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CnC_Renegade/Code/wwui/shortcutbarctrl.cpp

854 lines
20 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/shortcutbarctrl.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/13/01 9:58a $*
* *
* $Revision:: 8 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
// Disable warning about exception handling not being enabled. It's used as part of STL - in a part of STL we don't use.
#pragma warning(disable : 4530)
#include "shortcutbarctrl.h"
#include "assetmgr.h"
#include "refcount.h"
#include "mousemgr.h"
#include "ww3d.h"
#include "dialogmgr.h"
#include "dialogbase.h"
#include "stylemgr.h"
#include "vector4.h"
////////////////////////////////////////////////////////////////
// Local constants
////////////////////////////////////////////////////////////////
static const float BORDER_X = 10.0F;
static const float BORDER_Y = BORDER_X * 0.75F;
static const float TEXT_BORDER_Y = 6.0F;
static const float FULL_WIDTH = 200.0F;
static const RectClass BAR_TOP_UVS (1, 3, 13, 44);
static const RectClass BAR_BOTTOM_UVS (14, 4, 26, 44);
static const RectClass BAR_TILE_UVS (27, 10, 39, 37);
////////////////////////////////////////////////////////////////
//
// ShortcutBarCtrlClass
//
////////////////////////////////////////////////////////////////
ShortcutBarCtrlClass::ShortcutBarCtrlClass (void) :
FullRect (0, 0, 0, 0),
IsHiddenState (true),
CurrSel (-1),
BarOpacity (1.0F),
PulseDirection (-1.0F)
{
//
// Set the font for the text renderers
//
StyleMgrClass::Assign_Font (&TextRenderer, StyleMgrClass::FONT_CONTROLS);
StyleMgrClass::Assign_Font (&GlowRenderer, StyleMgrClass::FONT_HEADER);
StyleMgrClass::Assign_Font (&HilightRenderer, StyleMgrClass::FONT_HEADER);
StyleMgrClass::Configure_Renderer (&ControlRenderer);
StyleMgrClass::Configure_Renderer (&TexturedControlRenderer);
//
// Configure the textured renderer
//
TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture ("if_bar.tga", TextureClass::MIP_LEVELS_1);
TexturedControlRenderer.Set_Texture (texture);
REF_PTR_RELEASE (texture);
return ;
}
////////////////////////////////////////////////////////////////
//
// ~ShortcutBarCtrlClass
//
////////////////////////////////////////////////////////////////
ShortcutBarCtrlClass::~ShortcutBarCtrlClass (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// Create_Text_Renderers
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Create_Text_Renderers (void)
{
//
// Start fresh
//
TextRenderer.Reset ();
GlowRenderer.Reset ();
HilightRenderer.Reset ();
//
// Don't do anything if the control is "hidden"
//
if (IsHiddenState) {
return ;
}
//
// Draw each button
//
for (int index = 0; index < ShortcutList.Count (); index ++) {
//
// Get the rectangle for this button
//
RectClass text_rect;
Get_Entry_Rect (index, text_rect);
//
// Get a pointer to the text for this entry
//
const WCHAR *text = ShortcutList[index].text;
//
// Is this the hilighted button?
