pixel coordinates.
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*/
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int X;
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int Y;
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int Width;
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int Height;
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protected:
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/*
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** Processes the event flags so that if this gadget needs to "stick" or
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** "unstick", it will be properly flagged. Call this function if you are
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** going to clear the button press flags before calling the base class
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** Action() function. Otherwise, calling this function manually, is
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** unnecessary since the base class Action() function already does so.
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*/
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virtual void Sticky_Process(unsigned flags);
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/*
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** This is the action function that will be called whenever the flags and mouse
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** input indicates. This is the main method by which this button performs a useful
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** function.
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*/
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virtual int Action(unsigned flags, KeyNumType & key);
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/*
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** This is a record of the last list passed to the Input() function. If a list
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** different than the last recorded one is detected, then the draw function is
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** called for every gadget in the list. This causes all buttons to be redrawn the
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** fire time Input() is called without forced a manual call to Draw_All().
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*/
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static GadgetClass * LastList;
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/*
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** This points to the gadget that has the keyboard focus. All keyboard only
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** events are fed to this gadget to the exclusion of all others.
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*/
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static GadgetClass * Focused;
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/*
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** This button should call the Draw_Me function because some graphic element needs
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** to be redrawn. This flag is set by default if the Action function is called.
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*/
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unsigned IsToRepaint:1;
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public: // HACK HACK HACK.. this is here because the sidebar buttons are static.
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/*
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** A sticky button is one that is processed to the exclusion of all other buttons
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** IF the mouse was pressed down while over this button and the mouse continues
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** to remain pressed. This is the standard behavior for all normal Windows style
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** buttons.
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*/
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unsigned IsSticky:1;
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// ajw - Publicized StuckOn 7/30/98 (was protected)
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/*
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** If there is a sticky button being processed, then this will point to it. A sticky
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** button is one that will ONLY be processed while the mouse button is being
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** held down.
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*/
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static GadgetClass * StuckOn;
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protected:
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/*
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** If the button is disabled, then it won't be processed by the input function. It will
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** have its Draw_Me function called as necessary. In order to not display the button
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** at all, the appropriate draw function should perform no action -- just return. Or,
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** just remove the button from the list.
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*/
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unsigned IsDisabled:1;
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/*
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** These are the action flags that are used to determine when the action function
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** should be called. Example: If this gadget only wants the action button called when
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** the left mouse button is pressed over the its region, then the flag will be set
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** to LEFTPRESS.
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*/
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unsigned Flags;
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/*
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** This is the current color scheme; it must be initialized by the app.
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*/
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static RemapControlType *ColorScheme;
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private:
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public: //ST - 5/14/2019
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virtual int Clicked_On(KeyNumType & key, unsigned flags, int x, int y);
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};
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//PG
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//inline GadgetClass::FlagEnum operator |(GadgetClass::FlagEnum, GadgetClass::FlagEnum);
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//inline GadgetClass::FlagEnum operator &(GadgetClass::FlagEnum, GadgetClass::FlagEnum);
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//inline GadgetClass::FlagEnum operator ~(GadgetClass::FlagEnum);
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inline GadgetClass::FlagEnum operator|(GadgetClass::FlagEnum a, GadgetClass::FlagEnum b)
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{
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return static_cast<GadgetClass::FlagEnum>(static_cast<int>(a) | static_cast<int>(b));
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}
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inline GadgetClass::FlagEnum operator&(GadgetClass::FlagEnum a, GadgetClass::FlagEnum b)
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{
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return static_cast<GadgetClass::FlagEnum>(static_cast<int>(a) & static_cast<int>(b));
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}
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inline GadgetClass::FlagEnum operator~(GadgetClass::FlagEnum a)
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{
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return static_cast<GadgetClass::FlagEnum>(~static_cast<int>(a));
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}
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#endif
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