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CnC_Renegade/Code/wwui/menudialog.cpp

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6.6 KiB
C++

/*
** 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/menudialog.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 1/02/02 11:10a $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "menudialog.h"
#include "menubackdrop.h"
#include "render2d.h"
#include "stylemgr.h"
#include "dialogmgr.h"
#include "childdialog.h"
#include "dialogcontrol.h"
////////////////////////////////////////////////////////////////
// Static member initialization
////////////////////////////////////////////////////////////////
MenuDialogClass * MenuDialogClass::ActiveMenu = NULL;
MenuBackDropClass * MenuDialogClass::BackDrop = NULL;
DynamicVectorClass<MenuDialogClass *> MenuDialogClass::MenuStack;
////////////////////////////////////////////////////////////////
//
// MenuDialogClass
//
////////////////////////////////////////////////////////////////
MenuDialogClass::MenuDialogClass (int res_id) :
DialogBaseClass (res_id)
{
//
// Add ourselves to the global stack of menus
//
MenuStack.Add (this);
return ;
}
////////////////////////////////////////////////////////////////
//
// ~MenuDialogClass
//
////////////////////////////////////////////////////////////////
MenuDialogClass::~MenuDialogClass (void)
{
if (ActiveMenu == this) {
ActiveMenu = NULL;
}
//
// Remove ourselves from the stack
//
int index = MenuStack.ID (this);
if (index != -1) {
MenuStack.Delete (index);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Initialize
//
////////////////////////////////////////////////////////////////
void
MenuDialogClass::Initialize (void)
{
BackDrop = new MenuBackDropClass;
return ;
}
////////////////////////////////////////////////////////////////
//
// Shutdown
//
////////////////////////////////////////////////////////////////
void
MenuDialogClass::Shutdown (void)
{
if (BackDrop != NULL) {
delete BackDrop;
BackDrop = NULL;
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Render
//
////////////////////////////////////////////////////////////////
void
MenuDialogClass::Render (void)
{
//
// Don't render if we aren't the active menu
//
if (ActiveMenu == this || DialogMgrClass::Peek_Transitioning_Dialog () == this) {
//
// Render the background scene first
//
BackDrop->Render ();
//
// Now, let the dialog subsystem render the controls and
// such...
//
DialogBaseClass::Render ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Init_Dialog
//
////////////////////////////////////////////////////////////////
/*void
MenuDialogClass::On_Init_Dialog (void)
{
DialogBaseClass::Set_Default_Focus ();
return ;
}*/
////////////////////////////////////////////////////////////////
//
// Start_Dialog
//
////////////////////////////////////////////////////////////////
void
MenuDialogClass::Start_Dialog (void)
{
//
// As a menu dialog we use the whole screen
//
Rect = Render2DClass::Get_Screen_Resolution ();
DialogBaseClass::Start_Dialog ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Activate
//
////////////////////////////////////////////////////////////////
void
MenuDialogClass::On_Activate (bool onoff)
{
if (onoff) {
//
// Notify the old menu
//
if (ActiveMenu != NULL) {
ActiveMenu->On_Menu_Activate (false);
}
//
// Switch to active state
//
ActiveMenu = this;
On_Menu_Activate (true);
}
DialogBaseClass::On_Activate (onoff);
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Menu_Activate
//
////////////////////////////////////////////////////////////////
void
MenuDialogClass::On_Menu_Activate (bool onoff)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// End_Dialog
//
////////////////////////////////////////////////////////////////
void
MenuDialogClass::End_Dialog (void)
{
//
// Is this the last menu? If so, send a notification
//
if (DialogMgrClass::Is_Flushing_Dialogs () == false) {
if (MenuStack.Count () == 1) {
On_Last_Menu_Ending ();
} else {
//
// Play the sound effect
//
StyleMgrClass::Play_Sound (StyleMgrClass::EVENT_MENU_BACK);
}
}
DialogBaseClass::End_Dialog ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Replace_BackDrop
//
////////////////////////////////////////////////////////////////
MenuBackDropClass *
MenuDialogClass::Replace_BackDrop (MenuBackDropClass *backdrop)
{
MenuBackDropClass *retval = BackDrop;
BackDrop = backdrop;
return retval;
}