//
if (index == CurrSel) {
//
// Render the text for this button
//
StyleMgrClass::Render_Text (text, &HilightRenderer, StyleMgrClass::Get_Tab_Text_Color (),
StyleMgrClass::Get_Text_Shadow_Color (), text_rect, true, true,
StyleMgrClass::CENTER_JUSTIFY);
//
// Render its "glow"
//
GlowRenderer.Build_Sentence (text);
StyleMgrClass::Render_Glow (text, &GlowRenderer, text_rect, 7, 7,
StyleMgrClass::Get_Tab_Glow_Color (), StyleMgrClass::CENTER_JUSTIFY);
} else {
//
// Render the text for this button
//
StyleMgrClass::Render_Text (text, &TextRenderer, text_rect, true, true,
StyleMgrClass::CENTER_JUSTIFY);
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Create_Control_Renderers
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Create_Control_Renderers (void)
{
//
// Configure this renderer
//
ControlRenderer.Reset ();
TexturedControlRenderer.Reset ();
ControlRenderer.Enable_Texturing (false);
if (IsHiddenState) {
Create_Hidden_State_Renderers ();
} else {
Create_Displayed_State_Renderers ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Create_Hidden_State_Renderers
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Create_Hidden_State_Renderers (void)
{
//
// Determine which color to draw the outline in
//
//int color = StyleMgrClass::Get_Line_Color ();
//int bkcolor = StyleMgrClass::Get_Bk_Color ();
//
// Draw the outline
//
//ControlRenderer.Add_Rect (Rect, 1.0F, color, bkcolor);
Render_Strip (Rect, false);
return ;
}
////////////////////////////////////////////////////////////////
//
// Render_Strip
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Render_Strip (const RectClass &screen_rect, bool flip_uvs)
{
RectClass bar_top_uvs = BAR_TOP_UVS;
RectClass bar_tile_uvs = BAR_TILE_UVS;
RectClass bar_bottom_uvs = BAR_BOTTOM_UVS;
bar_top_uvs.Inverse_Scale (Vector2 (64, 64));
bar_tile_uvs.Inverse_Scale (Vector2 (64, 64));
bar_bottom_uvs.Inverse_Scale (Vector2 (64, 64));
//
// Flip the UVs if necessary
//
if (flip_uvs) {
float temp = bar_top_uvs.Right;
bar_top_uvs.Right = bar_top_uvs.Left;
bar_top_uvs.Left = temp;
temp = bar_tile_uvs.Right;
bar_tile_uvs.Right = bar_tile_uvs.Left;
bar_tile_uvs.Left = temp;
temp = bar_bottom_uvs.Right;
bar_bottom_uvs.Right = bar_bottom_uvs.Left;
bar_bottom_uvs.Left = temp;
}
//
// Render the top of the bar
//
RectClass rect = screen_rect;
rect.Bottom = int(rect.Top + BAR_TOP_UVS.Height ());
TexturedControlRenderer.Add_Quad (rect, bar_top_uvs);
//
// Render the center (tileable) section
//
float height = (screen_rect.Bottom - BAR_BOTTOM_UVS.Height ()) - rect.Bottom;
while (height > 0) {
float tile_height = BAR_TILE_UVS.Height ();
tile_height = min (tile_height, height);
//
// Render this section of the bar
//
rect.Top = rect.Bottom;
rect.Bottom = int (rect.Top + tile_height);
TexturedControlRenderer.Add_Quad (rect, bar_tile_uvs);
//
// Decrement the total height left
//
height -= tile_height;
}
//
// Render the bottom of the bar
//
rect.Top = rect.Bottom;
rect.Bottom = screen_rect.Bottom;
TexturedControlRenderer.Add_Quad (rect, bar_bottom_uvs);
return ;
}
////////////////////////////////////////////////////////////////
//
// Create_Displayed_State_Renderers
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Create_Displayed_State_Renderers (void)
{
//
// Determine which color to draw the outline in
//
int color = StyleMgrClass::Get_Line_Color ();
int bkcolor = StyleMgrClass::Get_Bk_Color ();
//
// Darken the background...
