517 lines
16 KiB
C++
517 lines
16 KiB
C++
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/*
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** Command & Conquer Renegade(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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*** 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 : Combat *
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* *
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* $Archive:: /Commando/Code/wwui/dialogbutton.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 6/11/01 3:58p $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "dialogbutton.h"
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#include "assetmgr.h"
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#include "font3d.h"
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#include "dialogbase.h"
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#include "mousemgr.h"
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#include "stylemgr.h"
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////////////////////////////////////////////////////////////////
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//
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// DialogButtonClass
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//
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////////////////////////////////////////////////////////////////
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DialogButtonClass::DialogButtonClass (void) :
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WasButtonPressedOnMe (false),
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IsMouseOverMe (false)
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{
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//
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// Set the font for the text renderer
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//
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StyleMgrClass::Assign_Font (&TextRenderers[0], StyleMgrClass::FONT_CONTROLS);
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StyleMgrClass::Assign_Font (&TextRenderers[1], StyleMgrClass::FONT_CONTROLS);
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//
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// Configure the renderers
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//
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//StyleMgrClass::Configure_Renderer (&TextRenderers[0]);
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//StyleMgrClass::Configure_Renderer (&TextRenderers[1]);
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StyleMgrClass::Configure_Renderer (&ButtonRenderers[0]);
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StyleMgrClass::Configure_Renderer (&ButtonRenderers[1]);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Render
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//
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////////////////////////////////////////////////////////////////
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void
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DialogButtonClass::Render (void)
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{
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//
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// Recreate the renderers (if necessary)
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//
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if (Is_Dirty ()) {
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Create_Text_Renderers ();
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Create_Component_Button ();
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}
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if (WasButtonPressedOnMe && IsMouseOverMe) {
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//
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// Render the button "pressed"
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//
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ButtonRenderers[DOWN].Render ();
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TextRenderers[DOWN].Render ();
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} else {
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//
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// Render the button normally
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//
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ButtonRenderers[UP].Render ();
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TextRenderers[UP].Render ();
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}
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DialogControlClass::Render ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Create
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//
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////////////////////////////////////////////////////////////////
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void
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DialogButtonClass::On_Create (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_LButton_Down
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//
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////////////////////////////////////////////////////////////////
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void
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DialogButtonClass::On_LButton_Down (const Vector2 &mouse_pos)
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{
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Set_Capture ();
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WasButtonPressedOnMe = true;
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_LButton_Up
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//
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////////////////////////////////////////////////////////////////
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void
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DialogButtonClass::On_LButton_Up (const Vector2 &mouse_pos)
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{
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Release_Capture ();
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IsMouseOverMe = Rect.Contains (mouse_pos);
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//
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// Notify the parent (if necessary)
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//
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if (WasButtonPressedOnMe && IsMouseOverMe) {
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Parent->On_Command (ID, BN_CLICKED, 0);
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}
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WasButtonPressedOnMe = false;
