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