//
ControlRenderer.Add_Quad (FullRect, RGBA_TO_INT32 (0, 0, 0, 170));
//
// Draw the outline
//
ControlRenderer.Add_Rect (FullRect, 1.0F, color, bkcolor);
//
// Render the left strip
//
RectClass rect = Rect;
rect.Left -= 1.0F;
rect.Right -= 1.0F;
rect.Top -= (6.0F * StyleMgrClass::Get_Y_Scale ());
rect.Bottom += (6.0F * StyleMgrClass::Get_Y_Scale ());
Render_Strip (rect, true);
//
// Render the right strip
//
rect.Right = FullRect.Right;
rect.Left = FullRect.Right - Rect.Width ();
Render_Strip (rect, false);
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Set_Cursor
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::On_Set_Cursor (const Vector2 &mouse_pos)
{
//
// Change the mouse cursor
//
MouseMgrClass::Set_Cursor (MouseMgrClass::CURSOR_ACTION);
return ;
}
////////////////////////////////////////////////////////////////
//
// Update_Client_Rect
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Update_Client_Rect (void)
{
//
// Set the client area
//
ClientRect = Rect;
//
// Determine what scale to use
//
float scale_x = Render2DClass::Get_Screen_Resolution().Width () / 800.0F;
//
// Calculate the display rectangle
//
FullRect = Rect;
FullRect.Right = FullRect.Left + int(FULL_WIDTH * scale_x);
Set_Dirty ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Render
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Render (void)
{
//
// Recreate the renderers (if necessary)
//
if (IsDirty) {
Create_Control_Renderers ();
Create_Text_Renderers ();
}
//
// Render the background and text for the current state
//
ControlRenderer.Render ();
TexturedControlRenderer.Render ();
GlowRenderer.Render ();
TextRenderer.Render ();
HilightRenderer.Render ();
DialogControlClass::Render ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_LButton_Down
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::On_LButton_Down (const Vector2 &mouse_pos)
{
int new_sel = Entry_From_Pos (mouse_pos);
if (new_sel != -1) {
Set_Curr_Sel (new_sel);
Send_Command ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_LButton_Up
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::On_LButton_Up (const Vector2 &mouse_pos)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Mouse_Move
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::On_Mouse_Move (const Vector2 &mouse_pos)
{
//
// Check to see if the user moved the mouse off of the control
//
if (IsHiddenState == false && FullRect.Contains (mouse_pos) == false) {
Set_Hidden_State (true);
} else if (IsHiddenState && FullRect.Contains (mouse_pos)) {
Set_Hidden_State (false);
} else if (IsHiddenState == false) {
//
// Ensure we have the input focus captured
//
if (DialogMgrClass::Get_Focus () != this) {
Set_Focus ();
Set_Capture ();
}
//
// Change the selection
//
int new_sel = Entry_From_Pos (mouse_pos);
Set_Curr_Sel (new_sel);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Set_Focus
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::On_Set_Focus (void)
{
DialogControlClass::On_Set_Focus ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Kill_Focus
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::On_Kill_Focus (DialogControlClass *focus)
{
Set_Hidden_State (true);
DialogControlClass::On_Kill_Focus (focus);
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Key_Down
//
////////////////////////////////////////////////////////////////
bool
ShortcutBarCtrlClass::On_Key_Down (uint32 key_id, uint32 key_data)
{
bool handled = true;
switch (key_id)
{
case VK_SPACE:
case VK_RETURN:
Send_Command ();
break;
case VK_UP:
case VK_LEFT:
Set_Curr_Sel (CurrSel - 1, true);
break;
case VK_DOWN:
case VK_RIGHT:
Set_Curr_Sel (CurrSel + 1, true);
break;
default:
handled = false;
break;
}
return handled;
}
////////////////////////////////////////////////////////////////
//
// On_Create
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::On_Create (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// Set_Hidden_State
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Set_Hidden_State (bool onoff)
{
//
// Set the dirty flag if we've changed states
//
if (IsHiddenState != onoff) {
IsHiddenState = onoff;
Set_Dirty ();
//
// Capture the mouse so we can tell when the user
// moves the mouse off of the control
//
if (IsHiddenState == false) {
//
// Snap the mouse to the first entry
//
//RectClass text_rect;
//Get_Entry_Rect (0, text_rect);
//Vector3 center (FullRect.Center ().X, DialogMgrClass::Get_Mouse_Pos ().Y, 0);
//DialogMgrClass::Set_Mouse_Pos (center);
//
// Capture the input focus
//
Set_Focus ();
Set_Capture ();
} else {
Release_Capture ();
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Add_Button
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Add_Button (int ctrl_id, const WCHAR *text)
{
ShortcutList.Add (ShortcutInfoStruct (ctrl_id, text));
Set_Dirty ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Remove_Button
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Remove_Button (int ctrl_id)
{
for (int index = 0; index < ShortcutList.Count (); index ++) {
//
// Remove the entry from the list...