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Mouse_Move
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//
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////////////////////////////////////////////////////////////////
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void
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DialogButtonClass::On_Mouse_Move (const Vector2 &mouse_pos)
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{
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IsMouseOverMe = Rect.Contains (mouse_pos);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create_Bitmap_Button
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//
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////////////////////////////////////////////////////////////////
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void
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DialogButtonClass::Create_Bitmap_Button (void)
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{
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ButtonRenderers[0].Reset ();
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ButtonRenderers[1].Reset ();
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//
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// Turn off texturing on the UI background
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//
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TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture ("button_test04.tga", TextureClass::MIP_LEVELS_1);
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ButtonRenderers[0].Set_Texture (texture);
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ButtonRenderers[1].Set_Texture (texture);
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texture->Release_Ref();
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RectClass uv_rect1 (0, 0, 161.0F / 256.0F, 63.0F / 256.0F);
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ButtonRenderers[0].Add_Quad (Rect, uv_rect1);
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return ;
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}
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void
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Blit_Section
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(
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Render2DClass & renderer,
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const Vector2 & screen_pos,
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const Vector2 & texture_pos,
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const Vector2 & pixels,
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const Vector2 & texture_dimensions
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)
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{
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RectClass screen_rect;
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screen_rect.Left = screen_pos.X;
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screen_rect.Top = screen_pos.Y;
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screen_rect.Right = screen_rect.Left + pixels.X;
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screen_rect.Bottom = screen_rect.Top + pixels.Y;
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RectClass uv_rect (texture_pos.X, texture_pos.Y, texture_pos.X + pixels.X, texture_pos.Y + pixels.Y);
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uv_rect.Inverse_Scale (Vector2 (texture_dimensions.X - 1, texture_dimensions.Y - 1));
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renderer.Add_Quad (screen_rect, uv_rect);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create_Component_Button
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//
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////////////////////////////////////////////////////////////////
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void
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DialogButtonClass::Create_Component_Button (void)
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{
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ButtonRenderers[0].Reset ();
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ButtonRenderers[1].Reset ();
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ButtonRenderers[0].Set_Coordinate_Range (Render2DClass::Get_Screen_Resolution());
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ButtonRenderers[1].Set_Coordinate_Range (Render2DClass::Get_Screen_Resolution());
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//
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// Turn off texturing on the UI background
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//
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TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture ("button_test04.tga", TextureClass::MIP_LEVELS_1);
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ButtonRenderers[0].Set_Texture (texture);
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ButtonRenderers[1].Set_Texture (texture);
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texture->Release_Ref();
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float height = 15.0F;
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float edge_width = 17.0F;
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float right = 160.0F;
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float bottom = 62.0F;
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float dn_start = 63.0F;
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//float horz_tile_width = 20.0F;
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//float vert_tile_height = 10.0F;
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Vector2 texture_dimensions (256.0F, 256.0F);
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//
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// Upper left
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//
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::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Left, Rect.Top), Vector2 (0, 0),
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Vector2 (edge_width, height), texture_dimensions);
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::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Left, Rect.Top), Vector2 (0, dn_start),
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Vector2 (edge_width, height), texture_dimensions);
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//
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// Upper right
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//
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::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Right - edge_width, Rect.Top), Vector2 (right - edge_width, 0),
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Vector2 (edge_width, height), texture_dimensions);
