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CnC_Renegade/Code/wwui/dialogbutton.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/wwui/dialogbutton.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 6/11/01 3:58p $*
* *
* $Revision:: 10 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dialogbutton.h"
#include "assetmgr.h"
#include "font3d.h"
#include "dialogbase.h"
#include "mousemgr.h"
#include "stylemgr.h"
////////////////////////////////////////////////////////////////
//
// DialogButtonClass
//
////////////////////////////////////////////////////////////////
DialogButtonClass::DialogButtonClass (void) :
WasButtonPressedOnMe (false),
IsMouseOverMe (false)
{
//
// Set the font for the text renderer
//
StyleMgrClass::Assign_Font (&TextRenderers[0], StyleMgrClass::FONT_CONTROLS);
StyleMgrClass::Assign_Font (&TextRenderers[1], StyleMgrClass::FONT_CONTROLS);
//
// Configure the renderers
//
//StyleMgrClass::Configure_Renderer (&TextRenderers[0]);
//StyleMgrClass::Configure_Renderer (&TextRenderers[1]);
StyleMgrClass::Configure_Renderer (&ButtonRenderers[0]);
StyleMgrClass::Configure_Renderer (&ButtonRenderers[1]);
return ;
}
////////////////////////////////////////////////////////////////
//
// Render
//
////////////////////////////////////////////////////////////////
void
DialogButtonClass::Render (void)
{
//
// Recreate the renderers (if necessary)
//
if (Is_Dirty ()) {
Create_Text_Renderers ();
Create_Component_Button ();
}
if (WasButtonPressedOnMe && IsMouseOverMe) {
//
// Render the button "pressed"
//
ButtonRenderers[DOWN].Render ();
TextRenderers[DOWN].Render ();
} else {
//
// Render the button normally
//
ButtonRenderers[UP].Render ();
TextRenderers[UP].Render ();
}
DialogControlClass::Render ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Create
//
////////////////////////////////////////////////////////////////
void
DialogButtonClass::On_Create (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// On_LButton_Down
//
////////////////////////////////////////////////////////////////
void
DialogButtonClass::On_LButton_Down (const Vector2 &mouse_pos)
{
Set_Capture ();
WasButtonPressedOnMe = true;
return ;
}
////////////////////////////////////////////////////////////////
//
// On_LButton_Up
//
////////////////////////////////////////////////////////////////
void
DialogButtonClass::On_LButton_Up (const Vector2 &mouse_pos)
{
Release_Capture ();
IsMouseOverMe = Rect.Contains (mouse_pos);
//
// Notify the parent (if necessary)
//
if (WasButtonPressedOnMe && IsMouseOverMe) {
Parent->On_Command (ID, BN_CLICKED, 0);
}
WasButtonPressedOnMe = false;
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Mouse_Move
//
////////////////////////////////////////////////////////////////
void
DialogButtonClass::On_Mouse_Move (const Vector2 &mouse_pos)
{
IsMouseOverMe = Rect.Contains (mouse_pos);
return ;
}
////////////////////////////////////////////////////////////////
//
// Create_Bitmap_Button
//
////////////////////////////////////////////////////////////////
void
DialogButtonClass::Create_Bitmap_Button (void)
{
ButtonRenderers[0].Reset ();
ButtonRenderers[1].Reset ();
//
// Turn off texturing on the UI background
//
TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture ("button_test04.tga", TextureClass::MIP_LEVELS_1);
ButtonRenderers[0].Set_Texture (texture);
ButtonRenderers[1].Set_Texture (texture);
texture->Release_Ref();
RectClass uv_rect1 (0, 0, 161.0F / 256.0F, 63.0F / 256.0F);
ButtonRenderers[0].Add_Quad (Rect, uv_rect1);
return ;
}
void
Blit_Section
(
Render2DClass & renderer,
const Vector2 & screen_pos,
const Vector2 & texture_pos,
const Vector2 & pixels,
const Vector2 & texture_dimensions
)
{
RectClass screen_rect;
