177 lines
5.1 KiB
C++
177 lines
5.1 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 : wwui *
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* *
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* $Archive:: /Commando/Code/wwui/imagectrl.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/22/01 4:12p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "imagectrl.h"
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#include "texture.h"
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#include "assetmgr.h"
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#include "stylemgr.h"
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//////////////////////////////////////////////////////////////////////
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//
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// ImageCtrlClass
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//
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//////////////////////////////////////////////////////////////////////
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ImageCtrlClass::ImageCtrlClass (void)
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{
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//
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// Configure the renderers
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//
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StyleMgrClass::Configure_Renderer (&ControlRenderer);
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StyleMgrClass::Configure_Renderer (&TextureRenderer);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// ~ImageCtrlClass
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//
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//////////////////////////////////////////////////////////////////////
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ImageCtrlClass::~ImageCtrlClass (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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// Create_Control_Renderer
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//
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//////////////////////////////////////////////////////////////////////
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void
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ImageCtrlClass::Create_Control_Renderer (void)
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{
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Render2DClass &renderer = ControlRenderer;
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//
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// Configure this renderer
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//
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renderer.Reset ();
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renderer.Enable_Texturing (false);
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//
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// Determine which color to draw the outline in
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//
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int color = StyleMgrClass::Get_Line_Color ();
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int bkcolor = StyleMgrClass::Get_Bk_Color ();
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if (IsEnabled == false) {
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color = StyleMgrClass::Get_Disabled_Line_Color ();
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bkcolor = StyleMgrClass::Get_Disabled_Bk_Color ();
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}
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//
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// Draw the control's outline
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//
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if ( Style & WS_BORDER == WS_BORDER ) {
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renderer.Add_Outline (Rect, 1.0F, color);
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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_Texture_Renderer
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//
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//////////////////////////////////////////////////////////////////////
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void
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ImageCtrlClass::Create_Texture_Renderer (void)
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{
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Render2DClass &renderer = TextureRenderer;
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//
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// Simply draw the texture inside the control
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//
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renderer.Reset ();
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if (renderer.Peek_Texture () != NULL) {
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renderer.Add_Quad (Rect);
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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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// Set_Texture
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//
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//////////////////////////////////////////////////////////////////////
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void
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ImageCtrlClass::Set_Texture (const char *texture_name)
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{
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//
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// Assign the texture to the renderer
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//
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TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (texture_name, TextureClass::MIP_LEVELS_1);
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TextureRenderer.Set_Texture (texture);
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REF_PTR_RELEASE (texture);
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//
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// Force an update
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//
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Set_Dirty ();
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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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ImageCtrlClass::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 (IsDirty) {
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Create_Control_Renderer ();
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Create_Texture_Renderer ();
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}
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//
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// Render the image...
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//
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TextureRenderer.Render ();
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ControlRenderer.Render ();
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DialogControlClass::Render ();
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return ;
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}
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