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::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Right - edge_width, Rect.Top), Vector2 (right - edge_width, dn_start),
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Vector2 (edge_width, height), texture_dimensions);
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//
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// Lower left
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//
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::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Left, Rect.Bottom - height), Vector2 (0, bottom - height),
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Vector2 (edge_width, height), texture_dimensions);
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::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Left, Rect.Bottom - height), Vector2 (0, dn_start + bottom - height),
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Vector2 (edge_width, height), texture_dimensions);
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//
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// Lower right
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//
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::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Right - edge_width, Rect.Bottom - height), Vector2 (right - edge_width, bottom - height),
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Vector2 (edge_width, height), texture_dimensions);
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::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Right - edge_width, Rect.Bottom - height), Vector2 (right - edge_width, dn_start + bottom - height),
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Vector2 (edge_width, height), texture_dimensions);
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Vector2 horz_top_pos ((right / 2) - 5, 0);
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Vector2 horz_bottom_pos ((right / 2) - 5, bottom - height);
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Vector2 horz_size (10, height);
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//
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// Horizontal tile
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//
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float remaining_width = Rect.Width () - (edge_width * 2);
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float x_pos = Rect.Left + edge_width;
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while (remaining_width > 0) {
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horz_size.X = min (remaining_width, horz_size.X);
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::Blit_Section (ButtonRenderers[0], Vector2 (x_pos, Rect.Top), horz_top_pos,
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horz_size, texture_dimensions);
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::Blit_Section (ButtonRenderers[0], Vector2 (x_pos, Rect.Bottom - height), horz_bottom_pos,
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horz_size, texture_dimensions);
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::Blit_Section (ButtonRenderers[1], Vector2 (x_pos, Rect.Top), horz_top_pos + Vector2 (0, dn_start),
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horz_size, texture_dimensions);
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::Blit_Section (ButtonRenderers[1], Vector2 (x_pos, Rect.Bottom - height), horz_bottom_pos + Vector2 (0, dn_start),
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horz_size, texture_dimensions);
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x_pos += horz_size.X;
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remaining_width -= horz_size.X;
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}
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Vector2 vert_left_pos (0, (bottom / 2) - 5);
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Vector2 vert_right_pos (right - edge_width, (bottom / 2) - 5);
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Vector2 vert_size (edge_width, 10);
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//
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// Vertical tile
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//
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float remaining_height = Rect.Height () - (height * 2);
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float y_pos = Rect.Top + height;
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while (remaining_height > 0) {
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vert_size.Y = min (remaining_height, vert_size.Y);
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::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Left, y_pos), vert_left_pos,
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vert_size, texture_dimensions);
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::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Right - edge_width, y_pos), vert_right_pos,
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vert_size, texture_dimensions);
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::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Left, y_pos), vert_left_pos + Vector2 (0, dn_start),
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vert_size, texture_dimensions);
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::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Right - edge_width, y_pos), vert_right_pos + Vector2 (0, dn_start),
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vert_size, texture_dimensions);
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y_pos += vert_size.Y;
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remaining_height -= vert_size.Y;
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}
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//
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// "Patch" fill the interior
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//
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y_pos = Rect.Top + height;
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remaining_height = Rect.Height () - (height * 2);
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while (remaining_height > 0) {
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x_pos = Rect.Left + edge_width;
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remaining_width = Rect.Width () - (edge_width * 2);
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while (remaining_width > 0) {
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Vector2 size (8, 8);
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size.X = min (remaining_width, size.X);
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size.Y = min (remaining_height, size.Y);
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::Blit_Section (ButtonRenderers[0], Vector2 (x_pos, y_pos), Vector2 ((right / 2) - 4, (bottom / 2) - 4),