//
if (ShortcutList[index].ctrl_id == ctrl_id) {
ShortcutList.Delete (index);
Set_Dirty ();
break;
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Entry_Rect
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Get_Entry_Rect (int index, RectClass &rect)
{
float start_y_pos = Rect.Top + BORDER_Y * StyleMgrClass::Get_Y_Scale ();
float entry_height = TextRenderer.Get_Text_Extents (L"W").Y;
entry_height += TEXT_BORDER_Y * StyleMgrClass::Get_Y_Scale () * 2.0F;
//
// Simply calculate the rectangle for this entry and return it
// to the caller
//
rect.Left = FullRect.Left + int(BORDER_X * StyleMgrClass::Get_X_Scale ());
rect.Right = FullRect.Right - int(BORDER_X * StyleMgrClass::Get_X_Scale ());
rect.Top = int(start_y_pos + (index * entry_height));
rect.Bottom = int(rect.Top + entry_height);
return ;
}
////////////////////////////////////////////////////////////////
//
// Entry_From_Pos
//
////////////////////////////////////////////////////////////////
int
ShortcutBarCtrlClass::Entry_From_Pos (const Vector2 &mouse_pos)
{
int retval = -1;
for (int index = 0; index < ShortcutList.Count (); index ++) {
//
// Get the rectangle for this button
//
RectClass text_rect;
Get_Entry_Rect (index, text_rect);
//
// Is this the entry we're looking for?
//
if (text_rect.Contains (mouse_pos)) {
retval = index;
break;
}
}
return retval;
}
////////////////////////////////////////////////////////////////
//
// Set_Curr_Sel
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Set_Curr_Sel (int index, bool snap_mouse)
{
//
// Ensure the new index is in range
//
if (index < 0) {
index = ShortcutList.Count () - 1;
} else if (index >= ShortcutList.Count ()) {
index = 0;
}
//
// Did the selection change?
//
if (index != CurrSel) {
CurrSel = index;
Set_Dirty ();
if (snap_mouse) {
//
// Snap the mouse to the entry
//
RectClass text_rect;
Get_Entry_Rect (CurrSel, text_rect);
Vector3 center (text_rect.Center ().X, text_rect.Center ().Y, 0);
DialogMgrClass::Set_Mouse_Pos (center);
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Mouse_Wheel
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::On_Mouse_Wheel (int direction)
{
if (IsHiddenState == false) {
if (direction > 0) {
Set_Curr_Sel (CurrSel + 1, true);
} else {
Set_Curr_Sel (CurrSel - 1, true);
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Window_Rect
//
////////////////////////////////////////////////////////////////
const RectClass &
ShortcutBarCtrlClass::Get_Window_Rect (void) const
{
const RectClass *retval = &Rect;
//
// If the bar is completely displayed, then return
// the full rectangle instead of the screen rectangle.
//
if (IsHiddenState == false) {
retval = &FullRect;
}
return (*retval);
}
////////////////////////////////////////////////////////////////
//
// Send_Command
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Send_Command (void)
{
if (CurrSel >= 0 && CurrSel < ShortcutList.Count ()) {
Parent->On_Command (ShortcutList[CurrSel].ctrl_id, BN_CLICKED, 0);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Update_Pulse
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::Update_Pulse (void)
{
if (IsHiddenState == false) {
return ;
}
const float PULSE_RATE = 0.5F;
const float MIN_OPACITY = 0.65F;
const float MAX_OPACITY = 1.00F;
//
// Pulse the bar
//
float delta = PULSE_RATE * (DialogMgrClass::Get_Frame_Time () / 1000.0F);
BarOpacity += PulseDirection * delta;
//
// Clamp the opacity
//
if (BarOpacity <= MIN_OPACITY) {
BarOpacity = MIN_OPACITY;
PulseDirection = 1.0F;
} else if (BarOpacity >= MAX_OPACITY) {
BarOpacity = MAX_OPACITY;
PulseDirection = -1.0F;
}
int bar_color = VRGBA_TO_INT32 (Vector4 (1.0F, 1.0F, 1.0F, BarOpacity));
//
// Update the color vector array
//
DynamicVectorClass<unsigned long> &color_array = TexturedControlRenderer.Get_Color_Array ();
for (int index = 0; index < color_array.Count (); index ++) {
color_array[index] = bar_color;
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Frame_Update
//
////////////////////////////////////////////////////////////////
void
ShortcutBarCtrlClass::On_Frame_Update (void)
{
Update_Pulse ();
DialogControlClass::On_Frame_Update ();
return ;
}