screen_rect.Left = screen_pos.X;
screen_rect.Top = screen_pos.Y;
screen_rect.Right = screen_rect.Left + pixels.X;
screen_rect.Bottom = screen_rect.Top + pixels.Y;
RectClass uv_rect (texture_pos.X, texture_pos.Y, texture_pos.X + pixels.X, texture_pos.Y + pixels.Y);
uv_rect.Inverse_Scale (Vector2 (texture_dimensions.X - 1, texture_dimensions.Y - 1));
renderer.Add_Quad (screen_rect, uv_rect);
return ;
}
////////////////////////////////////////////////////////////////
//
// Create_Component_Button
//
////////////////////////////////////////////////////////////////
void
DialogButtonClass::Create_Component_Button (void)
{
ButtonRenderers[0].Reset ();
ButtonRenderers[1].Reset ();
ButtonRenderers[0].Set_Coordinate_Range (Render2DClass::Get_Screen_Resolution());
ButtonRenderers[1].Set_Coordinate_Range (Render2DClass::Get_Screen_Resolution());
//
// Turn off texturing on the UI background
//
TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture ("button_test04.tga", TextureClass::MIP_LEVELS_1);
ButtonRenderers[0].Set_Texture (texture);
ButtonRenderers[1].Set_Texture (texture);
texture->Release_Ref();
float height = 15.0F;
float edge_width = 17.0F;
float right = 160.0F;
float bottom = 62.0F;
float dn_start = 63.0F;
//float horz_tile_width = 20.0F;
//float vert_tile_height = 10.0F;
Vector2 texture_dimensions (256.0F, 256.0F);
//
// Upper left
//
::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Left, Rect.Top), Vector2 (0, 0),
Vector2 (edge_width, height), texture_dimensions);
::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Left, Rect.Top), Vector2 (0, dn_start),
Vector2 (edge_width, height), texture_dimensions);
//
// Upper right
//
::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Right - edge_width, Rect.Top), Vector2 (right - edge_width, 0),
Vector2 (edge_width, height), texture_dimensions);
::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Right - edge_width, Rect.Top), Vector2 (right - edge_width, dn_start),
Vector2 (edge_width, height), texture_dimensions);
//
// Lower left
//
::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Left, Rect.Bottom - height), Vector2 (0, bottom - height),
Vector2 (edge_width, height), texture_dimensions);
::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Left, Rect.Bottom - height), Vector2 (0, dn_start + bottom - height),
Vector2 (edge_width, height), texture_dimensions);
//
// Lower right
//
::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Right - edge_width, Rect.Bottom - height), Vector2 (right - edge_width, bottom - height),
Vector2 (edge_width, height), texture_dimensions);
::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Right - edge_width, Rect.Bottom - height), Vector2 (right - edge_width, dn_start + bottom - height),
Vector2 (edge_width, height), texture_dimensions);
Vector2 horz_top_pos ((right / 2) - 5, 0);
Vector2 horz_bottom_pos ((right / 2) - 5, bottom - height);
Vector2 horz_size (10, height);
//
// Horizontal tile
//
float remaining_width = Rect.Width () - (edge_width * 2);
float x_pos = Rect.Left + edge_width;
while (remaining_width > 0) {
horz_size.X = min (remaining_width, horz_size.X);
::Blit_Section (ButtonRenderers[0], Vector2 (x_pos, Rect.Top), horz_top_pos,
horz_size, texture_dimensions);
::Blit_Section (ButtonRenderers[0], Vector2 (x_pos, Rect.Bottom - height), horz_bottom_pos,
horz_size, texture_dimensions);
::Blit_Section (ButtonRenderers[1], Vector2 (x_pos, Rect.Top), horz_top_pos + Vector2 (0, dn_start),
horz_size, texture_dimensions);
::Blit_Section (ButtonRenderers[1], Vector2 (x_pos, Rect.Bottom - height), horz_bottom_pos + Vector2 (0, dn_start),
horz_size, texture_dimensions);
x_pos += horz_size.X;
remaining_width -= horz_size.X;
}
Vector2 vert_left_pos (0, (bottom / 2) - 5);
