/* ** 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/tabctrl.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 11/06/01 3:51p $* * * * $Revision:: 9 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __TAB_CTRL_H #define __TAB_CTRL_H #include "dialogcontrol.h" #include "vector3.h" #include "vector.h" #include "render2dsentence.h" #include "bittype.h" //////////////////////////////////////////////////////////////// // Forward declarations //////////////////////////////////////////////////////////////// class ChildDialogClass; //////////////////////////////////////////////////////////////// // Useful macros //////////////////////////////////////////////////////////////// #define TABCTRL_ADD_TAB(tab_ctrl, class_name) { \ ChildDialogClass *new_tab = new class_name; \ tab_ctrl->Add_Tab (new_tab); \ REF_PTR_RELEASE (new_tab); } //////////////////////////////////////////////////////////////// // // TabCtrlClass // //////////////////////////////////////////////////////////////// class TabCtrlClass : public DialogControlClass { public: //////////////////////////////////////////////////////////////// // Public constructors/destructors //////////////////////////////////////////////////////////////// TabCtrlClass (void); virtual ~TabCtrlClass (void); //////////////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////////////// // // From DialogControlClass // void Render (void); bool Wants_Tooltip (void) const { return false; } // // Tab control // void Add_Tab (ChildDialogClass *dialog); void Remove_Tab (int index); int Get_Tab_Count (void) const { return TabList.Count (); } // // Selection control // void Set_Curr_Tab (int index); int Get_Curr_Tab (void) const { return CurrTabIndex; } // // Apply/Discard support // // Note: If either of these methods return false, then the // dialog should NOT advance. // bool Apply_Changes_On_Tabs (void); bool Discard_Changes_On_Tabs (void); void Reload_Tabs (void); protected: //////////////////////////////////////////////////////////////// // Protected methods //////////////////////////////////////////////////////////////// void On_LButton_Down (const Vector2 &mouse_pos); void On_LButton_Up (const Vector2 &mouse_pos); void On_Mouse_Move (const Vector2 &mouse_pos); void On_Mouse_Wheel (int direction); 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 Update_Client_Rect (void); void Create_Control_Renderer (void); void Create_Text_Renderer (void); void Create_Glow_Renderer (void); int Tab_From_Pos (const Vector2 &mouse_pos); float Pos_From_Tab (int index); void Free_Tabs (void); void Update_Bubble (void); void Update_Selector (void); //////////////////////////////////////////////////////////////// // Protected member data //////////////////////////////////////////////////////////////// Render2DClass ControlRenderer; Render2DSentenceClass HilightRenderer; Render2DSentenceClass TextRenderer; Render2DSentenceClass HilightGlowRenderer; Render2DSentenceClass GlowRenderer; int CurrTabIndex; int NextBlinkTime; bool IsBubbleDisplayed; float SelectorPos; float ScaleX; float ScaleY; RectClass SelRect; DynamicVectorClass TabList; }; #endif //__TAB_CTRL_H