/* ** 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/inputctrl.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 1/15/02 6:33p $* * * * $Revision:: 8 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __INPUTBOX_CTRL_H #define __INPUTBOX_CTRL_H #include "dialogcontrol.h" #include "vector3.h" #include "render2dsentence.h" #include "bittype.h" //////////////////////////////////////////////////////////////// // Special virtual keys //////////////////////////////////////////////////////////////// #define VK_MOUSEWHEEL_UP 0x100 #define VK_MOUSEWHEEL_DOWN 0x101 //////////////////////////////////////////////////////////////// // // InputCtrlClass // //////////////////////////////////////////////////////////////// class InputCtrlClass : public DialogControlClass { public: //////////////////////////////////////////////////////////////// // Public constructors/destructors //////////////////////////////////////////////////////////////// InputCtrlClass (void); virtual ~InputCtrlClass (void); //////////////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////////////// // // From DialogControlClass // void Render (void); // // Key assignment access // int Get_Key_Assignment (void) const { return KeyAssignment; } void Set_Key_Assignment (int game_key_id, const WideStringClass &key_name); // // User data support // uint32 Get_User_Data (void) { return UserData; } void Set_User_Data (uint32 data) { UserData = data; } protected: //////////////////////////////////////////////////////////////// // Protected methods //////////////////////////////////////////////////////////////// void On_LButton_Down (const Vector2 &mouse_pos); void On_RButton_Down (const Vector2 &mouse_pos); void On_MButton_Down (const Vector2 &mouse_pos); void On_LButton_Up (const Vector2 &mouse_pos); void On_Set_Cursor (const Vector2 &mouse_pos); void On_Set_Focus (void); void On_Kill_Focus (DialogControlClass *focus); bool On_Key_Down (uint32 key_id, uint32 key_data); void On_Create (void); void On_Mouse_Wheel (int direction); void Update_Client_Rect (void); void On_New_Key (int vkey_id); void Create_Control_Renderers (void); void Create_Text_Renderers (void); //////////////////////////////////////////////////////////////// // Protected member data //////////////////////////////////////////////////////////////// Render2DSentenceClass TextRenderer; Render2DClass ControlRenderer; Render2DClass HilightRenderer; int KeyAssignment; int MouseIgnoreTime; uint32 UserData; int PendingKeyID; }; #endif //__INPUTBOX_CTRL_H