/*
** 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 .
*/
/***********************************************************************************************
*** 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/dialogmgr.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 1/08/02 6:05p $*
* *
* $Revision:: 22 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __DIALOG_MGR_H
#define __DIALOG_MGR_H
#include "vector.h"
#include "vector2.h"
#include "vector3.h"
#include "bittype.h"
#include "wwuiinput.h"
////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////
class DialogBaseClass;
class DialogControlClass;
class DialogTransitionClass;
class ToolTipClass;
////////////////////////////////////////////////////////////////
// Public constants
////////////////////////////////////////////////////////////////
enum
{
VKEY_PRESSED = 0x80,
VKEY_TOGGLED = 0x01
};
////////////////////////////////////////////////////////////////
//
// DialogMgrClass
//
////////////////////////////////////////////////////////////////
class DialogMgrClass
{
public:
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
//
// Library management
//
static void Initialize (const char *stylemgr_ini);
static void Shutdown (void);
//
// Per-frame processing
//
static void Render (void);
static void On_Frame_Update (void);
//
// Input support
//
static void Install_Input (WWUIInputClass *instance) { REF_PTR_SET (Input, instance); }
static IME::IMEManager* Get_IME(void)
{return Input->GetIME();}
static void Show_IME_Message(const wchar_t* message, uint32 duration);
//
// Keyboard Input
//
static BYTE * Get_Keyboard_State (void) { return KeyboardState; }
static BYTE Get_VKey_State (BYTE index) { return KeyboardState[index]; }
static void Reset (void);
//
// Mouse Input
//
// Note X,Y are screen coordinates, while the Z component is the mouse wheel
// position.
//
static const Vector3 & Get_Mouse_Pos (void) { return Input->Get_Mouse_Pos (); }
static void Set_Mouse_Pos (const Vector3 &pos) { Input->Set_Mouse_Pos (pos); }
static const Vector3 & Get_Last_Mouse_Pos (void) { return LastMousePos; }
static void Set_Last_Mouse_Pos (const Vector3 &pos){ LastMousePos = pos; }
//
// Mouse button input
//
static bool Is_Button_Down (int vk_mouse_button_id) { return Input->Is_Button_Down (vk_mouse_button_id); };
static bool Was_Button_Down (int vk_mouse_button_id);
//
// Dialog registration
//
static void Register_Dialog (DialogBaseClass *dialog);
static void UnRegister_Dialog (DialogBaseClass *dialog);
static void Flush_Dialogs (void);
static bool Is_Flushing_Dialogs(void);
//
// Timing support
//
static int Get_Time (void) { return CurrTime; }
static int Get_Frame_Time (void) { return LastFrameTime; }
//
// Active dialog support
//
static DialogBaseClass* Find_Dialog(int dialogID);
static void Set_Active_Dialog (DialogBaseClass *dialog);
static DialogBaseClass * Get_Active_Dialog (void) { return ActiveDialog; }
static void Rollback (DialogBaseClass *dialog);
//
// Control support
//
static DialogControlClass * Find_Control (const Vector2 &mouse_pos);
//
// Input capture
//
static void Set_Capture (DialogControlClass *control);
static void Release_Capture (void);
static DialogControlClass * Get_Capture (void) { return InputCapture; }
//
// Focus support
//
static void Set_Focus (DialogControlClass *control);
static DialogControlClass * Get_Focus (void) { return FocusControl; }
//
// Transition support
//
static DialogBaseClass * Peek_Transitioning_Dialog (void) { return TransitionDialog; }
//
// Statistics
//
static int Get_Dialog_Count (void) { return DialogList.Count (); }
private:
////////////////////////////////////////////////////////////////
// Private constants
////////////////////////////////////////////////////////////////
enum
{
MB_LBUTTON = 0,
MB_MBUTTON,
MB_RBUTTON,
MB_COUNT,
};
////////////////////////////////////////////////////////////////
// Private methods
////////////////////////////////////////////////////////////////
static void On_Dialog_Added (void);
static void On_Dialog_Removed (void);
static void Update_Transition (void);
static void Reset_Inputs (void);
static void Internal_Set_Active_Dialog (DialogBaseClass *dialog);
//
// Keyboard input
//
static bool On_Key_Down (uint32 key_id, uint32 key_data);
static bool On_Key_Up (uint32 key_id);
static void On_Unicode_Char(uint16 unicode);
////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////
static DynamicVectorClass DialogList;
static DialogBaseClass ** TestArray;
static int TestArrayCount;
static int TestArrayMaxCount;
static bool IsFirstRender;
static bool IsInMenuMode;
static DialogBaseClass * ActiveDialog;
static BYTE KeyboardState[256];
static bool LastMouseButtonState[MB_COUNT];
static DialogControlClass * InputCapture;
static DialogControlClass * FocusControl;
static WWUIInputClass * Input;
static DialogTransitionClass * Transition;
static DialogBaseClass * TransitionDialog;
static DialogBaseClass * PendingActiveDialog;
static uint32 CurrTime;
static uint32 LastFrameTime;
static Vector3 LastMousePos;
static bool IsFlushing;
static ToolTipClass* mIMEMessage;
static uint32 mIMEMessageTime;
////////////////////////////////////////////////////////////////
// Friend classes
////////////////////////////////////////////////////////////////
friend WWUIInputClass;
};
#endif //__DIALOG_MGR_H