Vector2 vert_right_pos (right - edge_width, (bottom / 2) - 5);
Vector2 vert_size (edge_width, 10);
//
// Vertical tile
//
float remaining_height = Rect.Height () - (height * 2);
float y_pos = Rect.Top + height;
while (remaining_height > 0) {
vert_size.Y = min (remaining_height, vert_size.Y);
::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Left, y_pos), vert_left_pos,
vert_size, texture_dimensions);
::Blit_Section (ButtonRenderers[0], Vector2 (Rect.Right - edge_width, y_pos), vert_right_pos,
vert_size, texture_dimensions);
::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Left, y_pos), vert_left_pos + Vector2 (0, dn_start),
vert_size, texture_dimensions);
::Blit_Section (ButtonRenderers[1], Vector2 (Rect.Right - edge_width, y_pos), vert_right_pos + Vector2 (0, dn_start),
vert_size, texture_dimensions);
y_pos += vert_size.Y;
remaining_height -= vert_size.Y;
}
//
// "Patch" fill the interior
//
y_pos = Rect.Top + height;
remaining_height = Rect.Height () - (height * 2);
while (remaining_height > 0) {
x_pos = Rect.Left + edge_width;
remaining_width = Rect.Width () - (edge_width * 2);
while (remaining_width > 0) {
Vector2 size (8, 8);
size.X = min (remaining_width, size.X);
size.Y = min (remaining_height, size.Y);
::Blit_Section (ButtonRenderers[0], Vector2 (x_pos, y_pos), Vector2 ((right / 2) - 4, (bottom / 2) - 4),
size, texture_dimensions);
::Blit_Section (ButtonRenderers[1], Vector2 (x_pos, y_pos), Vector2 ((right / 2) - 4, dn_start + (bottom / 2) - 4),
size, texture_dimensions);
remaining_width -= 8;
x_pos += 8;
}
remaining_height -= 8;
y_pos += 8;
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Create_Component_Button2
//
////////////////////////////////////////////////////////////////
void
DialogButtonClass::Create_Component_Button2 (void)
{
ButtonRenderers[0].Reset ();
ButtonRenderers[1].Reset ();
ButtonRenderers[0].Set_Coordinate_Range (Render2DClass::Get_Screen_Resolution());
ButtonRenderers[1].Set_Coordinate_Range (Render2DClass::Get_Screen_Resolution());
//
// Turn off texturing on the UI background
//
ButtonRenderers[0].Enable_Texturing (false);
ButtonRenderers[1].Enable_Texturing (false);
const int BLACK = VRGB_TO_INT32 (Vector3 (0, 0, 0));
const int WHITE = VRGB_TO_INT32 (Vector3 (1, 1, 1));
const int DK_GRAY = VRGB_TO_INT32 (Vector3 (0.5F, 0.5F, 0.5F));
const int GRAY = VRGB_TO_INT32 (Vector3 (0.75F, 0.75F, 0.75F));
const int LT_GRAY = VRGB_TO_INT32 (Vector3 (0.9F, 0.9F, 0.9F));
//
// Draw the outside button outline
//
RectClass rect = Rect;
ButtonRenderers[0].Add_Line (Vector2 (rect.Left, rect.Bottom), Vector2 (rect.Left, rect.Top-1), 1, WHITE);
ButtonRenderers[0].Add_Line (Vector2 (rect.Left, rect.Top), Vector2 (rect.Right, rect.Top), 1, WHITE);
ButtonRenderers[0].Add_Line (Vector2 (rect.Right, rect.Top), Vector2 (rect.Right, rect.Bottom), 1, BLACK);
ButtonRenderers[0].Add_Line (Vector2 (rect.Right, rect.Bottom), Vector2 (rect.Left, rect.Bottom), 1, BLACK);
ButtonRenderers[1].Add_Line (Vector2 (rect.Left, rect.Bottom), Vector2 (rect.Left, rect.Top-1), 1, BLACK);
ButtonRenderers[1].Add_Line (Vector2 (rect.Left, rect.Top), Vector2 (rect.Right, rect.Top), 1, BLACK);
ButtonRenderers[1].Add_Line (Vector2 (rect.Right, rect.Top), Vector2 (rect.Right, rect.Bottom), 1, WHITE);
ButtonRenderers[1].Add_Line (Vector2 (rect.Right, rect.Bottom), Vector2 (rect.Left, rect.Bottom), 1, WHITE);
//
// Draw the inside button outline
//
rect.Inflate (Vector2 (-1, -1));
ButtonRenderers[0].Add_Line (Vector2 (rect.Left, rect.Bottom), Vector2 (rect.Left, rect.Top-1), 1, LT_GRAY);
ButtonRenderers[0].Add_Line (Vector2 (rect.Left, rect.Top), Vector2 (rect.Right, rect.Top), 1, LT_GRAY);
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 ;
}