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size, texture_dimensions);
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::Blit_Section (ButtonRenderers[1], Vector2 (x_pos, y_pos), Vector2 ((right / 2) - 4, dn_start + (bottom / 2) - 4),
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size, texture_dimensions);
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remaining_width -= 8;
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x_pos += 8;
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}
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remaining_height -= 8;
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y_pos += 8;
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create_Component_Button2
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//
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////////////////////////////////////////////////////////////////
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void
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DialogButtonClass::Create_Component_Button2 (void)
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{
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ButtonRenderers[0].Reset ();
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ButtonRenderers[1].Reset ();
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ButtonRenderers[0].Set_Coordinate_Range (Render2DClass::Get_Screen_Resolution());
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ButtonRenderers[1].Set_Coordinate_Range (Render2DClass::Get_Screen_Resolution());
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//
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// Turn off texturing on the UI background
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//
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ButtonRenderers[0].Enable_Texturing (false);
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ButtonRenderers[1].Enable_Texturing (false);
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const int BLACK = VRGB_TO_INT32 (Vector3 (0, 0, 0));
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const int WHITE = VRGB_TO_INT32 (Vector3 (1, 1, 1));
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const int DK_GRAY = VRGB_TO_INT32 (Vector3 (0.5F, 0.5F, 0.5F));
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const int GRAY = VRGB_TO_INT32 (Vector3 (0.75F, 0.75F, 0.75F));
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const int LT_GRAY = VRGB_TO_INT32 (Vector3 (0.9F, 0.9F, 0.9F));
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//
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// Draw the outside button outline
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//
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RectClass rect = Rect;
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ButtonRenderers[0].Add_Line (Vector2 (rect.Left, rect.Bottom), Vector2 (rect.Left, rect.Top-1), 1, WHITE);
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ButtonRenderers[0].Add_Line (Vector2 (rect.Left, rect.Top), Vector2 (rect.Right, rect.Top), 1, WHITE);
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ButtonRenderers[0].Add_Line (Vector2 (rect.Right, rect.Top), Vector2 (rect.Right, rect.Bottom), 1, BLACK);
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ButtonRenderers[0].Add_Line (Vector2 (rect.Right, rect.Bottom), Vector2 (rect.Left, rect.Bottom), 1, BLACK);
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ButtonRenderers[1].Add_Line (Vector2 (rect.Left, rect.Bottom), Vector2 (rect.Left, rect.Top-1), 1, BLACK);
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ButtonRenderers[1].Add_Line (Vector2 (rect.Left, rect.Top), Vector2 (rect.Right, rect.Top), 1, BLACK);
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ButtonRenderers[1].Add_Line (Vector2 (rect.Right, rect.Top), Vector2 (rect.Right, rect.Bottom), 1, WHITE);
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ButtonRenderers[1].Add_Line (Vector2 (rect.Right, rect.Bottom), Vector2 (rect.Left, rect.Bottom), 1, WHITE);
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//
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// Draw the inside button outline
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//
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rect.Inflate (Vector2 (-1, -1));
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ButtonRenderers[0].Add_Line (Vector2 (rect.Left, rect.Bottom), Vector2 (rect.Left, rect.Top-1), 1, LT_GRAY);
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ButtonRenderers[0].Add_Line (Vector2 (rect.Left, rect.Top), Vector2 (rect.Right, rect.Top), 1, LT_GRAY);
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ButtonRenderers[0].Add_Line (Vector2 (rect.Right, rect.Top), Vector2 (rect.Right, rect.Bottom), 1, DK_GRAY);
|
||
|
ButtonRenderers[0].Add_Line (Vector2 (rect.Right, rect.Bottom), Vector2 (rect.Left, rect.Bottom), 1, DK_GRAY);
|
||
|
|
||
|
ButtonRenderers[1].Add_Line (Vector2 (rect.Left, rect.Bottom), Vector2 (rect.Left, rect.Top-1), 1, DK_GRAY);
|
||
|
ButtonRenderers[1].Add_Line (Vector2 (rect.Left, rect.Top), Vector2 (rect.Right, rect.Top), 1, DK_GRAY);
|
||
|
|
||
|
//
|
||
|
// Fill the button center
|
||
|
//
|
||
|
rect.Right -= 1;
|
||
|
rect.Bottom -= 1;
|
||
|
ButtonRenderers[0].Add_Quad (rect, GRAY);
|
||
|
ButtonRenderers[1].Add_Quad (rect, GRAY);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Create_Text_Renderers
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogButtonClass::Create_Text_Renderers (void)
|
||
|
{
|
||
|
TextRenderers[0].Reset ();
|
||
|
TextRenderers[1].Reset ();
|
||
|
|
||
|
//
|
||
|
// Draw the text
|
||
|
//
|
||
|
StyleMgrClass::Render_Text (Title, &TextRenderers[0], Rect, true, true, StyleMgrClass::CENTER_JUSTIFY);
|
||
|
StyleMgrClass::Render_Text (Title, &TextRenderers[1], Rect, true, true, StyleMgrClass::CENTER_JUSTIFY);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Set_Cursor
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogButtonClass::On_Set_Cursor (const Vector2 &mouse_pos)
|
||
|
{
|
||
|
//
|
||
|
// Change the mouse cursor if necessary
|
||
|
//
|
||
|
if (ClientRect.Contains (mouse_pos)) {
|
||
|
MouseMgrClass::Set_Cursor (MouseMgrClass::CURSOR_ACTION);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Kill_Focus
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogButtonClass::On_Kill_Focus (DialogControlClass *focus)
|
||
|
{
|
||
|
WasButtonPressedOnMe = false;
|
||
|
IsMouseOverMe = false;
|
||
|
|
||
|
DialogControlClass::On_Kill_Focus (focus);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Key_Down
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DialogButtonClass::On_Key_Down (uint32 key_id, uint32 key_data)
|
||
|
{
|
||
|
switch (key_id)
|
||
|
{
|
||
|
case VK_RETURN:
|
||
|
case VK_SPACE:
|
||
|
Parent->On_Command (ID, BN_CLICKED, 0);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|